Paximadaki, the game: Creating an advergame for promoting traditional food products

Grammenos, D., Margetis, G., Koutlemanis, P., Zabulis, X. (2012) Paximadaki, the game: Creating an advergame for promoting traditional food products In Proceeding of the 16th International Academic MindTrek Conference (MindTrek '12). ACM, New York, NY, USA, 287-290.

Abstract

This paper presents an advergame installation for promoting the brand and products of a food company producing various types of traditional Cretan rusks. The paper first presents some background and related work. Then the requirements set towards creating the game are outlined, followed by concept creation and design decisions taken in order to meet these requirements, as well as a description of the user interface, gameplay and implementation characteristics of the resulting game. The game has already been installed with remarkable success in two different food exhibitions.

Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach

Korozi, M., Ntoa, S., Antona, M., Leonidis, A., & Stephanidis, C. (2012) Towards Building Pervasive UIs for the Intelligent Classroom: The PUPIL Approach In G. Tortora, S. Levialdi & M. Tucci (Eds.), Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI 2012), Capri Island (Naples), Italy, 21-25 May (279-286). New York: ACM Press.

Abstract

Information and Communication technologies have the potential to permeate the classroom and modernize the educational process. However, in the context of a smart classroom, building educational applications poses unique challenges from an HCI perspective, due to the diversity of user and context requirements. This paper introduces a framework that facilitates the design, development and deployment of pervasive educational applications that can automatically transform according to the context of use to ensure their usability. The collection of widgets incorporates both common basic widgets (e.g., buttons, images) and mini interfaces frequently used in educational applications, as ready-to-use modules. The designer can either (i) combine and customize widgets from both categories to build an interface just once, or (ii) build and incorporate it as a custom-made mini interface in the collection for future reuse. Finally, the framework's usability has been evaluated with users obtaining very positive results and potential suggestions for extensions.

A Smart Environment for Augmented Learning through Physical Books

Margetis, G., Koutlemanis, P., Zabulis, X., Antona, M., & Stephanidis, C. (2011) A Smart Environment for Augmented Learning through Physical Books In the Proceedings of the IEEE International Conference on Multimedia and Expo (ICME 2011), Barcelona, Spain, 11-15 July 2011.

Abstract

Today, augmented reality is evolving towards sophisticated approaches exploiting the opportunities offered by immersive environments and high quality 3D graphics. Such systems can prove to be very useful in the context of education, especially when learning involves reading and writing activities. However, the majority of existing systems relies on touch-based interaction, or on interaction with proprietary technological artifacts. This paper presents an approach to enhancing reading and writing on physical books through smart augmentation. It is based on the intuitive and unobtrusive monitoring of students gestures during reading and writing activities through cameras, facilitating context-aware content sensitive assistance without requiring any special interaction device.

A Student-Centric Intelligent Classroom

Antona, M., Leonidis, A., Margetis, G., Korozi, M., Ntoa, S., & Stephanidis, C. (2011) A Student-Centric Intelligent Classroom In D. Keyson et al. (Eds.), Proceedings of the 2nd International Joint Conference in Ambient Intelligence (AmI 2011), 16-18 November, Amsterdam, The Netherlands (pp. 248-252). Berlin Heidelberg, Germany: Springer [LNCS: 7040].

Abstract

This paper discusses a line of research targeted to investigate and introduce innovative solutions for efficient learning in smart environments through integrating AmI technology in the learning process. Following a discussion of current approaches to technology integration in the classroom, the overall concept of the Student-Centric “Intelligent” Classroom and the related software are described. Potential future improvements are outlined.

An Intelligent Task Assignment and Personalization System for Students’ Online Collaboration

Leonidis, A., Margetis, G., Antona, M., & Stephanidis, C. (2011) An Intelligent Task Assignment and Personalization System for Students’ Online Collaboration In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Applications and Services - Volume 8 of the combined Proceedings of the 14th International Conference on Human-Computer Interaction (HCI International 2011), Orlando, FL, USA, 9-14 July, pp. 548-557. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 6768, ISBN: 978-3-642-21656-5).

Abstract

This paper discusses a framework that supports collaborative learning activities in smart environments. When designing or developing collaborative environments numerous fundamental requirements should be taken into consideration to maximize their potentials. These best-practices outline strategies regarding (i) group formation, (ii) role assignment, (iii) personalized support, and (iv) activity monitoring. A multi-tier architecture scheme is employed, on top of the “ClassMATE” system, where every module addressees some of these aspects and their combination results in a complete framework that enables both online and offline collaboration in the smart classroom.

Augmented Reality Interactive Exhibits in Cartographic Heritage: An implemented case-study open to the general public

Grammenos D., Zabulis X., Michel D., Argyros A. A. (2011) Augmented Reality Interactive Exhibits in Cartographic Heritage: An implemented case-study open to the general public In the Proceedings of the 6th International Workshop on Digital Approaches in Cartographic Heritage, 7 – 8 April 2011, the Hague, Netherlands, e-Perimetron, Vol. 6, No. 2, 2011, 57-67.

Abstract

This paper presents the application of the PaperView system in the domain of cartographic heritage. PaperView is a multi-user augmented-reality system for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. By applying the proposed method of reality augmentation in the cartographic heritage domain, the system provides the capability of retrieving multimedia information about areas of interest, overlaying information on a 2D or 3D (i.e., scale model) map, as well as comparing different versions of a single map. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in three setups: (i) a map of Macedonia, Greece, including ancient Greek cities with archeological interest; (ii) a glass case containing a scale model and (iii) a part of Rigas Velestinlis’ Charta. The first two systems are currently installed and available to the general public at the Archaeological Museum of Thessaloniki, Greece, as part of a permanent exhibition of interactive systems.

Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums

Grammenos D., Zabulis X., Michel D., Sarmis T., Georgalis G., Tzevanidis K., Argyros A, A., Stephanidis C. (2011) Design and Development of Four Prototype Interactive Edutainment Exhibits for Museums In Proceedings of the 6th international conference on Universal access in human-computer interaction: context diversity - Volume Part III (UAHCI'11), Constantine Stephanidis (Ed.), Vol. Part III. Springer-Verlag, Berlin, Heidelberg, 173-182.

Abstract

This paper describes the outcomes stemming from the work of a multidisciplinary R&D project of ICS-FORTH, aiming to explore and experiment with novel interactive museum exhibits, and to assess their utility, usability and potential impact. More specifically, four interactive systems are presented in this paper which have been integrated, tested and evaluated in a dedicated, appropriately designed, laboratory space. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions with a large number of participants.

Intelligent Working Environments for the Ambient Classroom.

Korozi, M., Ntoa, S., Antona, M., & Stephanidis, C (2011) Intelligent Working Environments for the Ambient Classroom. In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Design for All and eInclusion - Volume 5 of the combined Proceedings of the 14th International Conference on Human-Computer Interaction (HCI International 2011), Orlando, FL, USA, 9-14 July, pp. 381-390. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer (LNCS 6765, ISBN: 978-3-642-21671-8).

Abstract

This paper introduces a suite of Window Managers purposed for the technologically enhanced classroom. The overall objective is to instantiate a common look and feel across various classroom artifacts, thus providing a unified working environment for the students and teachers. To achieve optimal interaction and application display, the workspaces for each artifact are designed keeping in mind both the platform’s characteristics and the user’s requirements. The usability evaluation of the developed system is reported.

Multiview 3D Pose Estimation of a Wand for Human-Computer Interaction

Zabulis, X., Koutlemanis, P., Baltzakis, H., & Grammenos, D. (2011) Multiview 3D Pose Estimation of a Wand for Human-Computer Interaction In the Proceedings of the 7th international conference on Advances in visual computing (ISVC 2011), Las Vegas, NV, USA, 26-28 September (pp. 104-115). Berlin: Lecture Notes in Computer Science Series of Springer (LNCS 6939).

Abstract

A method is proposed that visually estimates the 3D pose and endpoints of a thin cylindrical physical object, such as a wand, a baton, or a stylus, that is manipulated by a user. The method utilizes multiple synchronous images of the object to cover wide spatial ranges, increase accuracy and deal with occlusions. Experiments demonstrate that the method can be applied in real-time using modest and conventional hardware and that the outcome suits the purposes of employing the approach for human computer interaction.

PaperView: augmenting physical surfaces with location-aware digital information

Grammenos, D., Michel, D., Zabulis, X., and Argyros, A., A. (2011) PaperView: augmenting physical surfaces with location-aware digital information In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). ACM, New York, NY, USA, 57-60.

Abstract

A frequent need of museums is to provide visitors with context-sensitive information about exhibits in the form of maps, or scale models. This paper suggests an augmented-reality approach for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in the form of two prototype setups: a wooden table covered with a printed map and a glass case containing a scale model. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions.

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