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Intelligent Interaction Research group Presentation
Transcript of Intelligent Interaction Research group Presentation
Semantic Web - Linked Open Data - Metadata
Human Computer Interaction (HCI)
Universal Access and Assistive Technologies (UA&AT)
Cultural User Experience
Ubicomp describes a world where interaction occurs between people and augmented artefacts commonly deployed around, automatically, even without the user’s explicit initiation.Our goal is to investigate challenges that can be addressed in the fulfilment of this notion, in accordance to the emergence of other technologies that accompany Ubicomp.
Our goal is to investigate challenges that can be addressed in the fulfilment of this notion, in accordance to the emergence of other technologies that accompany Ubicomp.
Augmented Reality is a variation of Virtual reality which uses the real world around the user instead of a completely digital environment, alongside computer generated content (3d objects, sounds, videos, images) that coexists with the physical environment.
We research the implementation of the AR technology in culture and we work in the direction of finding new ways to combine AR with other fields such as Internet of Things and Semantic Web.
The third generation of the internet is called Semantic Web. Alongside with Linked Open Data and Metadata, these terms will eventually change completely the way we see and interact with web services.
UX has been widely defined as an umbrella term for designing, evaluating and studying the experiences that people encounter while using a particular product, system or service, in a specific context. It involves a person's attitude, behavior and emotions towards a specific artifact. At the moment, the most relevant applications for cultural field are webcam augmented reality and mobile (or handheld) augmented reality. They provide enriched, interactive and digitally manipulable information.
Our research is focusing on Augmented Cultural User Experience (ACUX) applications and our ongoing and future work is based on:
- Developing a Layar App for AR Comics - Cartoons reading book
- Dixit Card Game AR App using Layar
- Interactive digital storytelling in archaeological museums
- Online Cultural User Questionnaire (CUX)
Digital applications of interactive technology, in which education is the primary goal, rather than entertainment, enjoyment or fun. They are designed to run on personal computers or video game consoles and used for training, advertising, simulation, or education.
They promote learning and behavior changes in various areas, such business, industry, marketing, education and healthcare and allow learners to experience situations that are impossible in the real world for reasons of safety, cost, and time. Related terms are game-based learning, edutainment, and eduventures.
is a discipline concerned with the design, implementation, and evaluation of interactive computing systems for human use. As a field is situated at the intersection of computer science, behavioral sciences, social psychology, artificial intelligence, sociology, anthropology and several other fields of study.
Some of the research fields in this scientific area are: Usability Engineering, Ubiquitous Computing, Developing Methods for user-centered design, Affective computing
is computing that relates to, arises from, or deliberately influences emotion or other affective phenomena.
In everyday life human beings express their emotions through multiple modalities, such as body posture, speech prosody, facial expression etc.
aims to invent and create systems that understand these features, such as gesture and body expressivity via gesture and
body expressivity computational formalization
approaches, and engage people in a dialogue, while allowing them to interact naturally with each other and the environment.
Multimodal emotion recognition
consists determining factor in the development of emotion-oriented systems.
Intelligent Interaction (II)
is a research group within and beyond the scope of the Department of Cultural Technology, University of the Aegean coordinated by George Caridakis. II's research interests reside in the intersection of Human Computer Interaction, Intelligent Systems and Cultural Heritage Management and include domains discussed in the following.
Our research focuses on developing systems for optimizing the real world. Intelligent systems (IS) are a new wave of embedded and real-time systems. We focused our research in several areas of IS such as computer vision (object detection and tracking with PacMap project), robotics and machine learning.
The main objective of the UA&AT is to support the equal participation and integration of people with disabilities and elderly people in the Information Society, by designing products and services accessible and usable by the widest possible end-user population. We implement UA&AT through our collaboration with
, a collaborative online platform for serious game development with and for older people.
Founder, Assistant Professor at University of the Aegean
PhD Candidate in DCTC
PhD Candidate in DCTC
PhD Candidate in DCTC
PhD Candidate in DCTC
University Hill, Lesvos, 81100
(+30) 22510 36644
Context Aware Computing
Context-awareness describes the ability of the system to customize its behavior according to the perceived context. CA is one of the most important technologies of interest for our team, since it can fuel many applications in Ubiquitous environments. Our topics of interest consist of (not exclusively): middleware, system architecture that combines CA with the IoT infrastructure, CA in healthcare, predicting human behavior, BANs, wearables etc.
Our work focuses on developing new ways to aggregate cultural metadata and heritage content and meanwhile designing interoperable metadata. Furthermore, we focus on the implementation of LOD and Semantic Web techniques on Augmented Reality applications based on cultural heritage.
Our research group focuses on the participation in conferences and projects relevant to our interests and the cooperation with the scientific community and other universities to promote our research and exchange interesting ideas. More about us on our website