Adaptation and content personalization in the context of multi user museum exhibits

Partarakis, N., Antona, M., Zidianakis, E., & Stephanidis, C (2016) Adaptation and content personalization in the context of multi user museum exhibits In B.N. De Carolis, C. Gena, T. Kuflik, & F. Nunnari (Eds.), Proceedings of the 1st Workshop on Advanced Visual Interfaces for Cultural Heritage (AVI*CH 2016), Bari, Italy, 7-10 June. Published by: CEUR-WS (Vol. 1621).

Abstract

Adaptation and content personalization in the context of multi user museum exhibits Conference Paper · June 2016 with 2 Reads Conference: 1st Workshop on Advanced Visual Interfaces for Cultural Heritage co-located with the International Working Conference on Advanced Visual Interfaces (AVI 2016), At Bari, Italy 1st Nikolaos Partarakis 4.18 · Foundation for Research and Technology - Hellas 2nd Margherita Antona 15.64 · Foundation for Research and Technology - Hellas 3rd Emmanouil Zidianakis 1.71 · Foundation for Research and Technology - Hellas 4th Constantine Stephanidis Abstract Two dimensional paintings are exhibited in museums and art galleries in the same manner since at least three centuries. However, the emergence of novel interaction techniques and metaphors provides the opportunity to change this status quo, by supporting mixing physical and digital Cultural Heritage experiences. This paper presents the design and implementation of a technological framework based on Ambient Intelligence to enhance visitor experiences within Cultural Heritage Institutions (CHIs) by augmenting two dimensional paintings. Among the major contributions of this research work is the support of personalized multi user access to exhibits, facilitating also adaptation mechanisms for altering the interaction style and content to the requirements of each CHI visitor. A standards compliant knowledge representation and the appropriate authoring tools guarantee the effective integration of this approach to the CHI context.

Designing Games for Children with developmental disabilities in Ambient Intelligence Environments

Ioannidi, D., Zidianakis, E., Antona, M., & Stephanidis, C. (2016) Designing Games for Children with developmental disabilities in Ambient Intelligence Environments International Journal of Child-Computer Interaction.

Enhancing the Customers’ Experience using an Augmented Reality Mirror

Birliraki, C., Margetis, G., Patsiouras, N., Drossis, G., & Stephanidis, C. (2016) Enhancing the Customers’ Experience using an Augmented Reality Mirror In C. Stephanidis (Ed.), HCI International 2016 - Posters' Extended Abstracts,Part II, Volume 28 of the combined Proceedings of HCI International 2016 (18th International Conference on Human-Computer Interaction), Toronto, Canada, 17-22 July, pp. 479-484. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 618).

Abstract

Augmented reality fitting rooms enrich customers’ experience and expedite the shopping procedure. This paper presents an Augmented Reality (AR) mirror which provides motion-based interaction to the users and suggests various outfits. The proposed system can be easily installed inside or at the window of a retail shop, enabling the users to stand in front of it and see themselves wearing clothes that the system suggests while they are able to naturally interact with the system remotely, using gestures, in order to like or dislike the recommended outfit. The users can also choose to post photos wearing the proposed clothes on their social media accounts, as well as to buy the clothes either directly from the store or on-line.

The farm game: A game designed to follow children’s playing maturity

Zidianakis, E., Stratigi, K., Ioannidi, D., Partarakis, N., Antona, M., & Stephanidis, C. (2016) The farm game: A game designed to follow children’s playing maturity In the Proceedings of the 5th EAI International Conference: ArtsIT, Interactivity & Game Creation (ArtsIT 2016), Esbjerg, Denmark, 2-3 May.

Touch detection for planar interactive displays based on lateral depth views

A. Ntelidakis, X. Zabulis, D. Grammenos, P. Koutlemanis (2016) Touch detection for planar interactive displays based on lateral depth views Multimedia Tools and Applications, pp 1-25, 28 June 2016

Abstract

This work regards fingertip contact detection and localization upon planar surfaces, for the purpose of providing interactivity in augmented, interactive displays that are implemented upon these surfaces. The proposed approach differs from the widely employed approach where user hands are observed from above, in that user hands are imaged laterally. An algorithmic approach for the treatment of the corresponding visual input is proposed. The proposed approach is extensively evaluated and compared to the top view approach. Advantages of the proposed approach include increased sensitivity, localization accuracy, scalability, as well as, practicality and cost efficiency of installation.

A Framework for Supporting Natural Interaction with Printed Matter in Ambient Intelligence Environments

Margetis, G., Antona, M., & Stephanidis, C. (2015) A Framework for Supporting Natural Interaction with Printed Matter in Ambient Intelligence Environments In the Proceedings of the 5th International Conference on Ambient Computing, Applications, Services and Technologies (AMBIENT 2015), Nice, France, 19-24 July (pp. 72-78). USA: IARIA XPS Press.

Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments

Ntoa, S., Leonidis, A., Korozi, M., Papadaki, E., Margetis, G., Antona, M., & Stephanidis, C. (2015) Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being – Volume 9 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 637-648. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

The autonomy and independence of users with cognitive impairments can be fostered through cognitive technologies. The use of traditional computer interfaces has however proved to be difficult for these users. This paper proposes three innovative systems to train children with cognitive impairments in three fundamental everyday life activities: (a) familiarizing with the home environments, its objects and activities; (b) learning about money and practicing shopping skills; and (c) learning how to prepare and cook simple meals. All three systems feature multimodal interaction and support multimedia output.

Art and Coffee in the Museum

Partarakis, N., Zidianakis, E., Antona, M., & Stephanidis, C. (2015) Art and Coffee in the Museum In N. Streitz & P. Markopoulos (Eds.), Distributed, Ambient, and Pervasive Interactions – Volume 21 of the combined Proceedings of the 17th International Conference on Human-Computer Interaction (HCI International 2015), Los Angeles, CA, USA, 2-7 August, pp. 370-381. Berlin Heidelberg: Lecture Notes in Computer Science Series of Springer

Abstract

Natural interaction refers to people interacting with technology as they are used to interact with the real world in everyday life, through gestures, expressions, movements, etc., and discovering the world by looking around and manipulating physical objects [16]. In the domain of cultural heritage research has been conducted in a number of directions including (a) Personalised Information in Museums, (b) Interactive Exhibits, (c) Interactive Games Installations in Museums, (d) Museum Mobile Applications, (e) Museums presence on the Web and (f) Museum Social Applications. Most museums target family groups and organize family-oriented events in their programs but how families choose to visit particular museums in response to their leisure needs has rarely been highlighted. This work exploits the possibility of extending the usage of AmI technology, and thus the user experience, within leisure spaces provided by museums such as cafeterias. The Museum Coffee Table is an augmented physical surface where physical objects can be used for accessing information about artists and their creations. At the same entertainment for children is facilitated through the integration of popular games on the surface. As a result, the entire family can seat around the table, drink coffee and complete their visit to the museum acquiring additional knowledge and playing games.

Augmenting Printed Documents

Zabulis, X., Margetis, G., Koutlemanis, P., & Stephanidis, C. (2015) Augmenting Printed Documents

Abstract

The “Interactive Documents” system augments documents, books, and leaflets on the surfaces on which they are read. The augmented content complements that of the printed document interactively; the user can touch regions of interest both within the printed matter and the augmented content.

Employing ambient intelligence technologies to adapt games to children’s playing maturity

Zidianakis, E., Zidianaki, I., Ioannidi, D., Partarakis, N., Antona, M., Paparoulis, G., & Stephanidis, C. (2015) Employing ambient intelligence technologies to adapt games to children’s playing maturity In International Conference on Universal Access in Human-Computer Interaction (pp. 577-589). Springer International Publishing.
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