Εργαστήριο Πληροφορικής και Ρομποτικής στην Εκπαίδευση και την Κοινωνία



The project seeks to highlight and integrate new technologies, such as the Internet of Things, Robotics, Big Data Analysis and Artificial Intelligence in Culture. As part of the project, our team has integrated RFID technology in the Archaeological Museum of Thessaloniki, creating the necessary conditions for interaction with the exhibits, staff and visitors. Αll movements of antiquities are tracked and automatically recorded in a newly designed software. The new software allows the digitization and monitoring of all information related to the exhibits. Through RFID technology, an original audio-visual tour is given to the visitors’ mobile devices, according to their location, while traffic statistics are recorded and displayed to the Museum’s personnel. A prototype social robot has been designed, built and has been operating since February 2023. The robot welcomes students every day and plays discovery/knowledge games with them about the Museum’s exhibits. At the same time, a portable RFID reader aids the players in solving the puzzles, interacting with the surrounding exhibits. Artificial intelligence technology was developed in the robot, which is able to discuss with visitors and share with them its knowledge about the Museum’s most popular exhibits.

The LIRES team gave the specifications, designed, and integrated the Museum’s social robot that interacted and communicated with humans following social behaviors and rules associated with its role. Also designed and studied Museum-pedagogical games, in collaboration with project partners.

Products- Applications

Continuous monitoring of the exhibits and digital recording of the operations on them were carried out.
An original portable device that interacted with the exhibits was designed and constructed.
The first Greek social robot with integrated RFID technology for interaction with the natural world was designed and constructed. The project team designed and built the first Greek social robot with integrated RFID technology for interaction with the physical world. The robot aimed to stimulate the interest of younger visitors through actions (games) that were developed.
Museopedagogical Games for visitors: Several games, like “lost treasure games” were developed inside the Museum. The puzzles’ solutions required mobile devices or interaction with robots, and visitors learned important information about the Museum’s exhibits through them.

Partners: Aristotle University of Thessaloniki (Coordinator), Archaeological Museum of Thessaloniki, University of Macedonia, Trinity Industries, Inc., Kenotom