About us

About us

Intelligent Interaction 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 respective section . While indicative, II's activities are not confined to the latter research areas and is constantly seeking interesting ideas via an open and continuous research dialogue across disciplines. Towards this objective, its research meetings and activities host several researchers from different domains so if you want to be part of this dialogue, drop us a line!

Team

Caridakis George
Caridakis George
Founder and Assistant Professor at University of the Aegean
Aliprantis Ioannis
Aliprantis Ioannis
PhD Candidate in DCTC
Kalatha Eirini
Kalatha Eirini
PhD Candidate in DCTC
Konstadakis Markos
Konstadakis Markos
PhD Candidate in DCTC
Michalakis Konstantinos
Michalakis Konstantinos
PhD Candidate in DCTC
Moraitou Efthymia-Themis
Moraitou Efthymia-Themis
MSc Cultural Informatics and Communication, DCTC

Research fields

Ubiquitous Computing

Ubiquitous Computing

Ubiquitous Computing was introduced in a seminal paper by Weiser back in 1991, when even the World Wide Web was in its infancy. Ubicomp describes a world where interaction occurs between people and augmented artefacts commonly deployed around, automatically, even without the user’s explicit initiation. In the years after the original paper was published, a few variations were introduced, such as Ambient Intelligence or Calm Computing, notions that explored the original idea, adding uniques characteristics of their own. Despite the passage of 25 years, Ubiquitous Computing has yet to reach the vision of its originator. 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.

Internet of Things

Internet of Things

Nowadays, another idea, more complete, has emerged replacing Ubicomp as the heart of academic and industry research: the Internet of Things. The basic idea of the IoT is the pervasive presence of “things” around us that can interact with each other and through the Internet infrastructure with other things or systems across the world, providing personalized services on run-time. The Internet of Things empowers all those connected objects with a seemingly “smart” behavior, adding appropriate reactions to events and situations, caused by users or the environment. It is a unique field of research both in scope and range, covering numerous technologies and subfields of Computer Science. Our team’s intention is to explore the IoT and select a few areas of interest that will receive our attention, such as Context Aware Computing, Augmented Reality, Human Computer Interaction etc, hopefully providing some answers that will help towards a quicker realization of this groundbreaking technology.

Context-awareness

Context-awareness

Context-awareness started as a feature of Ubiquitous systems and describes the ability of the system to customize its behaviour according to the perceived context. With the advent of the Internet of Things, a huge number of sensors will be deployed, making it infeasible to process all sensed data. Context-awareness will provide the techniques to decide which data is needed and which not, decreasing the computational costs and making the systems quicker and more efficient. 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 behaviour, BANs, wearables etc.

Augmented Reality

Augmented Reality

Augmented reality is a state-of-the-art technology which enriches user’s field of vision with computer generated information. It is characterized as a variation of virtual reality which users can interact with its three dimensional content in real time (Azuma, 1997). Today, augmented reality is a technology which significantly affects user experience in many fields such as industry, sports, culture and education.

Metadata interoperability and aggregation

Metadata interoperability and aggregation

Metadata are computer processable data that give details and further information for other data. Nowadays, there are multiple metadata formats and standards as there are repositories that produce, store and manage metadata on their databases. Metadata interoperability is the ability of a system to manage metadata without losing their key content and features regardless of their format. Alongside, metadata aggregation refers to the searching and gathering information based on a topic from many repositories and databases. Our work focuses on developing new ways to aggregate cultural metadata and heritage content and meanwhile designing interoperable metadata.

Virtual characters and embodied conversational agents

Virtual characters and embodied conversational agents

Embodied conversational agents or intelligent agents are computer generated characters that inherit many of the human attitudes and behavior aspects. More like virtual humans, they are capable of participate in conversations with users, as they can understand and respond to them, and also perform hand gestures and facial expressions or even express emotions. Characters that users design and edit in computer games or virtual environments are examples of embodied agents. In our works, we intend to use intelligent agents for applications with digital storytelling in museums, guides in augmented reality applications and virtual characters in educational platforms.

Linked Open Data

Linked Open Data

The next version of the web will be quite different than the one users used to nowadays as the basic tool will no longer be the document and the web pages but data. The third generation of the internet is called Semantic Web and it is based on the idea that the information that is available via the Internet is no longer accessible only by users, but also it should be processed by search engines, intelligent information systems and websites. Therefore, it is necessary all data to be structured in a single model in order to be compatible and editable by anyone (users or machines). The links for data in the Semantic Web (same as URLs for the current web version) are also extremely important so users and machines can explore the web of data. So, director of the World Wide Web Consortium (W3C) Tim Berners-Lee introduced "Linked Open Data" in 2006, as data that use HTTP URIs to identify searchable objects, are structured in standards like RDF, link to each other through web and can be accessible through web for anyone. Linked Open Data and Semantic Web are two sections that our team aims to explore and research on their development and implementation.

Cultural User eXperience

Cultural User eXperience

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. The International Organization for Standardization (ISO) defines UX as "A person's perceptions and responses resulting from the use and/or anticipated use of a product, system or service".
Regarding AR, many definitions often imply the use of 3D graphics superimposed on the user’s view of the world, emphasizing the visual aspect of AR. However, from a user experience point of view it can be any media — visual, sound, haptic, etc. — that enhances the user’s reality and specific context, thus addressing the meanings of Heikkinen et al.,[2009] suggested that studying user expectations could potentially help in the approximation of the actual UX even before the product or service is realized. Furthermore, Roto et al. [2009] emphasized that the basis of any positive UX is already defined at the conceptual level of the product, even when no actual interaction between the product and the user exists. Olsson et. al. [2009] conducted user studies to gather user needs and expectations through focus discussions using different sets of use cases and scenarios on MAR.
The broad trends in the field of culture is no longer something memorable like a few years ago, but an indisputable fact with no surprise for anyone. Therefore, regarding the data dissemination and rapid evolution, it is interesting to see how a cultural space (eg. a Museum) integrate such technologies into practice to enrich and by doing things they couldn't do before by effectively leverages the capabilities of technologies to discover new aspects and directions in the experience offered by doing things we could not have imagined before. New technologies of cultural experience based on space-sensitive applications and large data analysis applications that enrich the cultural practices respectively and museum-learning respectively, as is the active role of the visitor and the personalization of the Museum experience. At the same time, the tools end-user empowerment seems to reveal new ways of participation of the visitor in the formation of cultural experience but also to the relationship of the visitor to the Museum.

Serious Games

Serious Games

Serious games are 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.

Human Computer Interaction

Human Computer Interaction

Human-computer interaction (HCI) 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 etc. 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. Natural interaction 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.

Thesis Topics