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.

Study-Buddy: Improving the Learning Process through Technology-Augmented Studying Environments

Margetis, G., Ntoa, S., Bouhli, M., & Stephanidis, C. (2011) Study-Buddy: Improving the Learning Process through Technology-Augmented Studying Environments In C. Stephanidis (Ed.), HCI International 2011 - Posters' Extended Abstracts (Part II) - Volume 23 of the combined Proceedings of HCI International 2011 (14th International Conference on Human-Computer Interaction), Orlando, FL, USA, 9-14 July, pp. 504-508. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 174, ISBN: 978-3-642-22094-4).

Abstract

Taking into account the potential of ICT in education and recognizing the need for smart environments and artifacts, this paper presents Study-Buddy, a context aware system aiming to augment the learning process. The system is constituted of an intelligent reading lamp that monitors students’ interaction with reading material and provides appropriate information through any near computational device (e.g., tablet, notebook, etc.). Study-Buddy is accompanied by LexiMedia, an educational software targeted to language learning.

Ambient Intelligence in the classroom: an augmented school desk

Antona, M., Margetis, G., Ntoa, S., Leonidis, A., Korozi, M., Paparoulis, G. & Stephanidis, C. (2010) Ambient Intelligence in the classroom: an augmented school desk In W. Karwowski & G. Salvendy (Eds.), Proceedings of the 2010 AHFE International Conference (3rd International Conference on Applied Human Factors and Ergonomics), Miami, Florida, USA, 17-20 July. [CD-ROM]. USA Publishing (ISBN: 978-0-9796435-4-5).

Abstract

This paper discusses the opportunities and challenges of Ambient Intelligence (AmI) technologies in the context of classroom education, and presents the methodology and preliminary results of the development of an augmented school desk which integrates various AmI educational applications. The overall objective is to assess how AmI technologies can contribute to support common learning activities and enhance the learner’s experience in the classroom. Young learners were involved from the first phases of the design of the desk and its applications using scenario-based techniques.

The booTable Experience: Iterative Design and Prototyping of an Alternative Interactive Tabletop

Grammenos, D., Georgalis, Y., Kazepis, N., Drossis, G., Ftylitakis, N. (2010) The booTable Experience: Iterative Design and Prototyping of an Alternative Interactive Tabletop In Proceedings of the 8th ACM Conference on Designing Interactive Systems (DIS '10). ACM, New York, NY, USA, 272-281.

Abstract

This paper introduces booTable, an interactive coffee table prototype constructed by recycled paper aiming to build upon the paradigm of surface computing, but endeavoring to overcome a number of identified limitations of current design practice. In this respect, the paper first runs through the design requirements, decisions and rationale towards creating a first version of the prototype. Then, the outcomes of the prototyping process are described, along with the results of an informal assessment session and related critique. Following that, the revisions made towards the development of a second version of the prototype are laid out and the final result is presented.

Building a multi-touch display based on computer vision techniques

Michel, D., Argyros, A. A., Grammenos, D., Zabulis, X. C., & Sarmis, T. (2009) Building a multi-touch display based on computer vision techniques In Proceedings of the IAPR Conference on Machine Vision and Applications (MVAΆ09), Hiyoshi Campus, Keio University, Japan. 74-77.

Abstract

We present the development of a multi-touch display based on computer vision techniques. The developed system is built upon low cost, off-the-shelf hardware components and a careful selection of computer vision techniques. The resulting system is capable of detecting and tracking several objects that may move freely on the surface of a wide projection screen. It also provides additional information regarding the detected and tracked objects, such as their orientation, their full contour, etc. All of the above are achieved robustly, in real time and regardless of the visual appearance of what may be independently projected on the projection screen. We also present indicative results from the exploitation of the developed system in three application scenarios and discuss directions for further research.

Rapid prototyping of an ami-augmented office environment demonstrator

Grammenos, D., Georgalis, Y., Partarakis, N., Zabulis, X., Sarmis, T., Kartakis, S., et al. (2009) Rapid prototyping of an ami-augmented office environment demonstrator 13th International Conference on Human-Computer Interaction, HCI International 2009, San Diego, CA., 5612 LNCS(PART 3) 397-406.

Abstract

This paper presents the process and tangible outcomes of a rapid prototyping activity towards the creation of a demonstrator, showcasing the potential use and effect of Ambient Intelligence technologies in a typical office environment. In this context, the hardware and software components used are described, as well as the interactive behavior of the demonstrator. Additionally, some conclusions stemming from the experience gained are presented, along with pointers for future research and development work.

1 3 4 5