Aris Alissandrakis | Linnaeus University (original) (raw)

Papers by Aris Alissandrakis

Research paper thumbnail of User Preferences of Spatio-Temporal Referencing Approaches For Immersive 3D Radar Charts

arXiv (Cornell University), Mar 14, 2023

The use of head-mounted display technologies for virtual reality experiences is inherently single... more The use of head-mounted display technologies for virtual reality experiences is inherently single-user-centred, allowing for the visual immersion of its user in the computer-generated environment. This isolates them from their physical surroundings, effectively preventing external visual information cues, such as the pointing and referral to an artifact by another user. However, such input is important and desired in collaborative scenarios when exploring and analyzing data in virtual environments together with a peer. In this article, we investigate different designs for making spatio-temporal references, i.e., visually highlighting virtual data artifacts, within the context of Collaborative Immersive Analytics. The ability to make references to data is foundational for collaboration, affecting aspects such as awareness, attention, and common ground. Based on three design options, we implemented a variety of approaches to make spatial and temporal references in an immersive virtual reality environment that featured abstract visualization of spatio-temporal data as 3D Radar Charts. We conducted a user study (n=12) to empirically evaluate aspects such as aesthetic appeal, legibility, and general user preference. The results indicate a unified favour for the presented location approach as a spatial reference while revealing trends towards a preference of mixed temporal reference approaches dependent on the task configuration: pointer for elementary, and outline for synoptic references. Based on immersive data visualization complexity as well as task reference configuration, we argue that it can be beneficial to explore multiple reference approaches as collaborative information cues, as opposed to following a rather uniform user interface design.

Research paper thumbnail of A new approach for visualizing quantified self data using avatars

In recent years, it is becoming more common for people to use applications or devices that keep t... more In recent years, it is becoming more common for people to use applications or devices that keep track of their life and activities, such as physical fitness, places they visited, the music they listen to, or pictures they took. This generates data that are used by the service providers for a variety of (usually analytics) purposes, but commonly there are limitations on how the users themselves can also explore or interact with these data. Our position paper describes a new approach of visualizing such Quantified Self data, in a meaningful and enjoyable way that can give the users personal insights into their own data. The visualization of the information is proposed as an avatar that maps the different activities the user is engaged with, along with each such activity level, as graphical features. An initial prototype (both in terms of graphical design and software architecture) as well as possible future extensions are discussed.

Research paper thumbnail of Prediction of knot size in uneven-sized Norway spruce stands in Sweden

Forest Ecology and Management

Research paper thumbnail of Visualizing dynamic text corpora using Virtual Reality

In recent years, data visualization has become a major area in Digital Humanities research, and t... more In recent years, data visualization has become a major area in Digital Humanities research, and the same holds true also in linguistics. The rapidly increasing size of corpora, the emergence of dyn ...

Research paper thumbnail of Designing a 3D Gestural Interface to Support User Interaction with Time-Oriented Data as Immersive 3D Radar Chart

arXiv (Cornell University), Mar 14, 2023

Research paper thumbnail of Using an Augmented Reality Cube-Like Interface and 3D Gesture-Based Interaction to Navigate and Manipulate Data

Proceedings of the 11th International Symposium on Visual Information Communication and Interaction

In this paper we describe our work-in-progress to create an interface that enables users to brows... more In this paper we describe our work-in-progress to create an interface that enables users to browse and select data within an Augmented Reality environment, using a virtual cube object that can be interacted with through 3D gestural input. We present the prototype design (including the graphical elements), describe the interaction possibilities of touching the cube with the hand/finger, and put the prototype into the context of our Augmented Reality for Public Engagement (PEAR) framework. An interactive prototype was implemented and runs on a typical off-the-shelf smart-phone device.

Research paper thumbnail of Collaborative exploration of rich corpus data using immersive virtual reality and non-immersive technologies

In recent years, large textual data sets, comprising many data points and rich metadata, have bec... more In recent years, large textual data sets, comprising many data points and rich metadata, have become a common object of investigation and analysis. Information Visualization and Visual Analytics pr ...

Research paper thumbnail of Change Your Perspective: Exploration of a 3D Network Created from Open Data in an Immersive Virtual Reality Environment

This paper investigates an approach of how to naturally interact and explore information (based o... more This paper investigates an approach of how to naturally interact and explore information (based on open data) within an immersive virtual reality environment (VRE) using a head-mounted display and ...

Research paper thumbnail of Learning to imitate in a robotic arm test-bed with dissimilarly embodied agents

Research paper thumbnail of Helping robots imitate—metrics and computational solutions inspired by human-robot interaction studies

In this chapter we describe three lines of research related to the issue of helping robots imitat... more In this chapter we describe three lines of research related to the issue of helping robots imitate people. These studies are based on observed human be-haviour, technical metrics and implemented technical solutions. The three lines of research are:(a) a number of user studies that show how humans naturally tend to demonstrate a task for a robot to learn,(b) a formal approach to tackle the problem of what a robot should imitate, and (c) a technology-driven conceptual framework and technique, inspired by social learning theories, that ...

Research paper thumbnail of An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics

Frontiers in Virtual Reality

Collaboration is an essential part of data analysis, allowing multiple users to combine their exp... more Collaboration is an essential part of data analysis, allowing multiple users to combine their expertise and to debate about the interpretation of data discoveries using their contextual knowledge. The design of collaborative interfaces within the context of Immersive Analytics remains challenging, particularly due to the various user-centered characteristics of immersive technologies. In this article, we present the use case of a system that enables multiple users to synchronously explore the same data in a collaborative scenario that combines immersive and non-immersive interfaces in an asymmetric role setup. Such a setup allows for bridging the gap when applying heterogeneous display and interaction technologies, enabling each analyst to have an independent and different view of the data, while maintaining important collaborative aspects during the joint data exploration. We developed an immersive VR environment (head-mounted display, 3D gestural input) and a non-immersive desktop...

Research paper thumbnail of Visualizing rich corpus data using virtual reality

We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact w... more We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact with corpus linguistics data. Our case study focuses on the language identification parameter in the ...

Research paper thumbnail of Collaborative Learning through Creative Video Composition on Distributed User Interfaces

Lecture Notes in Educational Technology, 2015

For guidance on citations see FAQs.

Research paper thumbnail of Designing Enjoyable Motion-Based Play Interactions with a Small Humanoid Robot

International Journal of Social Robotics, 2013

Robots designed to co-exist with humans in domestic and public environments should be capable of ... more Robots designed to co-exist with humans in domestic and public environments should be capable of interacting with people in an enjoyable fashion in order to be socially accepted. In this research, we seek to set up a small humanoid robot with the capability to provide enjoyment to people who pick up the robot and play with it by hugging, shaking and moving the robot in various ways. Inertial sensors inside a robot can capture how the robot's body is moved when people perform such "full-body gestures". Unclear is how a robot can recognize what people do during play, and how such knowledge can be used to provide enjoyment. People's behavior is complex, and naïve designs for a robot's behavior based only on intuitive knowledge from previous designs may lead to failed interactions. To solve these problems, we model people's behavior using typical full-body gestures observed in free interaction trials, and devise an interaction design based on avoiding typical failures observed in play sessions with a naïve version of our robot. The interaction design is completed by investigating how a robot can provide "reward" and itself suggest ways to play during an interaction. We then verify experimentally that our design can be used to provide enjoyment during a playful interaction. By describing the process of how a small humanoid robot can be designed to provide enjoyment, we seek to move one step closer to realizing companion robots which can be successfully integrated into human society.

Research paper thumbnail of Methodological Issues of Annotating Vision Sensor Data using Subjects' Own Judgement of Comfort in a Robot Human Following Experiment

ROMAN 2006 - The 15th IEEE International Symposium on Robot and Human Interactive Communication, 2006

When determining subject preferences for [2][5][6][7][9][14]. However, if collecting the data is ... more When determining subject preferences for [2][5][6][7][9][14]. However, if collecting the data is not Human-Robot Interaction, an important issue is the easy, being able to integrate the different sources already interpretation of the subjects' responses during the trials, during data collection in such a way to facilitate the Employing a non-intrusive approach, this paper discusses the researchers' analysis of the interactions seems critical. This methodological issues for annotating vision data by allowing the subjects to indicate their comfort using a handheld Comfort iS one of the main alms of our present work. Level Device during the trials. In previous research, the We conducted a preliminary HRI trial involving scenarios analysis of collected comfort and vision data was made difficult of a robot following a human in a corridor and in an open due to problems concerning the manual synchronisation of space. Trials were conducted at the University of different modalities. In the current paper, we overcome this Hertfordshire (UH) in collaboration with researchers at the issue by real-time integration of the subject's feedback on University of Amsterdam (UvA). The primary aim of the subjective comfort into the video stream. The implications for more efficient analysis of Human-Robot Interaction data, as exploratory study was to investigate whether subjects have well as possible future developments of this approach are any preference as to how the robot should follow them (i.e. discussed. in terms of position and distance), and to investigate if these preferences change with respect to different interaction areas I. INTRODUCTION (i.e. narrow space in the corridor and wide space in the open The study of the design of interactive artifacts needs to area). We believe this investigation will help us to I acknowledge the embodied nature of interaction [8]. understand the following dynamics between human and Researchers investigating Human-Robot Interaction and in robot (e.g. how does the movement of the robot affect the particular socially interactive robots have highlighted the subject's leading behaviour) in order to develop a robot with same issue [4][5]. Robots that interact with people in highly socially acceptable following behaviour. Such an ability dynamic social environments need to be designed taking into involving robot coarse distance tracking will be required by account the embodied nature of all the agents involved in the a robot companion operating in a domestic scenario, e.g. a activity as well as its situatedness. When studying these home environment, which is the aim of the COGNIRON issues from a human user perspective it appears necessary to research project [3]. A second aim of the present study was collect data from different sources in order to capture the to further explore the use of the Comfort Level Device multi-faceted nature of interaction. More specifically, (CLD), building on and extending previous work [10][11]. researchers should consider collecting: (a) data concerning Here, the CLD was augmented to automatically annotate the the human user's immediate physiological or other responses video data during the trials. This annotation was later used to to a robot's behaviour [10][11][13][15], (b) data concerning determine each subject's Distance of Discomfort (DoD) for the description of the activity being pursued [12][16][17], (c) all instances where the subject experienced discomfort, in the human user's opinions and attitudes concerning the terms of the robot being "Too Close" (DoDc) or "Too Far" interactions observed and/or under investigation (DoDF) away, during the robot following trials. II. HuMAN-ROBOT INTERACTION TRIALS Manuscript received March 31, 2006. The work described in this paper was conducted within the EU Integrated Project COGNIRON (";The A. Experimental Design cognitive Robot Companion") and was funded by the European commission Division FP6-IST Future and Emerging Technologies under The experimental area consisted of a room measuring 8m Contract FP6-002020. x 8m, divided into two areas, a partitioned corridor of 2 m

Research paper thumbnail of Application features to convey peers' interactions to engage users in a display network

Proceedings of the 4th International Symposium on Pervasive Displays - PerDis '15, 2015

Recent socio-technological developments have shown growing interest in interactive pervasive comp... more Recent socio-technological developments have shown growing interest in interactive pervasive computing scenarios supported by public displays. One of the main challenges in the design of public display systems still is to engage users to interact and be motivated to do so. In this work, we describe application features, implemented in our public display system, which aim to convey awareness of local and remote peers' interactions with an educational video installation to engage users to interact. This is facilitated by dynamic pop-up notifications and visualizations of interactions on the display screen. A first deployment and study showed that users found these presentations of peer interactions to be engaging, both with the display system as well as the social context around it.

Research paper thumbnail of Increasing user engagement with distributed public displays through the awareness of peer interactions

Proceedings of the 4th International Symposium on Pervasive Displays, 2015

Recent developments have shown a growing interest in interactive pervasive computing scenarios su... more Recent developments have shown a growing interest in interactive pervasive computing scenarios supported by public displays as well as their introduction into educational environments. Still, one of the biggest challenges in the design of public display systems is to engage users to interact and be motivated to do so. In this paper, we report a study exploring the potential effect of the awareness of peers' interactions with an educational video installation and the popularity of the display system on the user engagement. The awareness is facilitated by pop-up notifications and visualizations of interactions on the display screen. We conducted a six day long deployment of our system which included a diary study, during which we altered the display's dynamic behavior in order to test different conditions. The analysis of the diary reports and the progression of the users' interactions showed that the users found the presentations of peer interactions to be engaging, both with the display system as well as the social context around it.

Research paper thumbnail of Full-body gesture recognition using inertial sensors for playful interaction with small humanoid robot

2010 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2010

People like to play, and robotic technology offers the opportunity to interact with artifacts in ... more People like to play, and robotic technology offers the opportunity to interact with artifacts in new ways. Robots co-existing with humans in domestic and public environments are expected to behave as companions, also engaging in playful interaction. If a robot is small, we foresee that people will want to be able to pick it up and express their intentions playfully by hugging, shaking and moving it around in various ways. Such robots will need to recognize these gestures-which we call "full-body gestures" because they affect the robot's full body. Inertial sensors inside the robot could be used to detect these gestures, in order to avoid having to rely on external sensors in the environment. However, it is not obvious which gestures typically occur during play, and which of these can be reliably detected. We therefore investigate full-body gesture recognition using Sponge Robot, a small humanoid robot equipped with inertial sensors and designed for playful human-robot interaction.

Research paper thumbnail of Promoting secondary school learners' curiosity towards science through digital public displays

Proceedings of International Conference on Making Sense of Converging Media - AcademicMindTrek '13, 2013

This paper contributes to the understanding of how digital public displays can be utilized in sch... more This paper contributes to the understanding of how digital public displays can be utilized in schools taking into consideration educational goals. This work is part of a currently ongoing research project that aims to promote students' curiosity in science and technology through creative film-making, collaborative editing activities, and content sharing. In order to explore the design space concerning digital public displays for schools' contexts, six workshops with secondary school teachers in two different countries were conducted to elicit sensitivities towards possible features and interaction techniques as well as inquire about expectations and technology adoption. Our findings suggest that teachers are receptive to the technology and were able to generate scenarios that take advantage of the possibilities offered by digital public displays to stimulate learning processes. However, there are several crucial elements regarding management and control of content that need to be carefully crafted/designed in order to accommodate each schools' organizational issues.

Research paper thumbnail of Exploring video-based interactions around digital public displays to foster curiosity about science in schools

In this poster, we describe our initial steps towards understanding how digital public displays i... more In this poster, we describe our initial steps towards understanding how digital public displays in schools can be utilized in order to foster students' curiosity towards scientific topics. More specifically, this present work is part of an ongoing research project (JuxtaLearn) that aims at provoking students' curiosity in science and technology through creative filmmaking and editing activities. In order to explore the design space concerning digital public displays for schools' contexts we conducted some initial workshops with science teachers in order to elicit their sensitivities towards possible features and interaction techniques, as well as to inquire about expectations and technology adoption.

Research paper thumbnail of User Preferences of Spatio-Temporal Referencing Approaches For Immersive 3D Radar Charts

arXiv (Cornell University), Mar 14, 2023

The use of head-mounted display technologies for virtual reality experiences is inherently single... more The use of head-mounted display technologies for virtual reality experiences is inherently single-user-centred, allowing for the visual immersion of its user in the computer-generated environment. This isolates them from their physical surroundings, effectively preventing external visual information cues, such as the pointing and referral to an artifact by another user. However, such input is important and desired in collaborative scenarios when exploring and analyzing data in virtual environments together with a peer. In this article, we investigate different designs for making spatio-temporal references, i.e., visually highlighting virtual data artifacts, within the context of Collaborative Immersive Analytics. The ability to make references to data is foundational for collaboration, affecting aspects such as awareness, attention, and common ground. Based on three design options, we implemented a variety of approaches to make spatial and temporal references in an immersive virtual reality environment that featured abstract visualization of spatio-temporal data as 3D Radar Charts. We conducted a user study (n=12) to empirically evaluate aspects such as aesthetic appeal, legibility, and general user preference. The results indicate a unified favour for the presented location approach as a spatial reference while revealing trends towards a preference of mixed temporal reference approaches dependent on the task configuration: pointer for elementary, and outline for synoptic references. Based on immersive data visualization complexity as well as task reference configuration, we argue that it can be beneficial to explore multiple reference approaches as collaborative information cues, as opposed to following a rather uniform user interface design.

Research paper thumbnail of A new approach for visualizing quantified self data using avatars

In recent years, it is becoming more common for people to use applications or devices that keep t... more In recent years, it is becoming more common for people to use applications or devices that keep track of their life and activities, such as physical fitness, places they visited, the music they listen to, or pictures they took. This generates data that are used by the service providers for a variety of (usually analytics) purposes, but commonly there are limitations on how the users themselves can also explore or interact with these data. Our position paper describes a new approach of visualizing such Quantified Self data, in a meaningful and enjoyable way that can give the users personal insights into their own data. The visualization of the information is proposed as an avatar that maps the different activities the user is engaged with, along with each such activity level, as graphical features. An initial prototype (both in terms of graphical design and software architecture) as well as possible future extensions are discussed.

Research paper thumbnail of Prediction of knot size in uneven-sized Norway spruce stands in Sweden

Forest Ecology and Management

Research paper thumbnail of Visualizing dynamic text corpora using Virtual Reality

In recent years, data visualization has become a major area in Digital Humanities research, and t... more In recent years, data visualization has become a major area in Digital Humanities research, and the same holds true also in linguistics. The rapidly increasing size of corpora, the emergence of dyn ...

Research paper thumbnail of Designing a 3D Gestural Interface to Support User Interaction with Time-Oriented Data as Immersive 3D Radar Chart

arXiv (Cornell University), Mar 14, 2023

Research paper thumbnail of Using an Augmented Reality Cube-Like Interface and 3D Gesture-Based Interaction to Navigate and Manipulate Data

Proceedings of the 11th International Symposium on Visual Information Communication and Interaction

In this paper we describe our work-in-progress to create an interface that enables users to brows... more In this paper we describe our work-in-progress to create an interface that enables users to browse and select data within an Augmented Reality environment, using a virtual cube object that can be interacted with through 3D gestural input. We present the prototype design (including the graphical elements), describe the interaction possibilities of touching the cube with the hand/finger, and put the prototype into the context of our Augmented Reality for Public Engagement (PEAR) framework. An interactive prototype was implemented and runs on a typical off-the-shelf smart-phone device.

Research paper thumbnail of Collaborative exploration of rich corpus data using immersive virtual reality and non-immersive technologies

In recent years, large textual data sets, comprising many data points and rich metadata, have bec... more In recent years, large textual data sets, comprising many data points and rich metadata, have become a common object of investigation and analysis. Information Visualization and Visual Analytics pr ...

Research paper thumbnail of Change Your Perspective: Exploration of a 3D Network Created from Open Data in an Immersive Virtual Reality Environment

This paper investigates an approach of how to naturally interact and explore information (based o... more This paper investigates an approach of how to naturally interact and explore information (based on open data) within an immersive virtual reality environment (VRE) using a head-mounted display and ...

Research paper thumbnail of Learning to imitate in a robotic arm test-bed with dissimilarly embodied agents

Research paper thumbnail of Helping robots imitate—metrics and computational solutions inspired by human-robot interaction studies

In this chapter we describe three lines of research related to the issue of helping robots imitat... more In this chapter we describe three lines of research related to the issue of helping robots imitate people. These studies are based on observed human be-haviour, technical metrics and implemented technical solutions. The three lines of research are:(a) a number of user studies that show how humans naturally tend to demonstrate a task for a robot to learn,(b) a formal approach to tackle the problem of what a robot should imitate, and (c) a technology-driven conceptual framework and technique, inspired by social learning theories, that ...

Research paper thumbnail of An Empirical Evaluation of Asymmetric Synchronous Collaboration Combining Immersive and Non-Immersive Interfaces Within the Context of Immersive Analytics

Frontiers in Virtual Reality

Collaboration is an essential part of data analysis, allowing multiple users to combine their exp... more Collaboration is an essential part of data analysis, allowing multiple users to combine their expertise and to debate about the interpretation of data discoveries using their contextual knowledge. The design of collaborative interfaces within the context of Immersive Analytics remains challenging, particularly due to the various user-centered characteristics of immersive technologies. In this article, we present the use case of a system that enables multiple users to synchronously explore the same data in a collaborative scenario that combines immersive and non-immersive interfaces in an asymmetric role setup. Such a setup allows for bridging the gap when applying heterogeneous display and interaction technologies, enabling each analyst to have an independent and different view of the data, while maintaining important collaborative aspects during the joint data exploration. We developed an immersive VR environment (head-mounted display, 3D gestural input) and a non-immersive desktop...

Research paper thumbnail of Visualizing rich corpus data using virtual reality

We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact w... more We demonstrate an approach that utilizes immersive virtual reality (VR) to explore and interact with corpus linguistics data. Our case study focuses on the language identification parameter in the ...

Research paper thumbnail of Collaborative Learning through Creative Video Composition on Distributed User Interfaces

Lecture Notes in Educational Technology, 2015

For guidance on citations see FAQs.

Research paper thumbnail of Designing Enjoyable Motion-Based Play Interactions with a Small Humanoid Robot

International Journal of Social Robotics, 2013

Robots designed to co-exist with humans in domestic and public environments should be capable of ... more Robots designed to co-exist with humans in domestic and public environments should be capable of interacting with people in an enjoyable fashion in order to be socially accepted. In this research, we seek to set up a small humanoid robot with the capability to provide enjoyment to people who pick up the robot and play with it by hugging, shaking and moving the robot in various ways. Inertial sensors inside a robot can capture how the robot's body is moved when people perform such "full-body gestures". Unclear is how a robot can recognize what people do during play, and how such knowledge can be used to provide enjoyment. People's behavior is complex, and naïve designs for a robot's behavior based only on intuitive knowledge from previous designs may lead to failed interactions. To solve these problems, we model people's behavior using typical full-body gestures observed in free interaction trials, and devise an interaction design based on avoiding typical failures observed in play sessions with a naïve version of our robot. The interaction design is completed by investigating how a robot can provide "reward" and itself suggest ways to play during an interaction. We then verify experimentally that our design can be used to provide enjoyment during a playful interaction. By describing the process of how a small humanoid robot can be designed to provide enjoyment, we seek to move one step closer to realizing companion robots which can be successfully integrated into human society.

Research paper thumbnail of Methodological Issues of Annotating Vision Sensor Data using Subjects' Own Judgement of Comfort in a Robot Human Following Experiment

ROMAN 2006 - The 15th IEEE International Symposium on Robot and Human Interactive Communication, 2006

When determining subject preferences for [2][5][6][7][9][14]. However, if collecting the data is ... more When determining subject preferences for [2][5][6][7][9][14]. However, if collecting the data is not Human-Robot Interaction, an important issue is the easy, being able to integrate the different sources already interpretation of the subjects' responses during the trials, during data collection in such a way to facilitate the Employing a non-intrusive approach, this paper discusses the researchers' analysis of the interactions seems critical. This methodological issues for annotating vision data by allowing the subjects to indicate their comfort using a handheld Comfort iS one of the main alms of our present work. Level Device during the trials. In previous research, the We conducted a preliminary HRI trial involving scenarios analysis of collected comfort and vision data was made difficult of a robot following a human in a corridor and in an open due to problems concerning the manual synchronisation of space. Trials were conducted at the University of different modalities. In the current paper, we overcome this Hertfordshire (UH) in collaboration with researchers at the issue by real-time integration of the subject's feedback on University of Amsterdam (UvA). The primary aim of the subjective comfort into the video stream. The implications for more efficient analysis of Human-Robot Interaction data, as exploratory study was to investigate whether subjects have well as possible future developments of this approach are any preference as to how the robot should follow them (i.e. discussed. in terms of position and distance), and to investigate if these preferences change with respect to different interaction areas I. INTRODUCTION (i.e. narrow space in the corridor and wide space in the open The study of the design of interactive artifacts needs to area). We believe this investigation will help us to I acknowledge the embodied nature of interaction [8]. understand the following dynamics between human and Researchers investigating Human-Robot Interaction and in robot (e.g. how does the movement of the robot affect the particular socially interactive robots have highlighted the subject's leading behaviour) in order to develop a robot with same issue [4][5]. Robots that interact with people in highly socially acceptable following behaviour. Such an ability dynamic social environments need to be designed taking into involving robot coarse distance tracking will be required by account the embodied nature of all the agents involved in the a robot companion operating in a domestic scenario, e.g. a activity as well as its situatedness. When studying these home environment, which is the aim of the COGNIRON issues from a human user perspective it appears necessary to research project [3]. A second aim of the present study was collect data from different sources in order to capture the to further explore the use of the Comfort Level Device multi-faceted nature of interaction. More specifically, (CLD), building on and extending previous work [10][11]. researchers should consider collecting: (a) data concerning Here, the CLD was augmented to automatically annotate the the human user's immediate physiological or other responses video data during the trials. This annotation was later used to to a robot's behaviour [10][11][13][15], (b) data concerning determine each subject's Distance of Discomfort (DoD) for the description of the activity being pursued [12][16][17], (c) all instances where the subject experienced discomfort, in the human user's opinions and attitudes concerning the terms of the robot being "Too Close" (DoDc) or "Too Far" interactions observed and/or under investigation (DoDF) away, during the robot following trials. II. HuMAN-ROBOT INTERACTION TRIALS Manuscript received March 31, 2006. The work described in this paper was conducted within the EU Integrated Project COGNIRON (";The A. Experimental Design cognitive Robot Companion") and was funded by the European commission Division FP6-IST Future and Emerging Technologies under The experimental area consisted of a room measuring 8m Contract FP6-002020. x 8m, divided into two areas, a partitioned corridor of 2 m

Research paper thumbnail of Application features to convey peers' interactions to engage users in a display network

Proceedings of the 4th International Symposium on Pervasive Displays - PerDis '15, 2015

Recent socio-technological developments have shown growing interest in interactive pervasive comp... more Recent socio-technological developments have shown growing interest in interactive pervasive computing scenarios supported by public displays. One of the main challenges in the design of public display systems still is to engage users to interact and be motivated to do so. In this work, we describe application features, implemented in our public display system, which aim to convey awareness of local and remote peers' interactions with an educational video installation to engage users to interact. This is facilitated by dynamic pop-up notifications and visualizations of interactions on the display screen. A first deployment and study showed that users found these presentations of peer interactions to be engaging, both with the display system as well as the social context around it.

Research paper thumbnail of Increasing user engagement with distributed public displays through the awareness of peer interactions

Proceedings of the 4th International Symposium on Pervasive Displays, 2015

Recent developments have shown a growing interest in interactive pervasive computing scenarios su... more Recent developments have shown a growing interest in interactive pervasive computing scenarios supported by public displays as well as their introduction into educational environments. Still, one of the biggest challenges in the design of public display systems is to engage users to interact and be motivated to do so. In this paper, we report a study exploring the potential effect of the awareness of peers' interactions with an educational video installation and the popularity of the display system on the user engagement. The awareness is facilitated by pop-up notifications and visualizations of interactions on the display screen. We conducted a six day long deployment of our system which included a diary study, during which we altered the display's dynamic behavior in order to test different conditions. The analysis of the diary reports and the progression of the users' interactions showed that the users found the presentations of peer interactions to be engaging, both with the display system as well as the social context around it.

Research paper thumbnail of Full-body gesture recognition using inertial sensors for playful interaction with small humanoid robot

2010 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2010

People like to play, and robotic technology offers the opportunity to interact with artifacts in ... more People like to play, and robotic technology offers the opportunity to interact with artifacts in new ways. Robots co-existing with humans in domestic and public environments are expected to behave as companions, also engaging in playful interaction. If a robot is small, we foresee that people will want to be able to pick it up and express their intentions playfully by hugging, shaking and moving it around in various ways. Such robots will need to recognize these gestures-which we call "full-body gestures" because they affect the robot's full body. Inertial sensors inside the robot could be used to detect these gestures, in order to avoid having to rely on external sensors in the environment. However, it is not obvious which gestures typically occur during play, and which of these can be reliably detected. We therefore investigate full-body gesture recognition using Sponge Robot, a small humanoid robot equipped with inertial sensors and designed for playful human-robot interaction.

Research paper thumbnail of Promoting secondary school learners' curiosity towards science through digital public displays

Proceedings of International Conference on Making Sense of Converging Media - AcademicMindTrek '13, 2013

This paper contributes to the understanding of how digital public displays can be utilized in sch... more This paper contributes to the understanding of how digital public displays can be utilized in schools taking into consideration educational goals. This work is part of a currently ongoing research project that aims to promote students' curiosity in science and technology through creative film-making, collaborative editing activities, and content sharing. In order to explore the design space concerning digital public displays for schools' contexts, six workshops with secondary school teachers in two different countries were conducted to elicit sensitivities towards possible features and interaction techniques as well as inquire about expectations and technology adoption. Our findings suggest that teachers are receptive to the technology and were able to generate scenarios that take advantage of the possibilities offered by digital public displays to stimulate learning processes. However, there are several crucial elements regarding management and control of content that need to be carefully crafted/designed in order to accommodate each schools' organizational issues.

Research paper thumbnail of Exploring video-based interactions around digital public displays to foster curiosity about science in schools

In this poster, we describe our initial steps towards understanding how digital public displays i... more In this poster, we describe our initial steps towards understanding how digital public displays in schools can be utilized in order to foster students' curiosity towards scientific topics. More specifically, this present work is part of an ongoing research project (JuxtaLearn) that aims at provoking students' curiosity in science and technology through creative filmmaking and editing activities. In order to explore the design space concerning digital public displays for schools' contexts we conducted some initial workshops with science teachers in order to elicit their sensitivities towards possible features and interaction techniques, as well as to inquire about expectations and technology adoption.