VLDB 2026 Research / reviewers in the wild / expert
Margherita Antona
dblp:81/3783
· DBLP profile ↗
18ranked-venue papers
2as first author
5since 2021 · last 2025
0000-0003-3208-3755ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | How to Create and Foster Sustainable Smart Cities? Insights on Ethics, Trust, Privacy, Transparency, Incentives, and SuccessabstractThis paper describes the motivation, framework, concepts, method, implementation, and results of the HCII2023 Design Café, a dedicated participatory highly interactive design workshop held in Copenhagen in July 2023. Motivated by the ubiquitous challenges our world is facing, this initiative had the goal to explore six main issues from an interdisciplinary perspective with a focus on the UN SDG 11: “Sustainable Cities and Communities” and the HCI Grand Challenge 2 “Human-Environment Interactions.” The six issues were formulated as questions and presented to the participants working in small groups. (1) How to create inclusive and ethical smart cities? (2) How to establish trust between people and smart environments? (3) How to address privacy concerns in smart environments that adopt the “disappearing computer” paradigm? (4) How to promote explainability and transparency of policies and measures to citizens of smart cities or in smart environments in general? (5) How to design incentives and rewards for engagement and sustainable behavior in smart cities at a personal as well as collective/corporate level? (6) How to measure success and impact in sustainable smart city projects? The method and approach of the Design Café is a tailored composition of a guided, structured format combined with and inspired by processes of informal communication and exchange of knowledge and ideas. Aligned moderation, a minimum set of rules, a set of relevant topics and an interdisciplinary group of motivated participants working in rotating formations provides the structure for achieving results. The results show that the six issues are not independent of each other, but require a holistic view, considering the various dependencies as well as synergies when exploring solutions. Nevertheless, the importance of first establishing higher-level goals based on ethical and inclusive approaches fostering human dignity and human rights were key. Acceptance of overall goals, processes, rules, and regulations was considered as the fundamental pre-requisite for sustainable change towards a declared goal. Acceptance needs trust and privacy as well as explainability and transparency of policies and measures. The role of incentives and rewards for engagement and sustainable behavior was twofold. Offering incentives must include planning on how to measure their impact. Effective measurement of success and impact depends heavily on how the institutions address privacy. Explainability and transparency should become one of the ethical guidelines that steer and control concepts, decision making, and implementations of all activities. The scale of these societal challenges still needs to be recognized by those responsible. It is essential to educate decision makers in the psychological needs and effects of sense making, comprehensibility, and finally acceptance and well-being moving towards a humanity-centered design. Christine Riedmann-Streitz, Norbert A. Streitz, Margherita Antona, Aaron Marcus, George Margetis, Stavroula Ntoa, Pei-Luen Patrick Rau, Elizabeth Rosenzweig |
Int. J. Hum. Comput. Interact. | 3 |
| 2025 | Seven HCI Grand Challenges Revisited: Five-Year ProgressabstractMotivated by the rapid technological advancements achieved in the last five years and the pervasiveness of Artificial Intelligence (AI), this paper investigates the evolving role of HCI and revisits the seven grand challenges outlined in 2019: human-technology symbiosis, human-environment interactions, ethics, privacy and security, well-being, health and eudaimonia, accessibility and universal access, learning and creativity, and social organization and democracy. Through literature analysis, the paper reevaluates the status of each challenge and highlights emerging requirements. Key findings reveal the widespread impact of AI across all domains and emphasize the need for improved AI transparency, alignment with human values, and the development of explainable, personalized, and privacy-preserving technologies to enhance user trust and control. The analysis also highlights the interconnected nature of these challenges and firmly asserts the role of technology in actively supporting human activities and collaborating harmoniously with humans to help them live meaningfully and fulfill aspirations. Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Vincent G. Duffy, Qin Gao, Waldemar Karwowski, Shin'ichi Konomi, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Keng Siau, Jia Zhou 0001 |
Int. J. Hum. Comput. Interact. | 3 |
| 2023 | Special Issue on AI in HCIabstractThe discussion around the rapid evolution and omnipresence of Artificial Intelligence (AI) is already rich, and AI is expected to be integrated into most aspects of everyday life. At the same time,... Margherita Antona, George Margetis, Stavroula Ntoa, Helmut Degen |
Int. J. Hum. Comput. Interact. | 1 |
| 2023 | Six Human-Centered Artificial Intelligence Grand ChallengesabstractWidespread adoption of artificial intelligence (AI) technologies is substantially affecting the human condition in ways that are not yet well understood. Negative unintended consequences abound including the perpetuation and exacerbation of societal inequalities and divisions via algorithmic decision making. We present six grand challenges for the scientific community to create AI technologies that are human-centered, that is, ethical, fair, and enhance the human condition. These grand challenges are the result of an international collaboration across academia, industry and government and represent the consensus views of a group of 26 experts in the field of human-centered artificial intelligence (HCAI). In essence, these challenges advocate for a human-centered approach to AI that (1) is centered in human well-being, (2) is designed responsibly, (3) respects privacy, (4) follows human-centered design principles, (5) is subject to appropriate governance and oversight, and (6) interacts with individuals while respecting human’s cognitive capacities. We hope that these challenges and their associated research directions serve as a call for action to conduct research and development in AI that serves as a force multiplier towards more fair, equitable and sustainable societies. Ozlem O. Garibay, Brent Winslow, Salvatore Andolina, Margherita Antona, Anja Bodenschatz, Constantinos K. Coursaris, Gregory Falco, Stephen M. Fiore, Ivan Garibay, Keri Grieman, John C. Havens, Marina Jirotka, Hernisa Kacorri, Waldemar Karwowski, Joseph T. Kider Jr., Joseph A. Konstan, Sean Koon, Mónica López-González, Iliana Maifeld-Carucci, Sean McGregor, Gavriel Salvendy, Ben Shneiderman, Constantine Stephanidis, Christina Strobel, Carolyn Ten Holter |
Int. J. Hum. Comput. Interact. | 4 |
| 2021 | When Children Program Intelligent Environments: Lessons Learned from a Serious AR GameabstractWhile the body of research focusing on Intelligent Environments (IEs) programming by adults is steadily growing, informed insights about children as programmers of such environments are limited. Previous work already established that young children can learn programming basics. Yet, there is still a need to investigate whether this capability can be transferred in the context of IEs, since encouraging children to participate in the management of their intelligent surroundings can enhance responsibility, independence, and the spirit of cooperation. We performed a user study (N=15) with children aged 7-12, using a block-based, gamified AR spatial coding prototype allowing to manipulate smart artifacts in an Intelligent Living room. Our results validated that children understand and can indeed program IEs. Based on our findings, we contribute preliminary implications regarding the use of specific technologies and paradigms (e.g. AR, trigger-action programming) to inspire future systems that enable children to create enriching experiences in IEs. Evropi Stefanidi, Maria Korozi, Asterios Leonidis, Dimitris Arampatzis, Margherita Antona, George Papagiannakis |
IDC | 5 |
| 2020 | Results of Field Trials with a Mobile Service Robot for Older Adults in 16 Private HouseholdsabstractIn this article, we present results obtained from field trials with the Hobbit robotic platform, an assistive, social service robot aiming at enabling prolonged independent living of older adults in their own homes. Our main contribution lies within the detailed results on perceived safety, usability, and acceptance from field trials with autonomous robots in real homes of older users. In these field trials, we studied how 16 older adults (75 plus) lived with autonomously interacting service robots over multiple weeks. Robots have been employed for periods of months previously in home environments for older people, and some have been tested with manipulation abilities, but this is the first time a study has tested a robot in private homes that provided the combination of manipulation abilities, autonomous navigation, and non-scheduled interaction for an extended period of time. This article aims to explore how older adults interact with such a robot in their private homes. Our results show that all users interacted with Hobbit daily, rated most functions as well working, and reported that they believe that Hobbit will be part of future elderly care. We show that Hobbit’s adaptive behavior approach towards the user increasingly eased the interaction between the users and the robot. Our trials reveal the necessity to move into actual users’ homes, as only there, we encounter real-world challenges and demonstrate issues such as misinterpretation of actions during non-scripted human-robot interaction. Markus Bajones, David Fischinger, Astrid Weiss, Paloma de la Puente, Daniel Wolf, Markus Vincze, Tobias Körtner, Markus Weninger, Konstantinos E. Papoutsakis, Damien Michel, Ammar Qammaz, Paschalis Panteleris, Michalis Foukarakis, Ilia Adami, Danae Ioannidi, Asterios Leonidis, Margherita Antona, Antonis A. Argyros, Peter Mayer 0002, Paul Panek, Håkan Eftring, Susanne Frennert |
ACM Trans. Hum. Robot Interact. | 17 |
| 2019 | Seven HCI Grand ChallengesabstractPublished with license by Taylor & Francis Group, LLC. This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements. BACKGROUND This article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series. Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Jessie Y. C. Chen, Vincent G. Duffy, Xiaowen Fang, Cali M. Fidopiastis, Gino Fragomeni, Limin Paul Fu, Yinni Guo, Don Harris, Andri Ioannou, Kyeong-Ah Jeong, Shin'ichi Konomi, Heidi Krömker, Masaaki Kurosu, James R. Lewis, Aaron Marcus, Gabriele Meiselwitz, Abbas Moallem, Hirohiko Mori, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Dylan Schmorrow, Keng Siau, Norbert A. Streitz, Wentao Wang 0007, Sakae Yamamoto, Panayiotis Zaphiris, Jia Zhou 0001 |
Int. J. Hum. Comput. Interact. | 3 |
| 2019 | Augmenting natural interaction with physical paper in ambient intelligence environments
George Margetis, Stavroula Ntoa, Margherita Antona, Constantine Stephanidis |
Multim. Tools Appl. | 3 |
| 2018 | RAMCIP - A Service Robot for MCI Patients at HomeabstractThis video features RAMCIP, a new service robot developed to provide proactive and discreet assistance to elderly with Mild Cognitive Impairments (MCI), supporting their daily activities at home. Starting with a thorough analysis of needs and requirements of the target population, the RAMCIP robot was developed as an integrated ensemble of advanced H/W and S/W components, realizing the robot skills of perception, cognition, safe navigation, grasping, manipulation, and human-robot communication, ample to operate in real, rather challenging domestic environments. The RAMCIP use-cases include proactive assistance provision to user's cooking, eating and medication activities, through discreet user monitoring and robot interventions by reminders and robotic manipulations., RAMCIP can bring the medicine, recognize fallen objects and electric appliance that has been forgotten turned on. It also recognizes the user walking in low-light conditions and turns on the light, as well as detects cases of emergency such as a fall. The robot provides also the user with cognitive training games and stimulates the user to contact with relatives through video-calls. Pilot trials of the RAMCIP robot have been performed in real homes of more than ten different users, in Barcelona, Spain; the video at hand exhibits the robot performing the target use cases. Georgia Peleka, Andreas Kargakos, Evangelos Skartados, Ioannis Kostavelis, Dimitrios Giakoumis, Iason Sarantopoulos, Zoe Doulgeri, Michalis Foukarakis, Margherita Antona, Sandra Hirche, Emanuele Ruffaldi, Bartlomiej Stanczyk, Anastasios Zompas, Joan Hernández-Farigola, Natalia Roberto, Konrad Rejdak, Dimitrios Tzovaras |
IROS | 9 |
| 2014 | Traditional Painting Revised: The Ambient Intelligence Approach to Creativity
Nikolaos Partarakis, Margherita Antona, Emmanouil Zidianakis, Panayotis Koutlemanis, Constantine Stephanidis |
ArtsIT | 2 |
| 2013 | Augmented interaction with physical books in an Ambient Intelligence learning environment
George Margetis, Xenophon Zabulis, Panayotis Koutlemanis, Margherita Antona, Constantine Stephanidis |
Multim. Tools Appl. | 4 |
| 2012 | Ambient educational mini-gamesabstractThis system paper describes two educational mini-games (a multiple-choice quiz and a geography-related game) that combine learning and ambient technology. Their innovative feature is that they offer physical interaction through printed cards on a tabletop setup, where a simple webcam monitors the table's surface and identifies the thrown cards. Following a brief discussion of ambient technology integration in the environment, the overall concept of these games is described and potential future improvements are outlined. Maria Korozi, Asterios Leonidis, George Margetis, Panayotis Koutlemanis, Xenophon Zabulis, Margherita Antona, Constantine Stephanidis |
AVI | 6 |
| 2012 | Towards building pervasive UIs for the intelligent classroom: the PUPIL approachabstractInformation and Communication technologies have the potential to permeate the classroom and modernize the educational process. However, in the context of a smart classroom, building educational applications poses unique challenges from an HCI perspective, due to the diversity of user and context requirements. This paper introduces a framework that facilitates the design, development and deployment of pervasive educational applications that can automatically transform according to the context of use to ensure their usability. The collection of widgets incorporates both common basic widgets (e.g., buttons, images) and mini interfaces frequently used in educational applications, as ready-to-use modules. The designer can either (i) combine and customize widgets from both categories to build an interface just once, or (ii) build and incorporate it as a custom-made mini interface in the collection for future reuse. Finally, the framework's usability has been evaluated with users obtaining very positive results and potential suggestions for extensions. Maria Korozi, Stavroula Ntoa, Margherita Antona, Asterios Leonidis, Constantine Stephanidis |
AVI | 3 |
| 2012 | Rapid Prototyping of Adaptable User InterfacesabstractUser interface adaptation has been proposed in recent years as a means to achieve personalized accessibility and usability of user interfaces. Related user interface architectures, as well as a variety of related development method and tools, have also been elaborated. Admittedly, however, despite the recognized validity of the approach, which has been proved in practice in a series of prototype systems, the wider adoption and uptake of user interface adaptation approaches are still limited. One of the identified obstacles is the complexity intrinsic in designing such interfaces and the need of radically revising the current user interface design practice to account for (a) the alternative designs required for adaptation, (b) the parameters involved in driving adaptations (i.e., selecting among alternatives at a given point during interaction), and (c) the logic of adaptation at runtime. This article proposes a twofold tool-based support strategy for user interface adaptation development, based on (a) an adaptation development toolkit and related widget library, which directly embeds lexical level adaptations into common interactive widgets, and (b) embedding such a library in a common integrated development environment, thus allowing designers to define and view alternative adaptations at design time and create adaptable user interfaces through traditional prototyping. The aforementioned approach has been implemented in the domain of adaptable applications for older users, producing tools that are currently in use in the development of a large suite of interactive applications in various domains. The approach presented in this article is claimed to be the first and so far unique supporting rapid prototyping of adaptable user interfaces, thus minimizing the divergence between typical development practices and user interface adaptation development. Asterios Leonidis, Margherita Antona, Constantine Stephanidis |
Int. J. Hum. Comput. Interact. | 2 |
| 2011 | A smart environment for augmented learning through physical booksabstractToday, augmented reality is evolving towards sophisticated approaches exploiting the opportunities offered by immersive environments and high quality 3D graphics. Such systems can prove to be very useful in the context of education, especially when learning involves reading and writing activities. However, the majority of existing systems relies on touch-based interaction, or on interaction with proprietary technological artifacts. This paper presents an approach to enhancing reading and writing on physical books through smart augmentation. It is based on the intuitive and unobtrusive monitoring of students gestures during reading and writing activities through cameras, facilitating context-aware content sensitive assistance without requiring any special interaction device. George Margetis, Panayotis Koutlemanis, Xenophon Zabulis, Margherita Antona, Constantine Stephanidis |
ICME | 4 |
| 2006 | A User-Orientation Evaluation Framework: Assessing Accessibility Throughout the User Experience Lifecycle
Alexandros Mourouzis, Margherita Antona, Evagelos Boutsakis, Constantine Stephanidis |
ICCHP | 2 |
| 2006 | A Process-Oriented Interactive Design Environment for Automatic User-Interface AdaptationabstractIn the design of user interfaces that adapt automatically to end-users and usage contexts, designers should be prepared to cope with large design spaces; these spaces will be necessary to accommodate design constraints posed by the diversity in the target user population and the various contexts of use. Adaptation-oriented design is considered a powerful design recipe addressing the compelling requirements of customization, accessibility, and high quality of interaction. Under this perspective, it must be carefully planned, designed, accommodated, and conducted within the life cycle of interactive systems, from the early exploratory phases of design and prototyping to evaluation, implementation, and deployment. Despite recent progress, the practice of designing automatic user-interface adaptations remains difficult, due to intrinsic complexity of the task and the current limited expertise of designers and practitioners. Toward overcoming such a difficulty, this article presents MENTOR, a tool providing (a) practical integrated support for all phases of adaptation design, through appropriate editing facilities; (b) practical support for a "smooth transition" from design to development through the availability of automated verification mechanisms for the designed adaptation logic, as well as the automated generation of "ready-to-implement" interface specifications; and (c) support for the progressive accumulation of design cases and of the related design experience and knowledge, in particular regarding adaptation. Margherita Antona, Anthony Savidis, Constantine Stephanidis |
Int. J. Hum. Comput. Interact. | 1 |
| 2005 | A Decision-making Specification Language for Verifiable User-interface Adaptation LogicabstractIn automatic user interface adaptation, developers pursue the delivery of best-fit user interfaces according to the runtime-supplied profiles of individual end users and usage contexts. Software engineering of automatic interface adaptability entails: (a) storage and processing of user and usage-context profiles; (b) design and implementation of alternative interface components, to optimally support the various user activities and interface operations for different users and usage contexts; and (c) runtime decision-making, to choose on the fly the most appropriate alternative interface components, given the particular user and context profile. In automatic interface adaptation, the decision making process plays a key role in optimal on-the-fly interface assembly, engaging consolidated design wisdom in a computable form. A verifiable language has been designed and implemented which is particularly suited for the specification of adaptation-oriented decision-making logic, while also being easily deployable and usable by interface designers. This paper presents the language, its contextual role in adapted interface delivery and the automatic verification method. The employment of the language in an adaptation-design support tool is discussed, the latter automatically generating language rules by relying upon adaptation rule patterns. Finally, the deployment methodology of the language in supporting dynamic interface assembly is discussed, further generalizing towards dynamic software assembly, by introducing architectural contexts and polymorphic architectural containment. Anthony Savidis, Margherita Antona, Constantine Stephanidis |
Int. J. Softw. Eng. Knowl. Eng. | 2 |