Panos  Markopoulos

Prof. Dr. Panos Markopoulos

Department of Industrial Design, Eindhoven University of Technology, Den Dolech 2, 5612 AZ Eindhoven, The Netherlands
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Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 March 2017 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
QWQi Wang
Qi Wang
PMPanos Markopoulos
Panos Markopoulos
BYBin YU
Bin YU
Wei ChenWei Chen
Wei Chen
Annick TimmermansAnnick Timmermans
Annick Timmermans
The development of interactive rehabilitation technologies which rely on wearable-sensing for upper body rehabilitation is attracting increasing research interest. This paper reviews related research with the aim: 1) To inventory and classify interactive wearable systems for movement and posture monitoring during upper body rehabilitation, regarding the sensing technology, system measurements and feedback conditions; 2) To gauge the wearability of the wearable systems; 3) To inventory the availability of clinical evidence supporting the effectiveness of related technologies. A systematic literature search was conducted in the following search engines: PubMed, ACM, Scopus and IEEE (January 2010–April 2016). Forty-five papers were included and discussed in a new cuboid taxonomy which consists of 3 dimensions: sensing technology, feedback modalities and system measurements. Wearable sensor systems were developed for persons in: 1) Neuro-rehabilitation: stroke (n = 21), spinal cord injury (n = 1), cerebral palsy (n = 2), Alzheimer (n = 1); 2) Musculoskeletal impairment: ligament rehabilitation (n = 1), arthritis (n = 1), frozen shoulder (n = 1), bones trauma (n = 1); 3) Others: chronic pulmonary obstructive disease (n = 1), chronic pain rehabilitation (n = 1) and other general rehabilitation (n = 14). Accelerometers and inertial measurement units (IMU) are the most frequently used technologies (84% of the papers). They are mostly used in multiple sensor configurations to measure upper limb kinematics and/or trunk posture. Sensors are placed mostly on the trunk, upper arm, the forearm, the wrist, and the finger. Typically sensors are attachable rather than embedded in wearable devices and garments; although studies that embed and integrate sensors are increasing in the last 4 years. 16 studies applied knowledge of result (KR) feedback, 14 studies applied knowledge of performance (KP) feedback and 15 studies applied both in various modalities. 16 studies have conducted their evaluation with patients and reported usability tests, while only three of them conducted clinical trials including one randomized clinical trial. This review has shown that wearable systems are used mostly for the monitoring and provision of feedback on posture and upper extremity movements in stroke rehabilitation. The results indicated that accelerometers and IMUs are the most frequently used sensors, in most cases attached to the body through ad hoc contraptions for the purpose of improving range of motion and movement performance during upper body rehabilitation. Systems featuring sensors embedded in wearable appliances or garments are only beginning to emerge. Similarly, clinical evaluations are scarce and are further needed to provide evidence on effectiveness and pave the path towards implementation in clinical settings.

23 August 2006 in Personal and Ubiquitous Computing
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Journal Article
Closed access
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NRNatalia Romero
Natalia Romero
PMPanos Markopoulos
Panos Markopoulos
JBJoy van Baren
Joy van Baren
BRBoris De Ruyter
Boris De Ruyter
WIWijnand IJsselsteijn
Wijnand IJsselsteijn
BFBabak Farshchian
Babak Farshchian

1 September 2005 in Interacting with Computers
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Journal Article
Closed access
BRBoris De Ruyter
Boris De Ruyter
PSPrivender Saini
Privender Saini
PMPanos Markopoulos
Panos Markopoulos
ABAlbert van Breemen
Albert van Breemen
This paper reports an exploration of the concept of social intelligence in the context of designing home dialogue systems for an Ambient Intelligence home. It describes a Wizard of Oz experiment involving a robotic interface capable of simulating several human social behaviours. Our results show that endowing a home dialogue system with some social intelligence will: (a) create a positive bias in the user's perception of technology in the home environment, (b) enhance user acceptance for the home dialogue system, and (c) trigger social behaviours by the user in relation to the home dialogue system.

23 January 2020 in International Journal of Social Robotics
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Journal Article
Open access
PDF file
AGAimi Shazwani Ghazali
Aimi Shazwani Ghazali
Jaap HamJaap Ham
Jaap Ham
EBEmilia Barakova
Emilia Barakova
PMPanos Markopoulos
Panos Markopoulos
In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuasive agents. This study extends the technology acceptance model by including measures of social responses. The social responses include trusting belief, compliance, liking, and psychological reactance. Using the Wizard of Oz method, a laboratory experiment was conducted to evaluate user acceptance and social responses towards a social robot called SociBot. This robot was used as a persuasive agent in making decisions in donating to charities. Using partial least squares method, results showed that trusting beliefs and liking towards the robot significantly add the predictive power of the acceptance model of persuasive robots. However, due to the limitations of the study design, psychological reactance and compliance were not found to contribute to the prediction of persuasive robots’ acceptance. Implications for the development of persuasive robots are discussed.

17 December 2009 in Personal and Ubiquitous Computing
Verified
Journal Article
Open access
PDF file
ISIris Soute
Iris Soute
PMPanos Markopoulos
Panos Markopoulos
RMRemco Magielse
Remco Magielse
Current pervasive games are mostly location-aware applications, played on handheld computing devices. Considering pervasive games for children, it is argued that the interaction paradigm existing games support limits essential aspects of outdoor play like spontaneous social interaction, physical movement, and rich face-to-face communication. We present a new genre of pervasive games conceived to address this problem, that we call “Head Up Games” (HUGs) to underline that they liberate players from facing down to attend to screen-based interactions. The article discusses characteristics of HUG and relates them to existing genres of pervasive games. We present lessons learned during the design and evaluation of three HUG and chart future challenges.

1 December 2019 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
RBRik Bootsman
Rik Bootsman
PMPanos Markopoulos
Panos Markopoulos
QQQi Qi
Qi Qi
QWQi Wang
Qi Wang
ATAnnick Aa Timmermans
Annick Aa Timmermans