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.

Multispectral image registration based on keypoint matching and homography estimation for cultural heritage artifacts

Karamaoynas, A. Zacharopoulos, K. Hatzigiannakis, M. Andrianakis, K. Melessanaki, X. Zabulis (2016) Multispectral image registration based on keypoint matching and homography estimation for cultural heritage artifacts ICS-FORTH, Techinical report, May - 464, 2016

Results of a Real World Trial with a Mobile Social Service Robot for Older Adults

Pripfl, J., Körtner, T., Batko-Klein, D., Hebesberger, D., Weninger, M., Gisinger, C., Frennert, S., Eftring, H., Antona, M., Adami, I., Weiss, A., Bajones, M., and Vincze, M. (2016) Results of a Real World Trial with a Mobile Social Service Robot for Older Adults In The Eleventh ACM/IEEE International Conference on Human Robot Interaction (HRI '16). IEEE Press, Piscataway, NJ, USA, 497-498.

Abstract

Robots are an increasingly discussed solution for assistance of seniors. Importance of testing natural interaction therefore becomes crucial. This paper presents first results of a study with an autonomous mobile social service robot prototype that was deployed in 18 private households of senior adults aged 75 years and older for a total of 371 days. Findings show that utility met the users' expectations. However, the robot was rather seen as a toy instead of being supportive for independent living. Furthermore, despite of an emergency function of the robot, perceived safety did not increase. Reasons for this might be the good health conditions of our users, a lack of technological robustness and slow performance of the prototype. However, users believed that a market ready version of the robot would be vital for supporting people who are more fragile and more socially isolated.

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.

Turning an electric cargo vehicle into a portable interactive information kiosk

Zidianakis, E., Margetis, G., Paparoulis, S., Toutountzis, T., Stratigi, K., Paparoulis, G., & Stephanidis, C. (2016) Turning an electric cargo vehicle into a portable interactive information kiosk 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. 463–469. Berlin Heidelberg: Communications in Computer and Information Science (CCIS 618).

Abstract

This paper presents the conversion of an electric cargo vehicle into a portable platform for interacting with information applications. The cargo vehicle hosts 2 seats for the driver and 1 extra passenger, and 3 interactive systems installed at the cargo’s right, left and back exterior side. The vehicle is intended to follow predefined routes from central ports to the nearest city center, making long term stops. During stops, embedded interactive systems entertain and provide visitors and other passersby with information of local interest. This papers focuses on the vehicle’s conversion process, from the installation of the necessary hardware components needed by the interactive systems to the development of a portable control panel designed to address the driver’s needs.

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.

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

Stavroula NtoaAsterios LeonidisMaria KoroziEleni PapadakiIlia AdamiGeorge MargetisMargherita AntonaEmail authorConstantine Stephanidis (2015) Analysis and Design of Three Multimodal Interactive Systems to Support the Everyday Needs of Children with Cognitive Impairments In the Proceedings of the UAHCI 2015: Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being pp 637-648.

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.

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