GRETA: Pervasive and AR Interfaces for Controlling Intelligent Greenhouses

Bekiaris, I., Leonidis, A., Korozi, M., Stratakis, C., Zidianakis, E., Doxastaki, M. and Stephanidis, C. (2021) GRETA: Pervasive and AR Interfaces for Controlling Intelligent Greenhouses The 17th International Conference on Intelligent Environments (IE2021) will be held in Dubai, United Arab Emirates at Middlesex University Dubai from June 21 – June 24, 2021.

Abstract

Abstract— Considering the prevalence of Ambient Intelligence, this work aims to enhance the interaction between farmers and Intelligent Environments, in order to support their various daily Agricultural activities, aspiring to improve the quality and quantity of cultivated species. Towards this direction, the Greta system was designed and developed, following a user-centered design process, permitting farmers/agronomists to easily monitor and control an Intelligent Greenhouse via a set of useful and usable applications. Greta offers a progressive web app (PWAs) targeting PCs, handheld devices, and technologically-enhanced artifacts of Smart Homes, while it also delivers an Augmented Reality application that visualizes the greenhouse’s interior conditions in a sophisticated manner, and provides context-sensitive assistance regarding cultivation activities. In more detail, the system interoperates with the ambient facilities of an Intelligent Greenhouse allowing end-users to: monitor the conditions inside the greenhouse, remotely control the state of various actuators, be notified regarding the available/active automations, be aware of the optimal conditions for their plants to grow and receive relevant guidelines, be informed regarding any diseases, and communicate with experts for receiving treatment advice. This work describes the design methodology and functionality of Greta, and documents the results of a series of expert-based evaluation experiments.

Improving Stress Management and Sleep Hygiene in Intelligent Homes

Leonidis, A., Korozi, M., Sykianaki, E., Tsolakou, E., Kouroumalis, V., Ioannidi, D., Stavridakis, A., Antona, M. and Stephanidis, C. (2021) Improving Stress Management and Sleep Hygiene in Intelligent Homes Journal Article, Sensors 2021, 21, 2398.

Abstract

High stress levels and sleep deprivation may cause several mental or physical health issues, such as depression, impaired memory, decreased motivation, obesity, etc. The COVID-19 pandemic has produced unprecedented changes in our lives, generating significant stress, and worries about health, social isolation, employment, and finances. To this end, nowadays more than ever, it is crucial to deliver solutions that can help people to manage and control their stress, as well as to reduce sleep disturbances, so as to improve their health and overall quality of life. Technology, and in particular Ambient Intelligence Environments, can help towards that direction, when considering that they are able to understand the needs of their users, identify their behavior, learn their preferences, and act and react in their interest. This work presents two systems that have been designed and developed in the context of an Intelligent Home, namely CaLmi and HypnOS, which aim to assist users that struggle with stress and poor sleep quality, respectively. Both of the systems rely on real-time data collected by wearable devices, as well as contextual information retrieved from the ambient facilities of the Intelligent Home, so as to offer appropriate pervasive relaxation programs (CaLmi) or provide personalized insights regarding sleep hygiene (HypnOS) to the residents. This article will describe the design process that was followed, the functionality of both systems, the results of the user studies that were conducted for the evaluation of their end-user applications, and a discussion about future plans.

The invisible museum: A user-centric platform for creating virtual 3D exhibitions with VR support

Zidianakis, E., Partarakis, N., Ntoa, S., Dimopoulos, A., Kopidaki, S., Ntagianta, A., ... & Stephanidis, C (2021) The invisible museum: A user-centric platform for creating virtual 3D exhibitions with VR support Electronics, 10(3), 363

Abstract

With the ever-advancing availability of digitized museum artifacts, the question of how to make the vast collection of exhibits accessible and explorable beyond what museums traditionally offer via their websites and exposed databases has recently gained increased attention. This research work introduces the Invisible Museum: a user-centric platform that allows users to create interactive and immersive virtual 3D/VR exhibitions using a unified collaborative authoring environment. The platform itself was designed following a Human-Centered Design approach, with the active participation of museum curators and end-users. Content representation adheres to domain standards such as International Committee for Documentation of the International Council of Museums (CIDOC-CRM) and the Europeana Data Model and exploits state-of-the-art deep learning technologies to assist the curators by generating ontology bindings for textual data. The platform enables the formulation and semantic representation of narratives that guide storytelling experiences and bind the presented artifacts with their socio-historic context. Main contributions are pertinent to the fields of (a) user-designed dynamic virtual exhibitions, (b) personalized suggestions and exhibition tours, (c) visualization in web-based 3D/VR technologies, and (d) immersive navigation and interaction. The Invisible Museum has been evaluated using a combination of different methodologies, ensuring the delivery of a high-quality user experience, leading to valuable lessons learned, which are discussed in the article.

When Children Program Intelligent Environments: Lessons Learned from a Serious AR Game

Stefanidi, E., Korozi, M., Leonidis, A., Arampatzis, Antona, M., & Papagiannakis, G. (2021) When Children Program Intelligent Environments: Lessons Learned from a Serious AR Game In the Proceedings of the ACM Interaction Design and Children conference 2021 (IDC 2021), on-line, 26-30 June.

Abstract

While the body of research focusing on Intelligent Environments (IEs) programming by adults is steadily growing, informed insights about children as programmers of such environments are limited. Previous work already established that young children can learn programming basics. Yet, there is still a need to investigate whether this capability can be transferred in the context of IEs, since encouraging children to participate in the management of their intelligent surroundings can enhance responsibility, independence, and the spirit of cooperation. We performed a user study (N=15) with children aged 7-12, using a block-based, gamified AR spatial coding prototype allowing to manipulate smart artifacts in an Intelligent Living room. Our results validated that children understand and can indeed program IEs. Based on our findings, we contribute preliminary implications regarding the use of specific technologies and paradigms (e.g. AR, trigger-action programming) to inspire future systems that enable children to create enriching experiences in IEs.

CognitOS Board: A Wall-Sized Board to Support Presentations in Intelligent Environments

Leonidis, A., Korozi, M., Nikitakis, G., Ntagianta, A., Dimopoulos, A., Zidianakis, E., Stephanidi, E. & Antona, M. (2020) CognitOS Board: A Wall-Sized Board to Support Presentations in Intelligent Environments Technologies 2020, 8(4), 66

Abstract

The proliferation of Internet of Things devices and services and their integration in everyday environments led to the emergence of intelligent offices, classrooms, conference, and meeting rooms that adhere to the paradigm of Ambient Intelligence. Usually, the type of activities performed in such environments (i.e., presentations and lectures) can be enhanced by the use of large Interactive Boards that—among others—allow access to digital content, promote collaboration, enhance the process of exchanging ideas, and increase the engagement of the audience. Additionally, the board contents are expected to be plenty, in terms of quantity, and diverse, in terms of type (e.g., textual data, pictorial data, multimedia, figures, and charts), which unavoidably makes their manipulation over a large display tiring and cumbersome, especially when the interaction lasts for a considerable amount of time (e.g., during a class hour). Acknowledging both the shortcomings and potentials of Interactive Boards in intelligent conference rooms, meeting rooms, and classrooms, this work introduces a sophisticated framework named CognitOS Board, which takes advantage of (i) the intelligent facilities offered by the environment and (ii) the amenities offered by wall-to-wall displays, in order to enhance presentation-related activities. In this article, we describe the design process of CognitOS Board, elaborate on the available functionality, and discuss the results of a user-based evaluation study.

HypnOS: A Sleep Monitoring and Recommendation System to Improve Sleep Hygiene in Intelligent Homes

Tsolakou, E., Leonidis, A., Kouroumalis, V., Korozi, M., Antona, M., & Stephanidis, C. (2020, April) (2020) HypnOS: A Sleep Monitoring and Recommendation System to Improve Sleep Hygiene in Intelligent Homes HypnOS: A Sleep Monitoring and Recommendation System to Improve Sleep Hygiene in Intelligent Homes. In International Conference on Human Interaction and Emerging Technologies (pp. 433-439). Springer, Cham.

Abstract

Sleep is important for many vital functions. Unfortunately, many people suffer from sleep-related problems, which have negative consequences on sleep quality and therefore on quality of life. Considering the important health benefits of a good night’s sleep, it is crucial to investigate technological solutions that promote and improve sleep hygiene. To that end, the HypnOS framework for “Intelligent Homes” is introduced, aiming to improve the sleep quality of home residents by monitoring their sleep and providing personalized recommendations to overcome sleep-related issues. It describes the design process that was followed, presents its functionality, reports the findings of an expert-based evaluation of the HypnOS mobile app and discusses future plans.

Intelligent Classroom: Materialising the vision of Ambient Intelligence for Education

Leonidis, A., Korozi, M., Antona, M., & Stephanidis, C. (2020) Intelligent Classroom: Materialising the vision of Ambient Intelligence for Education Intelligent Classroom: Materialising the vision of Ambient Intelligence for Education. ERCIM News, Special Theme: Educational Technology, 120, 33-34.

Abstract

Acknowledging the omnipotent impact of technology on the domain of education, we have pursued the vision of a student-oriented and educator-friendly “Intelligent Classroom” that supports students in their journey to acquiring knowledge. The classroom simulation space located within the AmI Facility provides an ideal testbed for assessing the effects of intelligent technologies on key aspects of the educational process. Designing and developing ambient applications that shape the “Intelligent Classroom” is an ongoing activity and an open research endeavour, integrating and assessing emerging technologies that introduce new educational opportunities and interaction paradigms.

MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments

Stefanidi, E., Arampatzis, D., Leonidis, A., Korozi, M., Antona, M. & Papagiannakis, G. (2020) MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments MagiPlay: An Augmented Reality Serious Game Allowing Children to Program Intelligent Environments. In Transactions on Computational Science. Springer, 2020.

Abstract

A basic understanding of problem-solving and computational thinking is undoubtedly a benefit for all ages. At the same time, the proliferation of Intelligent Environments has raised the need for configuring their behaviors to address their users’ needs. This configuration can take the form of programming, and coupled with advances in Augmented Reality and Conversational Agents, can enable users to take control of their intelligent surroundings in an efficient and natural manner. Focusing on children, who can greatly benefit by being immersed in programming from an early age, this paper presents an authoring framework in the form of an Augmented Reality serious game, named MagiPlay, allowing children to manipulate and program their Intelligent Environment. This is achieved through a handheld device, which children can use to capture smart objects via its camera and subsequently create rules dictating their behavior. An intuitive user interface permits players to combine LEGO-like 3D bricks as a part of the rule-based creation process, aiming to make the experience more natural. Additionally, children can communicate with the system via natural language through a Conversational Agent, in order to configure the rules by talking with a human-like agent, while the agent also serves as a guide/helper for the player, providing context-sensitive tips for every part of the rule creation process. Finally, MagiPlay enables networked collaboration, to allow parental and teacher guidance and support. The main objective of this research work is to provide young learners with a fun and engaging way to program their intelligent surroundings. This paper describes the game logic of MagiPlay, its implementation details, and discusses the results of a statistically significant evaluation conducted with end-users, i.e. a group of children of seven to twelve years old.

The CongitOS Classboard: Supporting the teacher in the Intelligent Classroom

Nikitakis, G., Ntagianta, A., Korozi, M., Leonidis, A., Antona, M., Stephanidis, C. (2020) The CongitOS Classboard: Supporting the teacher in the Intelligent Classroom 14th annual International Technology, Education and Development Conference, At Valencia

Abstract

In the domain of education, an Intelligent Classroom that employs Ambient Intelligence technologies can not only improve learning and student performance, but also support educators with the various educational tasks, such as lecturing, course preparation and classroom management. Given that the board is one of the key artifacts of any classroom, using technology to enhance it offers students and educators rich opportunities by providing access to a wide range of applications, capturing and maintaining a simultaneous focus of attention for large learner groups, supporting collaboration and encouraging discussion. To this end, this work presents the CognitOS Classboard, an educator- and student- oriented framework, employed on the “Intelligent Classroom Board” - a wall-to-wall projected interactive board- offering a variety of tools and applications aiming to support lecturing and enhance the learning process. Aiming to create highly engaging and fascinating learning experiences for the students, the CognitOS Classboard apart from offering access to useful educational applications, features sophisticated mechanisms that can transform the classroom into an immersive environment on demand. It supports multimodal interaction through touch, mid-air gestures, voice commands, and user position tracking, while a tablet and a desktop application were developed for permitting the management and overview of the board. This paper reports the functionality of the “CognitOS Classboard” and the findings of an evaluation experiment conducted with User Experience experts.

The LECTOR Podium – An innovative Teacher Workstation for the intelligent Classroom of the Future

Stefanidi, E., Korozi, M., Leonidis, A., Antona, M., & Papagiannakis, G. (2020) The LECTOR Podium – An innovative Teacher Workstation for the intelligent Classroom of the Future In the Proceedings of the 12th International Conference on Education Technology and Computers (ICETC 2020), London, UK, 23-26 October 2020.

Abstract

This paper explores a new approach to a teacher’s workstation in the context of the intelligent classroom of the 21st century. Nowadays, the term “intelligent” is not only associated with efforts to incorporate smart/mobile devices into the learning experience (distance learning, educational games/apps, etc.), but also to equip the physical environment of the classroom with technologically enhanced objects. These technologically augmented artefacts (Student Desk, Interactive Classroom Board and Educator’s Workstation) are embedded discreetly in the classroom’s environment. One of the main concerns in designing and developing such artefacts is to facilitate seamless interaction between educators and students, as well as to enable unobtrusive monitoring and supervision of the students by the educators. This paper presents LECTOR Podium, a system that liberates teachers from the confinement of a desk and introduces a flexible and empowering workstation in the form of a smart arm-chair. This arm-chair assumes the role of a control center, enabling the educator to monitor and operate every feature and artefact of the intelligent classroom.

1 2 3 4 14