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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Human Computer Interaction and Virtual Reality Lab (University of Peloponnese): overview and current challenges</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Angeliki Antoniou</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Costas Vassilakis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anastasios Theodoropoulos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>George Lepouras</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Peloponnese, Department of Informatics and Telecommunications</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <fpage>84</fpage>
      <lpage>93</lpage>
      <abstract>
        <p>HCI-VR lab in Short. The Human-Computer Interaction and Virtual Reality Lab, at the Department of Informatics and Telecommunications of the University of Peloponnese, aims to conduct high quality research in areas related to the analysis, design, development, and evaluation of HCI and VR systems and applications, and in parallel to support the teaching requirements of the department in the respective field. Over the last years the HCI-VR lab particularly focuses on Cultural Heritage and develops technologies primarily for spaces of cultural heritage that cover the diverse needs of heterogeneous audiences providing holistic visitor experience. The HCI-VR lab is actively participating in National and European projects on Cultural Heritage, such as FP7 Experimedia (https://hci-vr.dit.uop.gr/experimedia), H2020 CrossCult (www.crosscult.eu) and multiple projects from the National Strategic Reference Framework.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The HCI-VR lab is also engaged in a strong educational research, including
alternative teaching methods [
        <xref ref-type="bibr" rid="ref8">2</xref>
        ], since learning is a big part of the quality of experience in
cultural settings. Our educational research includes personality characteristics of
learners [3], learning analytics [4], educational robotics [5, 6], social media for
educational purposes [7], as well as educational games [8, 9].
      </p>
      <p>Innovative technologies are also investigated like Internet of Things for Cultural
Heritage [10, 11], new city guide applications [12] and profiling through social media, as
an indirect way to overcome the cold start problem in museum personalization [13].
Virtual reality applications are tested in an attempt to unify visitor experiences and
effectively combine sound and vision [14]. New approaches in Augmented Reality
have been also proposed and tested, like the novel concept of micro-augmentations
which provide minimum stimulation to visitors for maximum effects [15] and
cardboard solutions for cost-effective applications [16]. Our novel solutions are tested
with real users with various methods, including questionnaires and self-reports,
analysis of objective data (e.g. response times, number of errors etc.) as well as collection
of physiological data with the help of skin response sensors and brainwave devices.
All the aforementioned activities are supported by the lab’s strong expertise on
systems design and software engineering, to provide robust, extensible and scalable
deployments.</p>
      <p>Games are a big part of the lab’s research since they are viewed as important tools for
cultural heritage [17, 18] supporting both (a) the creation of visitor profiles and (b)
learning. The HCI-VR lab has extensive experience in the field of game based
profiling for cultural heritage [19-21].
The profiling games developed at the lab target at the elicitation of users/visitors’
cognitive and emotional profiles and the identification of visitor interests. Apart from
profiling tools (e.g. Fig 4), games are also developed to function as dissemination
tools (pico games, e.g. Fig 5) and experience enhancers (before, during and after the
visit). Furthermore, alternative input methods in games are tried and tested including
whole body interaction (Fig 5) [22, 23].</p>
      <p>In addition, lab staff also investigates different interfaces for use in cultural heritage
which support navigation, visitor mobility (Fig 6) and even visitor communication.
Trying to avoid the isolation that could result from the use of technological
application in venues, collaborative interfaces are also investigated to allow cooperation and
communication of visitors [24].</p>
      <p>Cultural data semantics and ontologies are a part of the lab’s research activity [25,
26]. These ontologies are also enriched with information not only regarding the
objects and the venues but also their visitors, establishing couplings between visitors and
venues, collections or exhibits. Subsequently, these couplings are used to identify
linkages between specific characteristics in the visitor profiles and respective
attributes of the venues, collections or exhibits. Personality psychology is applied for
personalization purposes and the creation of visitor profiles [27, 28], social psychology is
used for the creation of ultimate social experiences [29] and cognitive psychology is
used for understanding human cognitive needs and applying technology accordingly
[30].
Finally, at the HCI-VR lab we recognize the need for new methods for collection and
analysis of visitor data (e.g. from social media and dedicated qualitative and
quantitative methods for the analysis), for the elicitation of user requirements involving
different types of visitors like children [31] and for the engagement of visitors. Visitor
engagement can be achieved with the use of social media [11, 32] that can easily
spread cultural information including virtual museums and online exhibitions [17].
Dedicated visitor specific routes [33] as well as specially designed narratives [34] can
intrigue the visitor and increase her engagement. Similar effects can be achieved
when venue objects are connected to other digital cultural objects [35] and content
like dates important to people [36].
2</p>
    </sec>
    <sec id="sec-2">
      <title>Lessons Learnt</title>
      <p>Since cultural heritage technologies is by nature an interdisciplinary field, an
experienced interdisciplinary team is indispensable for performing successful research in
relevant areas. Humanities experts often report problems in understanding
Technology experts (and vice versa). It takes an experienced team to know how to elicit
requirements and proceed with technology and experience design.</p>
      <p>The strict rules that often apply in cultural heritage institutions like archaeological
museum require flexibility and willingness to adapt to different frameworks.
Technological solutions need to respect the venue limitations and propose alternatives.
Furthermore, very different sites are characterized as cultural spaces including
museums as different as archaeological ones and zoos, as well as outdoors spaces like sites
and even whole cities. Therefore, one-fit-all solutions do not apply in cultural
heritage. There are also important venue characteristics like size, popularity and
exhibition theme that seem to require different technological solutions. For example, visitors
of museums of different types request different solutions [37].
In addition, user testing needs to follow unobtrusive methodologies that do not disturb
the smooth functioning of the venues. In this light, new methods are needed in order
to capture the user experience in a cost-effective, non-intrusive, engaging and
meaningful manner. Visitor experience is not limited within the actual visit but it is
extended before and after it. Social media can be a valuable tool in engaging the visitor
before and after (sometimes also during) her experience. Social media can also offer
easy ways to collect important data like feedback for curators and technology
developers, as well as means to further promote cultural heritage to the wider public and
allow visitor communication.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Open challenges</title>
      <p>The lab staff is currently working within the educational field. In particular,
educational technologies (e.g. educational robotics) and alternative teaching methods are
investigated. The main challenge here is not simply to see the functionality and the
possible effectiveness of the different technologies and practices but also to face
organizational issues allowed or not the adoption of such new methods and tools. The
lab follows a methodology developed by its researchers for the holistic development
and testing of educational technologies and alternative methods, also considering
students’ and teachers’ attitudes and the overall organizational resistance.
In addition, profiling is a main area of research and together with the personality
profilers we now also focus on emotional profilers that aim at identifying situation
dependent and independent user emotions. To do so, specific games are designed and
tested.</p>
      <p>Furthermore, being at the core of our activities, games are developed for different
purposes like profiling, advertisement but also for the evaluation of the user
experience. This last target is very challenging since different evaluation metrics need to be
considered.</p>
      <p>Another important issue is the rapidly developing field of the IoT that the lab aims at
creating new methods for Cultural Heritage and a new paradigm to support the
creation of exhibitions and museum narratives.</p>
      <p>Moving towards Augmented Reality, the lab focuses on the effects of minimum
exposure to stimuli, which is to the best of the authors’ knowledge, a very novel approach.
The intrusive character of AR applications at the moment makes the study extra
challenging, since it is still difficult to apply in real word settings.</p>
      <p>Finally, we continue to investigate the role of social media and the possible
exploitation in cultural heritage and education, as well as the social dynamics that develop
among their users.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Tools</title>
      <p>Insofar, the lab has created a number of open source tools in the context of the
aforementioned activities, including the following:</p>
      <p>Profilers, like image-based ones and game-based others, to extract various
properties of the users’ profiles. Users can shortly engage with these
profilers (either play mini games or choose a set of images) and while they interact
with them, different user aspects are extracted, like personality traits, such as
cognitive style, specific interests, collaboration patterns with others, etc.
Social media interaction analyzers, which analyze interactions between users
within social media (posts, tags, likes etc.) to determine users profile traits as
well as influencing individuals. The social media analyzers allow the
identification of influential discussions on social media and study their
characteristics, giving the opportunity to different institutions like cultural venues to
duplicate such influential conversations. In addition, people with high
influential traits are also identified.</p>
      <p>Social media content matchers, which correlate current discussions on social
media to any provided content (such as the content of a cultural venue) to
identify discussions and trending topics that are similar to the content of the
venue; then these matches can be used to more effectively promote the
content of the venue allowing venues to engage meaningfully in ongoing
discussions and promote their content.</p>
      <p>Microaugmentation delivery toolkits, to help re-capturing the interest of a
user after prolonged periods of inactivity. Micro-augmentation is a content
delivery method as well as a content creation method. The content is
designed in a way that maximizes curiosity and engagement and it is delivered
in ways that also increase visitor attention.</p>
      <p>Timeline visualization gadgets, comprising user interface components to
display and interact with timelines.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Contact Information</title>
      <p>Web</p>
      <sec id="sec-5-1">
        <title>Facebook</title>
      </sec>
      <sec id="sec-5-2">
        <title>Email Tel</title>
      </sec>
      <sec id="sec-5-3">
        <title>Address</title>
        <p>http://hci-vr.dit.uop.gr/
https://www.facebook.com/hci.uop/
+30 2710 223 764</p>
      </sec>
      <sec id="sec-5-4">
        <title>Human-Computer Interaction and Virtual Reality Lab</title>
        <p>Department of Informatics &amp; Telecommunications
University of Peloponnese
Akadimaikou G. K. Vlachou str
22 131 Tripolis
GREECE
10.
11.
12.
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21.
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24.
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26.
27.
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29.
30.
31.</p>
      </sec>
    </sec>
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