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VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games.

Journal paper
Theodoropoulos, A., & Antoniou, A. (2022). VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games. Applied Sciences, 12(17), 8476.
Publication year: 2022

The educational role of libraries

Βοοκ
Αντωνίου, Α., Κόκκινος, Δ., Ευθυμίου, Φ., Γιαννακόπουλος, Γ. (2022) Ο εκπαιδευτικός ρόλος των βιβλιοθηκών. Εκδόσεις Κάλλιπος.
Publication year: 2022

The ARTEST project: the future of digital humanities teaching and learning

Conference paper
Antoniou, A., Sylaiou, S., Wallace, C., Evaggelidis, K., Poulopoulos, V. (2022) The ARTEST project: the future of digital humanities teaching and learning. Proceedings of the 17th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP 2022)
Publication year: 2022

Special issue on Advanced Visual Interfaces and Interactions in Cultural Heritage (Editorial).

Journal paper
Antoniou, A., Kuflik, T., De-Carolis, B., Gena, C., Raptis, G. (2022) Special issue on Advanced Visual Interfaces and Interactions in Cultural Heritage (Editorial). ACM Journal of Computing and Cultural Heritage.
Publication year: 2022

Special Issue “Big data analytics for cultural heritage, volume II”

Special Issue
Wallace, M., Poulopoulos, V., Antoniou, A., Lopez Nores, M. (2022) Special Issue “Big data analytics for cultural heritage, volume II”. MDPI, Big Data and Cognitive Computing,
Publication year: 2022

Personalization services in art education environments: first survey results

Conference paper
Koukopoulos. D., Dafiotis, P., Sylaiou, S., Koukoulis, K., Antoniou, A., Vital, R., Fidas, C. (2022) Personalization services in art education environments: first survey results. Proceeding of the Thirteen IEEE International Conference on Information, Intelligence, Systems and Applications.
Publication year: 2022

How dark should dark be? User preferences on dark tourism application content.

Book Chapter
Alachouzakis K., Antoniou, A. (2022) How dark should dark be? User preferences on dark tourism application content. PALIMPSEST PROJECT: the Book, ISBN: 978-960-233-271-9
Publication year: 2022

AVI2CH: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage

Conference paper
Antoniou, A., Origlia, A, Kuflik, T., Gena, C., De-Carolis, B., Raptis, G. (2022). AVI2CH: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. Proceedings of AVI2CH 2022: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series
Publication year: 2022

ARTEST: Enhancing education programmes in the Arts and Humanities via European STEM methods and tools

Conference paper
Wallace, M., Antoniou, A., Poulopoulos, V., Karantzoulis, A., Santagati, C., Garozzo, R., La Russa, F.M., Sukhbaatar, O., Ulambayar, E., Sylaiou, S., Evangelidis, K., Eide, Ø., Sereeter, E., Myagmarsuren, O., Ioannides, M., Povroznik, N., Dobrynina, N. (2022) ARTEST: Enhancing education programmes in the Arts and Humanities via European STEM methods and tools. Proceedings of EUROMED 2022
Publication year: 2022

Approaching mixed visits: Scenarios of use from COVID 19 and beyond

Conference paper
Antoniou, A. (2022). Approaching mixed visits: Scenarios of use from COVID 19 and beyond. Proceedings of AVI2CH 2022: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series
Publication year: 2022

An analysis of alternative learning modes and scenarios of use in Digital Humanities in the form of MOOCs

Conference paper
Antoniou, A., Sylaiou, S., Dobrynina, N., Povroznik, N, Poulopoulos, V., Wallace, M. (2022) An analysis of alternative learning modes and scenarios of use in Digital Humanities in the form of MOOCs. Proceedings of EUROMED 2022
Publication year: 2022

Ψηφιακές εφαρμογές για τη διατήρηση της ιστορικής μνήμης: Η περίπτωση του ψηφιακού μουσείου Καλαμάτας

Conference paper
Πουλόπουλος, Β., Γουάλλες, Μ., Αντωνίου, Α., Βασιλάκης, Κ., Παναγιωτίδη, Β., Ζαχαριάς, Ν. (2021). Ψηφιακές εφαρμογές για τη διατήρηση της ιστορικής μνήμης: Η περίπτωση του ψηφιακού μουσείου Καλαμάτας. 4ο Πανελλήνιο Συνέδριο Ψηφιοποίησης Πολιτιστικής Κληρονομιάς – Euromed 2021. (Βραβείο Καλύτερης Εργασίας)
Publication year: 2021

Πολιτιστικές Τεχνολογίες: Η περίπτωση του Αρχαιολογικού Μουσείου Τρίπολης

Book Chapter
Αντωνίου, Α., Λέπουρας, Γ., Βασιλάκης, Κ., Γουάλλες, Μ., Πλάτης, Ν. Πολιτιστικές Τεχνολογίες: Η περίπτωση του Αρχαιολογικού Μουσείου Τρίπολης. Οι κοινωνικές επιστήμες σήμερα. Διλήμματα και προοπτικές πέρα από την κρίση. https://hellanicus.lib.aegean.gr/handle/11610/21587
Publication year: 2021

Special issue on Advanced Visual Interfaces and Interactions in Cultural Heritage

Special Issue
Antoniou, A., Kuflik, T., De Carolis, N.B., Gena, C., Raptis, G. (2021) Special issue on Advanced Visual Interfaces and Interactions in Cultural Heritage. ACM Journal of Computing and Cultural Heritage
Publication year: 2021

Special Issue on Advanced Technologies in Digitizing Cultural Heritage, Applied Sciences

Special Issue
Katifori, A., Antoniou, A., Damala, A., Raftopoulou, P. Special Issue on Advanced Technologies in Digitizing Cultural Heritage, Applied Sciences, MDPI
Publication year: 2021

Special Issue «Technology –Powered Strategies for Sustainability of Cultural Heritage

Special Issue
Lopez-Nores, M., Antoniou, A., Jones, C.E. (2019) Special Issue «Technology –Powered Strategies for Sustainability of Cultural Heritage. MDPI, Sustainability
Publication year: 2021

Semantic metadata enrichment and data augmentation of small museum collections following the FAIR principles

Book Chapter
Vlachidis, A., Antoniou, A., Bikakis, A., Terras, M. Semantic metadata enrichment and data augmentation of small museum collections following the FAIR principles. IODH 2020: Information Organization in Digital Humanities: Global Perspectives. (under publication).
Publication year: 2021

Place-based digital storytelling. The interplay between narrative forms and the cultural heritage space

Conference paper
Chrysanthi, A., Katifori, A., Vayanou, M., Antoniou, A. (2021) Place-based digital storytelling. The interplay between narrative forms and the cultural heritage space. RISEIMET 2021, Emerging Technologies and the Digital Transformation of Museums and Heritage Sites. https://cyprusconferences.org/riseimet2021
Publication year: 2021

ExhiSTORY: smart, self-organising exhibits. Big Data Platforms and Applications: case studies, methods, techniques, and performance evaluation.

Book Chapter
Vassilakis, C., Poulopoulos, V., Antoniou, A., Wallace, M., Lepouras, G., Lopez Nores, M. (2021) ExhiSTORY: smart, self-organising exhibits. Big Data Platforms and Applications: case studies, methods, techniques, and performance evaluation. Computer Communications and Networks book series. Springer.
Publication year: 2021

exhiSTORY: Smart self-organizing exhibits

Journal paper
Vassilakis, C., Poulopoulos, V., Antoniou, A., Wallace, M., Lepouras, G., Lopez Nores, M. exhiSTORY: Smart self-organizing exhibits, in [TBC] (editors) Big Data Platforms and Applications, Springer, in press.
Publication year: 2021

Between memory and oblivion in local contexts: using digital technologies during the archival process to highlight local cultural heritage.

Conference paper
Sotiraki, N., Antoniou, A., Giannakopoulos, G., and Wallace, M. (2021) Between memory and oblivion in local contexts: using digital technologies during the archival process to highlight local cultural heritage. 3rd Summit on Gender Equality in Computing (Gec2021)
Publication year: 2021

“Real change comes from within!”Towards a symbiosis of human and digital guides in the museum

Journal paper
Antoniou, A., Vayanou, M., Katifori, A., Chrysanthi, A., Cheilitsi, F., Ioannidis, Y. (2021). “Real change comes from within!”Towards a symbiosis of human and digital guides in the museum. Journal of Computing and Cultural Heritage, ACM Press, 15(1), 1-19,
Publication year: 2021

Abstract

Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work we present a user study with ten experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. Firstly, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.

Keywords

human guides, museum applications, collaborative interfaces, cultural heritage

‘What artists want’: Elicitation of artist requirements to feed the design on a new collaboration platform for creative work

Journal paper
Antoniou, A, Lykourentzou, I., Liapis, A., Nikolou, D., Konstantinopoulou, M. (2021) ‘What artists want’: Elicitation of artist requirements to feed the design on a new collaboration platform for creative work.
Publication year: 2021

Special issue “Crowd –powered e-services”

Special Issue
Lykourentzou I., Lopez Nores, M., Antoniou, A. (2020) Special issue “Crowd –powered e-services”. MDPI, Sustainability
Publication year: 2020

Special Issue “Big data analytics for cultural heritage”

Special Issue
Wallace, M., Poulopoulos, V., Antoniou, A., Lopez Nores, M. (2020) Special Issue “Big data analytics for cultural heritage”. MDPI, Big Data and Cognitive Computing
Publication year: 2020

Proceedings of AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage

Conference paper
Antoniou, A., Raptis, G., De-Carolis, B., Dix, A., Gena, C., Kuflik, Lepouras G., T., Origlia, A (eds.) (2020). Proceedings of AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series. http://avi2ch-20.di.unito.it/
Publication year: 2020

On how technology-powered storytelling can contribute to cultural heritage sustainability across multiple venues - evidence from the CrossCult H2020 project

Journal paper
Kontiza, K., Antoniou, A., Daif, A., Reboreda-Morilo, S., Bassani, M., Gonzalez-Soutelo, S., Padfield, J., Lykourentzou, I., Jone, C.E., Lopez-Nores, M. (2020) On how technology-powered storytelling can contribute to cultural heritage sustainability across multiple venues - evidence from the CrossCult H2020 project. Sustainability, 12, 1666
Publication year: 2020

Abstract

Sustainability in Cultural Heritage (CH) is a complex question that needs to be addressed by a group of experts tackling the different issues. In this light, the present work wishes to provide a multi-level analysis of the sustainability in CH, using as an example a recent European H2020 project (CrossCult) and the lessons learnt from its design, implementation and evaluation. The sustainability of CH has qualitatively changed over the last few years, under the developments in digital technology that seems to affect the very nature of the cultural experience. We discuss sustainability in venues using digital technologies, covering a span of needs of small/unknown and large/popular venues, which try to enhance the visitor experience, attract visitors, form venue networks, etc. Moreover, we explore issues of sustainability of digital content and its re usability through holistic design. Aspects of technology, human networks and data sustainability are also presented, and we conclude with the arguments concerning the sustainability of visitor reflection, the interpretation of social and historical phenomena and the creation of meaning.

Nano-Games for Cultural Venues: the HEAL game

Journal paper
Rompa, J., Lepouras, G., Antoniou, A., & Pequenão, J. (2020). Nano-Games for Cultural Venues: the HEAL game. International Journal of Serious Games, 7(2), 3 - 25. https://doi.org/10.17083/ijsg.v7i2.344,
Publication year: 2020

Abstract

Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games. We define nano-games as short, easy to master, self–contained games of a single level of difficulty, having basic and direct rules that stay unaltered throughout the play and challenge players with clearly defined goals reachable within tens of seconds of gameplay. This approach has been adopted and evaluated in the premises of European Center for Nuclear Research (CERN).

Database Knowledge Enrichment Utilizing Trending Topics from Twitter. Proceedings of ASONAM 2020

Conference paper
Vassilakis, C., Maniataki, D., Lepouras, G., Antoniou, A., Spiliotopoulos, D., Poulopoulos, V., Wallace, M., and Margaris, D. (2020) Database Knowledge Enrichment Utilizing Trending Topics from Twitter. Proceedings of ASONAM 2020: The 2020 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining
Publication year: 2020

Cultural heritage and social experiences in the times of COVID 19

Conference paper
Vayanou M., Katifori A., Chrysanthi A. and Antoniou A. Cultural heritage and social experiences in the times of COVID 19. Proceedings of AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series. http://avi2ch-20.di.unito.it/
Publication year: 2020

AVI2CH 2020: workshop on advanced visual interfaces and interactions in cultural heritage

Conference paper
Antoniou, A., Gena, C., Origlia, A., De-Carolis. B., Kuflik, T., Raptis, G., Dix, A., Lepouras, G. (2020) AVI2CH 2020: workshop on advanced visual interfaces and interactions in cultural heritage. Proceedings of AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series. http://avi2ch-20.di.unito.it/
Publication year: 2020

“Let Them Talk!” - Exploring Guided Group Interaction in Digital Storytelling Experiences

Journal paper
Katifori, A., Perry, S., Vayanou, M., Antoniou, A., Ioannidis,I.P., McKinney ,S., Chrysanthi, A., & Ioannidis, Y. (2020) “Let Them Talk!” - Exploring Guided Group Interaction in Digital Storytelling Experiences. J. Comput. Cult. Herit. 0, ja. DOI:https://doi.org/10.1145/3382773
Publication year: 2020

Abstract

Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systematically investigates the effects of face-to-face group conversation and physical interactions within a digital cultural storytelling experience at the Neolithic site of Çatalhöyük, with the objective of promoting engagement, learning, and perspective taking. Seeking to articulate the benefits and weaknesses of promoting social interactions in digital storytelling settings, we start with a story-based experience that was designed for individual use, we extend it with novel system-driven interaction prompts, and then we evaluate the two versions with 102 participants. Our findings provide statistically significant evidence that conversation is related to longer and more absorbed participation in the experience and greater learning regardless of personality traits. Where social interaction is purposefully integrated into the story, more conversation is generated, and these interactive prompts do not disrupt the story flow even though participants report awareness of them. Finally, certain tendencies among users affect their talkativeness and enjoyment, providing future designers of digital stories with guidance to better address audience needs.

"Take me home": AR to connect exhibits to excavation sites

Conference paper
Antoniou A., Lepouras G., Kastritsis A., Diakoumakos P.I., Aggelakos Y. and Platis N. "Take me home": AR to connect exhibits to excavation sites. Proceedings of AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. CEUR-WS series. http://avi2ch-20.di.unito.it/
Publication year: 2020

Πολιτιστικές Τεχνολογίες: Η περίπτωση του Αρχαιολογικού Μουσείου Τρίπολης (περίληψη)

Conference paper
Αντωνίου, Α., Λέπουρας, Γ., Βασιλάκης, Κ., Γουάλλες, Μ., Πλάτης, Ν. (2019) Πολιτιστικές Τεχνολογίες: Η περίπτωση του Αρχαιολογικού Μουσείου Τρίπολης (περίληψη). 2ο Συνέδριο της Σχολής Κοινωνικών Επιστημών, Πανεπιστήμιο Αιγαίου. Οι Κοινωνικές Επιστήμες σήμερα, διλήμματα και προοπτικές πέρα από την κρίση, σελ. 69.
Publication year: 2019

Using Augmented Reality to connect artifacts to excavation sites

Conference paper
Diakoumakos, I., Antoniou, A., Kastritsis, A., Lepouras, G. (2019) Using Augmented Reality to connect artifacts to excavation sites. Poster presentation at the 1st Summit on Gender Equality in Computing. ACM-W-GR
Publication year: 2019

TripMentor: challenges and prospects for culture and tourism in the Attica region

Conference paper
Vassilakis, C., Poulopoulos, V., Wallace, M., Antoniou, A., Lepouras, G. (2019) TripMentor: challenges and prospects for culture and tourism in the Attica region. Proceedings of the Euro-Mediterranean Conference. (Poster presentation, in Greek).
Publication year: 2019

TripMentor Project: Scope and Challenges.

Conference paper
Vassilakis, C., Poulopoulos, V., Antoniou, A., Wallace, M., Lepouras, G., and Lopez Nores, M. (2019) TripMentor Project: Scope and Challenges. Proceedings of the Workshop on Cultural Informatics co-located with the 14th International Workshop On Semantic And Social Media Adaptation And Personalization, CI@SMAP 2019, Larnaca, Cyprus, June 9, 2019. CEUR Workshop Proceedings 2412, CEUR-WS.org 2019
Publication year: 2019

TripMentor Project: Scope and Challenges

Conference paper
Vassilakis, C., Poulopoulos, V., Antoniou, A., Wallace, M., Lepouras, G., and Lopez Nores, M.
Publication year: 2019

Abstract

We present Tripmentor, a novel project, that is related to
tourism in the region of Attica. The project has as main scope to provide rich media content to tourists through a web and mobile environment in two languages trying to guide them through alternative routes
that include places of interest as well as organizations with offers to
tourists. The project interconnects people with places and events in an
automated manner trying to personalize on each tourist’s personality.
The challenges of the project are mainly technological as through the
processes of the project a) automated information about venues must be
collected, b) information about events related to venues must be fetched
and finally c) data related to system users and mainly their profile should
be discovered and created in order to offer a unique experience to each
of them. We present the scope of the project as well as the challenges of
its implementation.

Keywords

tripmentor, tourism, personalization, geodata, cultural related information, social media

Treasure hunt on the roads of freedom

Conference paper
Wallace, M., Poulopoulos, V., Antoniou, A., Lepouras, G., Vassilakis, C., Panagiotidis, V., Zacharias, N. (2019). Treasure hunt on the roads of freedom. Proceedings of the Euro-Mediterranean Conference. (Abstract, in Greek).
Publication year: 2019

Towards Personalized Group Play in Gallery Environments

Conference paper
Vayanou, M., Antoniou, A., Loumos, G., Kargas, A., Kakaletris, G., & Ioannidis, Y. (2019, October). Towards Personalized Group Play in Gallery Environments. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 739-746). ACM
Publication year: 2019

Technology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives

Journal paper
López-Nores, M., Bravo-Quezada, O. G., Bassani, M., Antoniou, A., Lykourentzou, I., Jones, C. E., ... & Vlachidis, A. (2019). Technology-Powered Strategies to Rethink the Pedagogy of History and Cultural Heritage through Symmetries and Narratives. Symmetry, 11(3), 367
Publication year: 2019
Recent advances in semantic web and deep learning technologies enable new means for the computational analysis of vast amounts of information from the field of digital humanities. We discuss how some of the techniques can be used to identify historical and cultural symmetries between different characters, locations, events or venues, and how these can be harnessed to develop new strategies to promote intercultural and cross-border aspects that support the teaching and learning of history and heritage. The strategies have been put to the test in the context of the European project CrossCult, revealing enormous potential to encourage curiosity to discover new information and increase retention of learned information. View Full-Text

Keywords

Supporting small museums through semantic analysis of social networks

Conference paper
Wallace, M., Poulopoulos, V., Lepouras, G., Vassilakis, C., Antoniou, A. (2019). Supporting small museums through semantic analysis of social networks. Proceedings of the Euro-Mediterranean Conference. (Abstract, in Greek)
Publication year: 2019

Kalamata 1821: Roads of Freedom – Digital Apps teaching history

Conference paper
Wallace, M., Poulopoulos, V., Antoniou, A., Vassilakis, C., Lepouras, G., Diakoumakos, J., Panagiotidou, V., Zacharias, N. (2019) Kalamata 1821: Roads od Freedom – Digital Apps teaching history. 2nd Panhellenic Conference: open educational resources and e-learning. (Extended abstract in Greek).
Publication year: 2019

Kalamata 1821 Roads of Freedom: initial efforts and challenges

Conference paper
Poulopoulos, V., Antoniou, A., Wallace, M., Panagiotidis, V., Zacharias, N. (2019) Kalamata 1821 Roads of Freedom: initial efforts and challenges. Proceedings of Cultural Informatics 2019 workshop
Publication year: 2019

Educational Content Co-Creation Between Experts and Students

Conference paper
Christopoulou, K., Antoniou, A., Wallace, M. (2019) Educational Content Co-Creation Between Experts and Students. Poster presentation at the 1st Summit on Gender Equality in Computing. ACM-W-GR.
Publication year: 2019

Digital Innovation for Cultural Heritage: Lessons from the European Year of Cultural Heritage

Journal paper
Lykourentzou, I., & Antoniou, A. (2019). Digital Innovation for Cultural Heritage: Lessons from the European Year of Cultural Heritage. SCIRES-IT-SCIentific RESearch and Information Technology, 9(1), 91-98
Publication year: 2019

Abstract

The European Year of Cultural Heritage (EYCH) was a significant step towards public participation and a dialogue among experts and non-experts on what cultural heritage is and what it will be. Digital Innovation for Cultural Heritage (CH) was an important element of EYCH, as it offers the tools to view and activate culture not as a snapshot of the past, but as an everevolving element of societal growth and prosperity shared by all. During the EYCH, we interacted with a variety of European projects, research groups, and stakeholders on the topic of Digital Innovation for CH and specifically on how cultural heritage can be coupled with cutting-edge technology to allow future innovation. In this paper, we summarize lessons learnt through these interactions, as well as through reviewing meeting reports and relevant research literature, across three main dimensions: Digital CH innovation facilitators, Evaluation and Intellectual Property Rights issue.

Keywords

Digital Cultural Heritage; Innovation; EYCH

Compatibility of small team personality in computer based skills

Journal paper
Antoniou, A. (2019) Compatibility of small team personality in computer based skills. Challenges, 10(1), 29.
Publication year: 2019
There are works that study personality and task performance but there are no (or very few works) that study the balancing of personalities within teams that work together towards a common goal in computer-based tasks. This study investigates how personality compatibility in collaborative tasks affects performance, intra-group communication and participants’ emotions for computer-based tasks and introduces the challenges for research in this field. Using the DISC (dominance, inducement/influence, submission/steadiness, compliance) tool for personality assessment and team compatibility, 12 teams were created with either balanced or imbalanced personality compositions. Results showed statistical differences in emotions between the two experimental conditions and also differences in terms of time needed for the completion of the game. The present work showed the qualitative differences between cooperative tasks and revealed the challenges of studying further team compatibility for different tasks. View Full-Text

Keywords

personality-based balancingteam formationteam compatibility

Bringing a peripheral, traditional venue to the digital era with targeted narratives

Journal paper
Antoniou, A., Morillo, S. R., Lepouras, G., Diakoumakos, J., Vassilakis, C., Nores, M. L., & Jones, C. E. (2019). Bringing a peripheral, traditional venue to the digital era with targeted narratives. Digital Applications in Archaeology and Cultural Heritage, e00111
Publication year: 2019

Abstract

The current work presents a method of enhancing museum content with narratives targeting history reflection in a personalized manner, delivered by an especially designed mobile app. The mobile app is a part of a technology ecosystem that supports the visitor before, during and after her visit. Within the framework of the European H2020 CrossCult project, a method was designed, implemented and tested to enhance museum content with digital material, enriched narratives and means to actively engage visitors. In particular, the method was implemented and tested for the content of the Archaeological Museum of Tripolis (Greece) and specific content examples are presented here, together with data from visitor evaluation. The results showed that content was significantly and qualitatively enhanced and visitors recognized the potential of the app in triggering visitor curiosity, new forms of engagement, and the ability to reflect on the connections between historical and social phenomena.

Big Five and Cultural Experiences: Impact from Design to Evaluation

Conference paper
Katifori, A., Vayanou, M., Antoniou, A., Ioannidis, I.P., Ioannidis Y. (2019) Big Five and Cultural Experiences: Impact from Design to Evaluation. Proceedings of PATCH workshop, UMAP 2019
Publication year: 2019

ATMF: A Student-Centered Framework for the Effective Implementation of Alternative Teaching Methods for CSEd

Conference paper
Theodoropoulos, A., Vassilakis, C., Antoniou, A., Wallace, M., & Lepouras, G. (2019, September). ATMF: A Student-Centered Framework for the Effective Implementation of Alternative Teaching Methods for CSEd. In Conference on e-Business, e-Services and e-Society (pp. 116-127). Springer, Cham
Publication year: 2019

An observational study on the use of comics in education

Conference paper
Roussou, C., Papavramidou, Z., Antoniou, A., Lepouras, G., Wallace, M. (2019) An observational study on the use of comics in education. Proceedings of SMAP 2019
Publication year: 2019

A Mobile App to Learn About Cultural and Historical Associations in a Closed Loop with Humanities Experts

Journal paper
Daif, A., Dahroug, A., López-Nores, M., González-Soutelo, S., Bassani, M., Antoniou, A., ... & Pazos-Arias, J. (2019). A Mobile App to Learn About Cultural and Historical Associations in a Closed Loop with Humanities Experts. Applied Sciences, 9(1), 9
Publication year: 2019
The Horizon 2020 project CrossCult aims to highlight historical and cultural associations between different characters, locations, events, venues, or artworks, to develop new strategies with which to promote intercultural and cross-border aspects of history and heritage. This paper presents a pilot app that provides graph-based visualizations of those associations, arranged by Humanities experts in relation to several reflective topics, and glued together by narratives that may present the same facts from diverse points of view. After querying a knowledge base that brings together several Linked Data resources, the associations are curated by the experts using a dedicated tool, to ensure that only meaningful associations appear on the mobile app. In turn, the app users can contribute new associations in the form of written text, which the experts can turn into new concepts and properties in the knowledge base. Here, we present the design of the mobile app and the experts’ tool, together with the results of early experiments aimed at assessing the instructional value of the proposal. View Full-Text

Keywords

cultural heritagesemantic associationsreflective topicsvisualizationstorytelling

“Museum Escape”: a game to increase museum visibility

Journal paper
Antoniou, A., Dejomai, M.I., & Lepouras, G. (2019). “Museum Escape”: a game to increase museum visibility. In: Liapis, A., Yannakakis, G.N., Gentile M., Ninaus, M (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science, vol 11899. Springer, Cham
Publication year: 2019

Abstract

A peripheral museum with a nevertheless important collection of ancient items, wished to increase its visibility and digital presence in order to become more known and attract new visitors. Among the different solutions designed and implemented, we also designed a series of games of different kinds (i.e. mini vs complex games) for different purposes, like profiling of potential visitors and advertising the venue in social media. Based on lessons learnt from physical games played at museums of the same type in the same region, we designed and implemented a museum escape game. The game is presented here, to provide implementation details regarding the concept, the game mechanics, the interface design, the technical details, as well as the game art. We conclude with primary user testing and future steps that include plans for creating museum escape games with different technologies, like augmented reality and virtual reality.

Keywords

Museum Games Escape room 

Towards a Cognitive Based Framework for Evaluating Information Visualisation Tools as tools for Learning

Conference paper
Kontiza, K., Bikakis, A., Miller, R., & Antoniou, A. (2018, October). Towards a Cognitive Based Framework for Evaluating Information Visualisation Tools as tools for Learning. In https://c4pgv. dbvis. de/. IEEE.
Publication year: 2018

The personality of the influencers, the characteristics of qualitative discussions and their analysis for recommendations to cultural institutions

Journal paper
Poulopoulos, V., Vassilakis, C., Antoniou, A., Lepouras, G., Theodoropoulos, A., Wallace, M. 2018. The personality of the influencers, the characteristics of qualitative discussions and their analysis for recommendations to cultural institutions. Heritage, 1, 239–253; doi:10.3390/heritage1020016
Publication year: 2018
Social media usage is affecting peoples’ views through opinion sharing, a fact that has started to attract cultural institutions, as it is possible that this procedure can possibly be a part of a museum experience. As the main goal of a cultural institution is the maximization of senses stimulation, the device that is offered to the visitors’ hands everyday and every moment, becomes an important tool for the art spaces. In this notion we perform research on issues that can be of great importance for the museum’s online presence and attraction. We focus on establishing the personality of influencers related to culture, as well as the characteristics of qualitative discussions on the social media. Crosscult Project is an EU funded project, that aims to spur a change in the way European citizens appraise History, and sets that basis of our research as the experiments are conducted within its scope of. Through the experimental procedure, we collect information in order to define the character of the influencer and the substances of a “serious” conversation. “Serious” conversations are regarded the ones in which a cultural organization can participate actively and benefit from the participation. We present the results of our experimental evaluation and analyze how cultural institutions can benefit from the outcomes of our research. View Full-Text

Keywords

personalizationuser modelingpersonality traitssocial media influencerscultural informaticsserious conversationsdigital humanities

The Human Computer and Virtual Reality Lab (University of Peloponnese): overview and current challenges

Conference paper
Antoniou, A., Vassilakis, C., Theodoropoulos, A., Lepouras, G. (2018) The Human Computer and Virtual Reality Lab (University of Peloponnese): overview and current challenges. Proceedings of the Workshop on Cultural Informatics Research and Applications
Publication year: 2018

The Effect of Social Media Trending Topics Related to Cultural Venues’ Content

Conference paper
Poulopoulos, V., Vassilakis, C., Wallace, M., Antoniou, A., & Lepouras, G. (2018, September). The Effect of Social Media Trending Topics Related to Cultural Venues’ Content. In 2018 13th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP) (pp. 7-12). IEEE
Publication year: 2018

Predicting Cognitive Profiles from a Mini Quiz: A Facebook Game for Cultural Heritage

Journal paper
Antoniou A. (2019) Predicting Cognitive Profiles from a Mini Quiz: A Facebook Game for Cultural Heritage. In: Gentile M., Allegra M., Söbke H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science, vol 11385. Springer, Cham
Publication year: 2018

Abstract

Games are used in cultural heritage to engage visitors, to function as learning tools, or even advertise a venue. However, games can be also used for quick profiling purposes to overcome the cold start problem of personalized museum applications. A profiling game aiming to extract users’ cognitive profiles was developed and tested with real users. The game follows the principles of pop psychology quizzes. The results of the game showed its potential in correctly predicting the cognitive profiles of users with average success rate around 90%. Being an entertaining and engaging way to involve visitors with diverse needs, games and especially profiling have a clear place in cultural heritage and should be investigated further. Our future work will focus on games that will try to predict different personality aspects, like Big Five dimensions.

Keywords

Games Cultural heritage Profiling Cognitive profiles 

Personality Analysis of Social Media Influencers as a Tool for Cultural Institutions

Conference paper
Poulopoulos, V., Vassilakis, C., Antoniou, A., Lepouras, G., & Wallace, M. (2018, October). Personality Analysis of Social Media Influencers as a Tool for Cultural Institutions. In Euro-Mediterranean Conference (pp. 236-247). Springer, Cham. (best paper award)
Publication year: 2018

exhiSTORY: Smart Exhibits That Tell Their Own Stories

Journal paper
Vassilakis, C., Poulopoulos, V., Antoniou, A., Wallace, M., Lepouras, G., Lopez Nores, M. exhiSTORY: Smart Exhibits That Tell Their Own Stories (2018), Future Generation Computer Systems, 81, 542-556
Publication year: 2018

Abstract

Museum exhibitions are designed to tell a story; this story is woven by curators and in its context a particular aspect of each exhibit, fitting to the message that the story is intended to convey, is highlighted. Adding new exhibits to the story requires curators to identify for each exhibit its aspects that fit to the message of the story and position the exhibit at the right place in the story thread. The availability of rich semantic information for exhibits, allows for exploiting the wealth of meanings that museum exhibits express, enabling the automated or semi-automated generation of practically countless stories that can be told. Personalization algorithms can then be employed to choose from these stories the ones most suitable for each individual user, based on the semantics of the stories and information within the user profile. In this work we examine how opportunities arising from technological advances in the fields of IoT and semantics can be used to develop smart, self-organizing exhibits that cooperate with each other and provide visitors with comprehensible, rich, diverse, personalized and highly stimulating experiences. These notions are included in the design of a system named exhiSTORY, which also exploits previously ignored information and identifies previously unseen semantic links. We present the architecture of the system and discuss its application potential.

Keywords

IoT, Cultural heritage, Self-organizing exhibitions, Semantics, Quality of experience (QoE), Personalization

ExhiSTORY: IoT in the service of Cultural Heritage

Conference paper
Poulopoulos, V., Vassilakis, C., Antoniou, A., Wallace, M., Lepouras, G., & Nores, M. L. (2018, October). ExhiSTORY: IoT in the service of Cultural Heritage. In 2018 Global Information Infrastructure and Networking Symposium (GIIS)(pp. 1-4). IEEE
Publication year: 2018

CrossCult: Empowering reuse of digital cultural heritage in context aware crosscuts of European history

Conference paper
Antoniou, A., Wallace, M., Lopez Nores, M., Naudet, Y., Solano, J., Bikakis, A., Jones, C., Padfield, J., Vasilakaki, E. (2018) CrossCult: Empowering reuse of digital cultural heritage in context aware crosscuts of European history. Proceedings of the Workshop on Cultural Informatics Research and Applications
Publication year: 2018

Computing in the physical world engages students: impact on their attitudes and self-efficacy towards computer science through robotic activities

Conference paper
Theodoropoulos, A., Leon, P., Antoniou, A., & Lepouras, G. (2018). Computing in the physical world engages students: impact on their attitudes and self-efficacy towards computer science through robotic activities. In Proceedings of the 13th Workshop in Primary and Secondary Computing Education (p. 13). ACM.
Publication year: 2018

A study of micro-augmentations: personality, gender, emotions and effects on attention and brain waves

Conference paper
Alachouzakis, K., Veneris, N. D., Kavvadias, S., Antoniou, A., & Lepouras, G. (2018, November). A study of micro-augmentations: personality, gender, emotions and effects on attention and brain waves. In Proceedings of the 22nd Pan-Hellenic Conference on Informatics (pp. 190-195). ACM
Publication year: 2018

The use of οntologies doe creating semantic links between cultural artifacts and their digital resources

Conference paper
Kyriaki-Manessi, D., Vassilakaki, E., Triantafyllou, I., Giannakopoulos, G., Antoniou, A. (2017) The use of οntologies doe creating semantic links between cultural artifacts and their digital resources. 10th International Symposium on the Conservation of Monuments in the Mediterranean Basin. 20-22 Sept., Athens
Publication year: 2017

The CrossCult Knowledge Base: a co-inhabitant of cultural heritage ontology and vocabulary classification

Conference paper
Vlachidis, A., Bikakis, A., Kyriaki-Manessi, D., Triantafyllou, I., Antoniou, A. (2017). The CrossCult Knowledge Base: a co-inhabitant of cultural heritage ontology and vocabulary classification. SW4CH’2017
Publication year: 2017

Teacher and student views on educational robotics: The Pan-Hellenic competition case

Journal paper
Theodoropoulos, T., Antoniou, A., Lepouras, G. 2017. Teacher and student views on educational robotics: The Pan-Hellenic competition case. Journal of Application and Theory of Computer Technology. 2(4), 1-23.
Publication year: 2017

Abstract

The present work is an observational study recording the teachers’ and students’ attitudes from the Pan-Hellenic Educational Robotics (ER) competition. The study investigates the benefits of students’ involvement with robotics regarding skills, motivation and learning. Additionally, it is researched whether ER should be introduced in the compulsory curricula. A qualitative methodology was used with teachers. Although the sample was relatively small, the results were quite homogeneous showing a very high level of engagement and motivation of teachers and students. A mainly quantitative methodology was used to gather data from students. The results show that there are numerous benefits for students: they seem to increase their collaboration, problem solving and creativity skills; understand STEM concepts in computer science and engineering, and gaining programming knowledge in particular. Also, most of the teachers and many of the students consider that ER should be part of the compulsory curriculum. Under certain conditions, ER could be an essential part of the school program, as it can bring together young people from all over the world to learn and develop important 21st century skills.

Stimulation of Reflection and Discussion in Museum Visits through the use of Social Media

Journal paper
Vassilakis, C., Antoniou, A., Lepouras, G., Poulopoulos, V., Wallace, M., Bampatzia, S., Bourlakos, I. 2017. Stimulation of Reflection and Discussion in Museum Visits through the use of Social Media. Social Network Analysis and Mining, 7(1), 40
Publication year: 2017

Abstract

In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience and outside it, can be exploited to enhance the quality of recommendations made to the users, (c) how trending topics from social media can be used to link museum exhibits with today’s topics of interest and (d) how multi-level related terms extraction from social media data can lead to proposals for reflections to users. The end goal is to provide increased stimuli for users to study exhibits deeper and reflect on them, as well as to trigger discussion between the users, thus maximizing the impact of a museum visit.

Social Network Profiling for Cultural Heritage: combining data from direct and indirect approaches

Journal paper
Antoniou. A. 2017. Social Network Profiling for Cultural Heritage: combining data from direct and indirect approaches. Social Network Analysis and Mining, 7(39), (11 pages), Springer
Publication year: 2017

Abstract

The work argues for quick profiling methods from social networks for use in cultural heritage applications. Explicit (inquiries about user actions, like game playing) and implicit (observations from user actions on social networks) methods are tested, in an attempt to extract user personality profiles and in particular cognitive style profiles, using the MBTI tool. Qualitative and quantitative approaches have been applied to validate the results. So far, it seems that users’ cognitive profiles can be predicted from social media observations and user actions (i.e., playing games) for 3 out of the 4 MBTI dimensions. There seem to be relatively accurate predictions for the dimensions Judging–Perceiving and Extraversion–Introversion. Sensing–Intuition is a little more difficult to predict. Currently, the Thinking–Feeling dimension cannot be predicted from the existing data. Future works will concentrate on improving the prediction rate for the Sensing–Intuition dimensions and discovering ways to predict the Thinking–Sensing dimension from social network information.

Personalized Augmented Reality Experiences in Museums using Google Cardboards

Conference paper
Theodorakopoulos, M., Papageorgopoulos, N., Mourti, A., Antoniou, A., Wallace, M., Lepouras, G., Vassilakis, C., Platis, N. 2017. Personalized Augmented Reality Experiences in Museums using Google Cardboards, SMAP
Publication year: 2017

Abstract

In this paper we examine the suitability of the Google Cardboard as a means for the delivery of personalized cultural experiences. Specifically, we develop the content and create the application required in order to provide highly personalized visits to the Archaeological Museum in Tripolis, Greece. We also examine the usability issues related to the use of Google Cardboards. Early results are promising, and based on them we also outline the next steps ahead.

Integrating technological means in small museums: the case of The Historical & Folklore Museum Of Kalamata, Greece

Journal paper
Anevlavi, V., Fragkou, A., Mavropoulou, M. E., & Antoniou, A. 2017. Integrating technological means in small museums: the case of The Historical & Folklore Museum Of Kalamata, Greece. International Journal of Scientific Management and Tourism, 3(4), 231-253.
Publication year: 2017

Abstract

This research aims to address the needs of small and local museums when it comes to the attraction of tourists, both foreign and domestic, through the use of new technological means. As a case study, the Historical & Folklore Museum of Kalamata that is located in the Messenian Prefecture, Greece has been chosen. This museum attracts more than 2000 visitors per year, and this can be considered a great number, taking into consideration its size and complicated layout. In order to make the right suggestions that would fit exactly the needs of the museum, intensive observation sessions took place. Two different sets of questionnaires were prepared and distributed via social media, and after the visitor tours. Moreover, interviews were carried out with all the employees, and also a complete space syntax analysis was conducted so as to outline the interaction between visitor and museum space. The proposals were based on the identified requirements and the space utilization. Some of the technologies proposed are: the creation of a user friendly website, mobile and tablet auto guides (mobile storytelling application), the creation of a computer “corner” on the ground floor for the needs of disabled people, TV screens showing stories and documentaries based on each thematic area of the museum, and VR and AR applications. Moreover, taking into consideration that there are 22 Folklore Museums in the Messenian Prefecture, 6 indoor and outdoor museums in the city of Kalamata, and since the building itself is considered an important architectural element of the city, the creation of an application that would embed the Historical and Folklore Museum of Kalamata in cultural routes of folklore and architectural interest was suggested. The majority of the proposals is low cost and can be easily adapted by small museums.

Keywords

tourism, museums, applications, case study, space syntax

Instagram Company Page Creation Modeling and Simulation

Conference paper
Sarlis A.S., Sakas D.P., Vlachos D.P., Antoniou A. (2017) Instagram Company Page Creation Modeling and Simulation. In: Kavoura A., Sakas D., Tomaras P. (eds) Strategic Innovative Marketing. Springer Proceedings in Business and Economics. Springer, Cham
Publication year: 2017

Abstract

Instagram is the largest image-based social media platform. For this reason, it provides an excellent opportunity for companies to promote their products or services. The purpose of this project is to quantify the income of an organization/company arising from the utility of Instagram in accordance to the resources invested by modeling the promotional process. This paper begins by thoroughly analyzing Instagram platform in order to fully understand its function. After this is done, we set the objectives that need to take place in order for company to achieve its final goal. The main aim is no other than modeling the augmentation of interaction between organization and users, resulted in this way further mouth to mouth hearsay via Instagram. Subsequently, several actions are defined in order to accomplish these individual goals. However, these actions depend and rely in a plurality of factors, a situation that leads in the inability of predicting a specific result. This inability that leads in random and ambiguous should be addressed via the usage of dynamic simulation models. These models give the advantage and the ability for user to predict the result with the usage of specific data. Using iThink editor, data quantified and adjusted presenting to user the forthcoming results and simulating a situation regarding the actions of him. This decision-making tool contributes maximally in the prevention of negative or incorrect decisions and also in the optimization of working time splitting in order to accomplish an action. In the current research approach, a dynamic modeling process took place for the construction of an account in this specific social media platform.

Keywords

Instagram Digital marketing Dynamic simulation models DMS Strategic social media marketing Internet advertising 

Formalization and Visualization of the Narrative for Museum Guides

Conference paper
Bourlakos, I., Wallace, M., Antoniou, A., Vassilakis, C., Lepouras, G., & Karapanagiotou, A. V. (2017, September). Formalization and Visualization of the Narrative for Museum Guides. In International KEYSTONE Conference on Semantic Keyword-Based Search on Structured Data Sources (pp. 3-13). Springer, Cham
Publication year: 2017

Exploiting Relevant Dates to Promote Serendipity and Situational Curiosity in Cultural Heritage Experiences

Conference paper
Dahroug, A., Lopez-Nores, M., Pazos-Arias J.J., Reboreda-Morillo S.M., González-Soutelo, S., Antoniou, A. 2017. Exploiting Relevant Dates to Promote Serendipity and Situational Curiosity in Cultural Heritage Experiences, SMAP
Publication year: 2017

Abstract:

Cultural heritage is typically not on the people’s top lists when searching for entertainment activities. Publicized temporary exhibitions can draw many visitors to a museum, urged by the opportunity of seeing certain items, but in general there are no particular stimuli and the visits are postponed once and again, if not forever. In this paper, we argue that it is possible to instigate curiosity in relation to dates, periods and events that are relevant to the potential visitors and connected to the cultural heritage items in direct or subtle ways. Likewise, proper reasoning about dates can improve the experiences of actual visitors, by promoting serendipitous learning, increasing retention and revealing that subsequent visits may drive them around the venue following new appealing narratives. We present the outline of a recommender system grounded on rich semantic modeling of relevant dates in the user profiles, in the cultural heritage knowledge bases and in an almanac of important days, connected to keywords and/or historical events and characters. We also explain how this system is going to be used in the pilot experiments of the CROSSCULT EU project, starting in September 2017.

Experiences from the development of thematic routes in 3 Greek museums (in Greek).

Conference paper
Antoniou, A., Vassilakis, C., Wallace, M., Lepouras, G., Poulopoulos, V. (2017). Experiences from the development of thematic routes in 3 Greek museums (in Greek). Proceedings of the Europmed 2017, 2nd Panhellenic Conference on Digitization of Cultural Heritage
Publication year: 2017

Using Social media to stimulate history reflection in cultural heritage

Conference paper
Bampatzia, S., Antoniou, A., Lepouras. G., Vassilakis, C., Wallace, M. 2016. Using Social media to stimulate history reflection in cultural heritage Proceedings of the Smap 11th International Workshop on Semantic and Social Media Adaptation and Personalization, October 20-21, 2016, Thessaloniki, Greece, http://www.smap2016.org/#/
Publication year: 2016

Abstract

CrossCult H2020 is a European project, the aim of which is the reflection of history in a cultural setting. In this paper, we describe how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. The paper presents the case study of one of the project pilots, to show how history reflection can be enhanced with the use of social networks.

The use of semantics in the CrossCult H2020 project

Conference paper
Bampatzia, S., Bravo-Quezada, O.G., Antoniou, A., Lopez Nores, M., Wallace, M., Lepouras, G, Vassilakis, C. 2016. The use of semantics in the CrossCult H2020 project. Proceeding of the 2nd International KEYSTONE Conference IKC 2016, Cluj-Napoca Romania, 8-9 September 2016, http://www.keystone-cost.eu/ikc2016/
Publication year: 2016

Abstract

CrossCult is a newly started project that aims to make reflective history a reality in the European cultural context. In this paper we examine how the project aims to take advantage of advances in semantic technologies in order to achieve its goals. Specifically, we see what the quest for reflection is and, through practical examples from two of the project’s flagship pilots, explain how semantics can assist in this direction.

Keywords

Semantics Reflection Cultural assets History 

Sound and kinesthesis in virtual environments: pilot experiment to compare physical and digital sound contradictions

Conference paper
Triantafyllou, D., Antoniou, A., Lepouras, G. 2016. Sound and kinesthesis in virtual environments: pilot experiment to compare physical and digital sound contradictions. Proceedings of the 20th Panhellenic Conference on Informatics, Nov. 10-12, Patra, Greece.
Publication year: 2016

Abstract

Although virtual reality is a field that attracts research interest over the past years, certain aspects of the virtual environments are often overlooked. For example, the importance of sound in virtual environments is recognized but it remains rather vague, since the relation between virtual world and physical world sounds is not studied in detail. In addition, kinesthetic parameters are also important, since the user movement can affect the overall experience. The present study focuses on human factors in conditions that the physical and the virtual world sounds are contradicting. Kinesthesis is also considered and combined with user vision and hearing. There were 2 experimental conditions, in one the users experienced three levels of sound-vision in a virtual world and no sound on the physical world, while they are walking on a smooth surface and in the second experimental condition, the same three levels of sound-vision were compared to different and contradicting sound in the physical world, while the user was walking on a plastic surface that produced sound. The results indicated there were a few differences between the two experimental conditions (mainly concerning distraction from the virtual environment and perceived usability). However, in most measures the two groups did not seem to be largely affected by the physical world and seemed to immerse in the virtual one. Future works will focus on a combination of different surfaces and natural sounds, in relation to the virtual world.

Serious Games: Valuable tools for Cultural Heritage

Conference paper
Bampatzia, S., Bourlakos, I. Antoniou, A., Vassilakis, C., Lepouras, G., Wallace, M. 2016. Serious Games: Valuable tools for Cultural Heritage. Proceedings of the Games and Learning Alliance conference, Dec. 5-7, Utrecht, Netherlands
Publication year: 2016

Abstract

Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.

Keywords

Cultural Heritage Learning Objective Museum Visit Ancient Society Archaeological Museum 

Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams

Conference paper
Lykourentzou, I., Antoniou, A., Naudet, Y., Dow, S. 2016. Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams. Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing. San Francisco 27 February-2 March. (honorable mention paper)
Publication year: 2016

Abstract

When personalities clash, teams operate less effectively. Personality differences affect face-to-face collaboration and may lower trust in virtual teams. For relatively short-lived assignments, like those of online crowdsourcing, personality matching could provide a simple, scalable strategy for effective team formation. However, it is not clear how (or if) personality differences affect teamwork in this novel context where the workforce is more transient and diverse. This study examines how personality compatibility in crowd teams affects performance and individual perceptions. Using the DISC personality test, we composed 14 five-person teams (N=70) with either a harmonious coverage of personalities (balanced) or a surplus of leader-type personalities (imbalanced). Results show that balancing for personality leads to significantly better performance on a collaborative task. Balanced teams exhibited less conflict and their members reported higher levels of satisfaction and acceptance. This work demonstrates a simple personality matching strategy for forming more effective teams in crowdsourcing contexts.

Interconnecting Objects, Visitors, Sites and (Hi)Stories across Cultural and Historical Concepts: the CrossCult project

Conference paper
Vassilakis, C., Antoniou, A., Lepouras, G., Wallace. M., Lykourentzou, I., Naudet, Y. 2016 Interconnecting Objects, Visitors, Sites and (Hi)Stories across Cultural and Historical Concepts: the CrossCult project. Proceedings of the Euromed 2016, International Conference on Digital Heritage, Oct. 31-Nov.5, Cyprus
Publication year: 2016

Abstract

Human History, is a huge mesh of interrelated facts and concepts, spanning beyond borders, encompassing global aspects and finally constituting a shared, global experience. This is especially the case regarding European history, which is highly interconnected by nature; however, most History-related experiences that are today offered to the greater public, from schools to museums, are siloed. The CrossCult project aims to provide the means for offering citizens and cultural venue visitors a more holistic view of history, in the light of cross-border interconnections among pieces of cultural heritage, other citizens viewpoints and physical venues. To this end, the CrossCult project will built a comprehensive knowledge base encompassing information and semantic relationships across cultural information elements, and will provide the technological means for delivering the contents of this knowledge base to citizens and venue visitors in a highly personalized manner, creating narratives for the interactive experiences that maximise situational curiosity and serendipitous learning. The CrossCult platform will also exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth.

Keywords

Adaptation User profiles Mobile applications 

How do different cognitive styles affect programming? Insights from a Game Based Approach in Greek Schools

Journal paper
Theodoropoulos, T., Antoniou, A., Lepouras, G. 2016. How do different cognitive styles affect programming? Insights from a Game Based Approach in Greek Schools. ACM Transactions on Computing Education (TOCE), 17(1),
Publication year: 2016

Abstract

Is there any relationship between students’ cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®’s activity named K-8 Intro to Computer Science was used. The study investigated students’ attitudes from gaming activities to reveal the quality of their learning experience. Next, students’ attitudes from games were correlated with their cognitive profile to reveal potential differences. Finally, students’ performance from the digital games was assessed to reveal game-based learning (GBL) effectiveness compared to their cognitive styles. In the study, 77 students of two Greek high schools participated in the context of the European Code Week. The results suggest that these specific games, or similar educational computer games, can be exploited as effective and motivational learning environments within schools, as they provide a high-quality learning experience. Cognitive style was found to be a significant learning characteristic that should be taken into consideration when using digital games to learn programming.

Educational Robotics in the Service of CSE: A Study Based on the PanHellenic Competition

Conference paper
Theodoropoulos, A., Antoniou, A., & Lepouras, G. 2016. Educational Robotics in the Service of CSE: A Study Based on the PanHellenic Competition. Proceedings of the Workshop in Primary and Secondary Computing Education (WiPSCE '16). ACM, New York, NY, USA, (ISBN 978-1-4503-4223-0/16/10). DOI=http://dx.doi.org/10.1145/2978249.2978262
Publication year: 2016

Abstract

The present work is an observational study recording the participating teachers’ attitudes from the PanHellenic Educational Robotics (ER) competition. The study investigates the benefits of students’ involvement with robotics about skills, motivation and learning. Additionally, it is researched weather ER should be introduced in the Greek compulsory curricula. A qualitative methodology was used and although the sample was relatively small (N=18), the results were quite homogeneous showing a very high level of engagement and motivation of teachers and students. The results show that there are numerous benefits for students: they seem to increase their collaboration, problem solving and creativity skills; understand STEM concepts about computer science and engineering and especially gaining programming knowledge. Moreover, most of the teachers consider that ER should be part of the compulsory curriculum.

Collocated Interaction in Cultural Storytelling Experiences: How to coordinate visitor actions?

Conference paper
Vayanou, M., Katifori, V., Chrysanthi, A., Antoniou, A. 2016. Collocated Interaction in Cultural Storytelling Experiences: How to coordinate visitor actions? Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work and Social Computing. San Francisco 27 February-2 March.
Publication year: 2016

Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

Conference paper
Antoniou, A., Katifori, A., Roussou, M., Vayanou, M., Karvounis, M., Kyriakidi, M., & Pujol-Tost, L. 2016. Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach. Proceedings of the 24th ACM Conference on User Modeling, Adaptation and Personalisation (UMAP 2016), Workshop on Human Aspects in Adaptive and Personalized Interactive Environments (HAAPIE). Halifax, Canada: ACM. Retrieved from http://ceur-ws.org/Vol-1618/HAAPIE_paper1.pdf
Publication year: 2016

Abstract

An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed.

The Little ones, the Big ones and the Code: Utilization of digital educational games in primary school pupils

Conference paper
Theodoropoulos, T., Antoniou, A., Lepouras, G. 2015. The Little ones, the Big ones and the Code: Utilization of digital educational games in primary school pupils. Proceedings of the 7th Conference on Informatics in Education (7th CIE 2015). Pireaus, 9-11 October, p.49-59
Publication year: 2015

Abstract

This paper is a case study on the use of educational digital games to elementary pupils and
deals with games that promote algorithmic thinking as well as the basic principles of programming. The study involved 94 young pupils who worked in pairs (Pair Programming) trying to solve puzzle games from code.org website during their visit to the University of Peloponnese in the context of the European Code Week. Factors such as satisfaction, evaluation of perceived knowledge and willingness to use games in future in the learning process were examined. Furthermore it’s discussed whether a short activity like this can result to long term motivation of pupils. The article concludes that: (a) the pupils enjoyed the games and wished to repeat corresponding activities. (b) They considered that by playing, they acquired basic skills and knowledge as far as programming principles were concerned. (c) They preferred Pair Programming and estimated that they could learn better by assisting one another. Finally, it seems that the few hours visit was not enough to motivate most pupils to carry on with the activities at home by themselves.

Technology Museum at Megalopolis

Conference paper
Lepouras, G., Antoniou, A. 2015. Technology Museum at Megalopolis. UNIVERSEUM 2015, Athens, 11-13 June
Publication year: 2015

Museum Personalization Based on Gaming and Cognitive Styles: The BLUE project

Journal paper
Naudet, Y., Antoniou, A., Lykourentzou, I., Tobias, E., Rompa, J., Lepouras, G. 2015. Museum Personalization Based on Gaming and Cognitive Styles: The BLUE project. International Journal of Virtual Communities and Social Networking, Vol.7 (2), 1-29
Publication year: 2015

Abstract

This paper details and discusses experimental results obtained towards personalizing a museum visit through a personal mobile guide, using an approach relying on users’ cognitive style, gaming, social networks, and recommendations. It describes the personalization system, which relies on a Facebook game to infer users’ cognitive style, visiting style and interests, and a recommendation algorithm offering sequences of points of interests to visit. A qualitative and quantitative analysis of an experiment conducted in a museum is given, offering first conclusions and perspectives on the approach.

Micro-augmentations: Situated calibration of a novel non-tactile, peripheral technology museum

Conference paper
Antoniou, A., O'Brien, J., Bardon, T. Barnes, A., & Virk, D. (2015, October). Micro-augmentations: Situated calibration of a novel non-tactile, peripheral technology museum. In Proceedings of the 19th Panhellenic Conference on Informatics (pp. 229-234). ACM
Publication year: 2015

Abstract

Micro-augmentations provide novel ways to interact directly with the past. This is a new concept that uses minimum stimulation to achieve maximum effects in spaces of cultural heritage. We experiment with new implicitly interactive and almost transparent museum technologies to create a holistic emotional visitor experience and solve a number of museum problems (i.e. misconceptions, intra-group communications, and visitor engagement). The paper presents the rationale for the design decisions, as well as the technical challenges faced during implementation. Audio micro-augmentations were firstly used at the UCL Grant Museum of Zoology. Initial user testing data from the system’s calibration phase at that museum revealed the entertaining and learning potential of the application, together with issues for future development.

Development of Virtual Reality Systems (in Greek)

Βοοκ
Lepouras, G., Antoniou, A., Platis, N., Charitos, D. 2015. Development of Virtual Reality Systems (in Greek). Kallipos Press.
Publication year: 2015

Comparing game input modalities: A study for the evaluation of player experience by measuring self reported emotional states and learning outcomes

Conference paper
Bampatzia, S., Antoniou, A., Lepouras, G. 2015. Comparing game input modalities: A study for the evaluation of player experience by measuring self reported emotional states and learning outcomes. Proceedings of the Games and Learning Alliance conference. Rome, 9-11 December
Publication year: 2015

Abstract

As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game setting and affect the player’s emotions and learning process? In this paper, a 2D game about the history of photography was designed and implemented to test these hypotheses. Two prototypes of this game were created, with the first requiring input only via mouse, while the second requiring input via voice and gestures (Kinect). Two different groups tested these two prototypes. The findings from previous pilot experiments indicated that using Kinect as an input method caused higher valence and dominance levels than the use of mouse and were further validated here. Additionally, the learning outcomes of players were not affected by the input method.

Keywords

Input Modality Arousal Level Input Method Player Experience Gaming Experience 

Comparing game input modalities: A study for the evaluation of player experience by measuring emotional state and game usability

Conference paper
Bampatzia, S., Roumelioti, E., Antoniou, A., Lepouras, G., Bravou, V. 2015. Comparing game input modalities: A study for the evaluation of player experience by measuring emotional state and game usability. Proceedings of the 9th International Conference on Research Challenges in Information Science, IEEE RCIS, Athens, 13-15 May
Publication year: 2015

Abstract

With the launch of new game controllers such as the Microsoft Kinect for Xbox, novel forms of game interaction are introduced such as gestures and voice. These new control mechanisms raise some questions regarding the user experience. In this paper, an initial study is presented for evaluating the user’s experience and motivation, by measuring the emotional state (self report measures), during a simple game scenario. A game was designed and implemented in order to test this hypothesis. To investigate this topic a comparative study of two similar prototypes (mouse input vs. Kinect input) of a 2D game about the history of photography was conducted. Two different groups tested these two prototypes. The first findings from the pilot experiments indicated that using voice and gestures as an input method caused higher user valence and dominance than the use of mouse. In addition, users seemed to find the mouse version more user-friendly but they reported more satisfied playing the Kinect version.

“Ghost-Athens”: a mobile application about the unknown buildings and street art of Athens

Conference paper
Bampatzia, S., Antoniou, A., Lepouras, G., Bampatzia, V., Lountzi, A. 2015. “Ghost-Athens”: a mobile application about the unknown buildings and street art of Athens. Proceedings of the 3rd International Conference Hybrid City, Data to the People, Athens 17-19 September, (pp.268-271)
Publication year: 2015

User Profiling: Towards a Facebook Game that Reveals Cognitive Style

Journal paper
Antoniou, A., Lykourentzou, I., Rompa, J., Tobias, E., Lepouras, G., Vassilakis, C., Naudet, Y. 2014. User Profiling: Towards a Facebook Game that Reveals Cognitive Style. In De Gloria, A. (Ed.), Lecture Notes in Computer Science, 8605, 1-16
Publication year: 2014

Abstract

This paper presents an innovative approach based on social-network gaming, which will extract players’ cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors’ cognitive styles with an ultimate goal of enhancing the overall visitors’ experience in the museum. By hosting such a game on the museum’s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.

Keywords

User Profile Cognitive Style Museum Visit Game Feature Personalized Application 

Towards a learning analytics platform for supporting the educational process

Conference paper
Publication year: 2014

Abstract

In this paper, we present the vision of an open source learning analytics platform, able to harvest data from different sources, including e-learning platforms and environments, registrar’s information systems, alumni systems, etc., so as to provide all stakeholders with the necessary functionality to make decisions on the learning process. The platform’s architecture is modular, allowing the introduction of new functionality or connection to new systems to collect needed data. All data can be analyzed and presented though interactive visualizations to find correlations between metrics, to make predictions for students or student groups, to identify best practices for instructors and let them explore ‘what-if’ scenarios, to offer students personalized recommendations and personalized detailed feedback, etc. Our objective is to inform and empower all stakeholders to improve the learning experience.

Students teach students: Alternative teaching in Greek secondary education

Journal paper
Theodoropoulos, A., Antoniou, A., Lepouras, G. 2014. Students teach students: Alternative teaching in Greek secondary education. Education and Information Technologies, 21 (2), 373-399
Publication year: 2014

Abstract

The students of a Greek junior high school collaborated to prepare the teaching material of a theoretical Computer Science (CS) course and then shared their understanding with other students. This study investigates two alternative teaching methods (collaborative learning and peer tutoring) and compares the learning results to the traditional learning context. A test was used to measure all participating students’ learning results and a questionnaire was distributed to record participant student attitudes towards the alternative teaching conditions. The questionnaire was designed to evaluate each aspect in terms of perceived knowledge, experience, satisfaction, diversity, oddness and interest. The analysis explores potential differences of students’ learning results between alternative and traditional teaching and also differences in the two aspects in relation to students’ preferences. Results provide evidence that active-learning methods can promote positive attitudinal shifts and improve skills in creativity, teamwork, collaboration and communication. Students perceived higher levels of learning than with traditional teaching. Finally in terms of students’ preferences, the majority wanted to have more courses taught with active-learning methods.

Facebook as teaching tool in Higher Education: a case study.

Journal paper
Antoniou, A., Theodoropoulos, A., Christopoulou, K., Lepouras, G. 2014. Facebook as teaching tool in Higher Education: a case study. International Journal of Advances in Social Science and Humanities, 2 (3), 43-56
Publication year: 2014

Abstract

Social networks (SN) seem to play a significant role in young adults’ and university students’ lives. Since students already use them in their daily life, why shouldn’t formal higher education incorporate them? The paper presents qualitative and quantitative data gathered through one academic term, after using Facebook as a teaching tool in Higher Education and investigates ways that SN can be used in teaching and learning. Issues of students’ personalities, learning efficiency, motivation, cultural differences, gender differences and patterns of use are discussed.

Keywords

Social networks, Face book, Higher education, Teaching, Cognitive Style

User Profiling: Can a Social Network Game Reveal Cognitive Style?

Conference paper
Antoniou, A., Lykourentzou, I., Rompa, J., Tobias, E., Lepouras, G., Vassilakis, C., Naudet, Y. 2013. User Profiling: Can a Social Network Game Reveal Cognitive Style? Proceedings of the Games and Learning Alliance Conference (GALA 2013), Paris, 23-25 October.
Publication year: 2013

Abstract

This paper presents an innovative approach based on social-network gaming, which will extract players’ cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors’ cognitive styles with an ultimate goal of enhancing the overall visitors’ experience in the museum. By hosting such a game on the museum’s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.

User Engagement: the Ψ approach in Cultural Heritage (in Greek)

Conference paper
Antoniou, A., Lepouras, G. 2014. User Engagement: the Ψ approach in Cultural Heritage (in Greek). Usability and Accessibility days. Athens 10 December
Publication year: 2013

Methodology for Design of Online Exhibitions

Journal paper
Antoniou, A., Lepouras, G., Vassilakis, C. 2013. Methodology for Design of Online Exhibitions. Journal of Library & Information Technology, Vol. 33, No. 3, May 2013, pp. 158-167
Publication year: 2013

Abstract

The process of designing systems or products largely depends on a number of decisions, like “who do I design for?”, “what should my product do?”, “what are the user requirements?” etc. The developing teams usually base their decisions on experience and/or heuristics and this is particularly the case, in the development of online products and especially online exhibitions. The different solutions are frequently case studies of specific museums or institutions that wish to provide online content to actual or possible visitors. In addition, the interdisciplinary nature of the endeavor, involving museology, technology but also education, poses important design problems. In the following sections, we present a generic methodology for the design of online exhibitions, using top-down processes and transferable findings across museum types that wish to assist the designers during the early decision stages. This paper provides an introduction to the field, emphasising its interdisciplinary nature and reviews related work in the area of online exhibition design. It also presents an overview of the methodology, elaborating on the individual methodology steps; in particular, the processes for determining the visitors’ perception of the museum (degree of museumness); the museum needs that require to be supported; the educational approach to be adopted; the relevance to life-long learning activities; the approach to adaptivity; and user involvement have been reviewed.

Improving museum visitors’ Quality of Experience through intelligent recommendations: a visiting style-based approach

Conference paper
Lykourentzou, I., Claude, X., Naudet, Y., Tobias, E., Antoniou, A., Lepouras, G., Vassilakis, C. 2013. Improving museum visitors’ Quality of Experience through intelligent recommendations: a visiting style-based approach. Proceedings of the 9th International Conference on Intelligent Environments, Athens, 16-19 July
Publication year: 2013

Abstract

This paper investigates the effect that smart routing and recommendations can have on improving the Quality of Experience of museum visitors. The novelty of our approach consists of taking into account not only user interests but also their visiting styles, as well as modeling the museum not as a sterile space but as a location where crowds meet and interact, impacting each visitor’s Quality of Experience. The investigation is done by an empirical study on data gathered by a custom-made simulator tailored for the museum user routing problem. Results are promising and future potential and directions are discussed.

 

Gaming and Cognitive Profiles for Recommendations in Museums

Conference paper
Naudet, Y., Lykourentzou, I., Tobias, E., Antoniou, A., Rompa, J., Lepouras, G. 2013. Gaming and Cognitive Profiles for Recommendations in Museums. Proceedings of the 8th Workshop on Semantic Media Adaptation and Personalization (SMAP 2013), Bayonne, 12-13 December
Publication year: 2013

Abstract

This paper presents an approach to enhance museum visitors experience through the use of Gaming, Social Networks, and Recommendations. The originality of the dedicated social and mobile visit personalisation system is that it relies on both the user’s cognitive profile and his interests, inferred from a game on Facebook.

Connecting physical space, human personalities, and social networks: the Experimedia Blue project

Conference paper
Antoniou, A., Lepouras, G., Lykourentzou, I., Naudet, Y. 2013. Connecting physical space, human personalities, and social networks: the Experimedia Blue project. Proceedings of the International Biennial Conference Hybrid City, Subtle Revolutions. D. Charitos, I. Theona, D. Gragona, H. Rizopoulos, M. Meimaris (Eds). University Research Institute of Applied Communication, Athens, 23-25 May, p. 197-200
Publication year: 2013

Abstract

The Experimedia Blue project aims at enhancing the visiting experience before, during and after the actual museum visit. Using a novel methodology, museum visitors’ cognitive styles are extracted through a short quiz onsite or a Facebook game offsite. The system’s recommendation component provides personalised information to the user combing museum characteristics, visitor’s behaviour in the museum and elements of user’s personality. Being a work in progress, initial results have been encouraging and final experimentation phase is expected in spring 2013.

Keywords

museum, cognitive style, social network games, user profiling

An approach for serious game development for cultural heritage: case study for an archaeological site and museum

Journal paper
Antoniou, A., Lepouras, G., Bampatzia, S., Almpanoudi, H. 2013. An approach for serious game development for cultural heritage: case study for an archaeological site and museum. Journal of Computing and Cultural Heritage, ACM Press, 6(4), article 17, 19 pages
Publication year: 2013

Abstract

The unique aspects of different places seem to require games of different characteristics. This paper describes the initial steps of an attempt to design games for different places of cultural heritage and consists of three parts. In the first part, the descriptive model to be used as a classification method for games of different characteristics for cultural heritage sites is presented. In the second part, the model is used for the creation of different cultural heritage games. Finally, the third part presents a detailed case study of one of the developed games, showing the implementation and user testing processes as well as its efficiency in terms of education and visit motivation.

Using Facebook as complementary teaching tool: A case study

Conference paper
Antoniou, A., Lepouras, G., Using Facebook as complementary teaching tool: A case study, Proceedings of the International Workshop on Online Social Networks: Challenges and Perspectives (IWOSN) 2012, Patras, June 15, p. 19-20
Publication year: 2012

Educational application for the sanctuary of Vravronia Artemis

Conference paper
Almpanoudi, H., Bampatzia, S., Antoniou, A., Lepouras, G., Koumbarakis, M., Educational application for the sanctuary of Vravronia Artemis, Proceedings of the 8th Panhellenic Conference with International Participation: Information and Communication Technologies in Education 2012, Volos, September 28-30 (in Greek)
Publication year: 2012

Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games

Journal paper
Antoniou, A., Diakakis, D., Lepouras, G., Vassilakis, C. 2011. Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games, International Journal of Learning Technology, Vol. 6, No. 3, November 2011, p. 263-287
Publication year: 2011

The proposed methodological framework reviews and uses knowledge from the field of cognitive psychology in order to evaluate aspects of educational games. In particular, we concentrate on two components of human cognition that play a central role in learning, namely memory and motivation. After having reviewed theories in the field, we created a questionnaire in order to evaluate educational games. The questionnaire incorporates different experimental findings of cognitive psychology. In particular, we have applied Maslow’s motivation theory, behavioural findings on reinforcement, experimental findings about attention and memory. We present the results obtained from the evaluation of three games, Angry Birds, PAC-MAN and Mega Jump. The results confirmed the user ratings of the three games, showing that there seem to be cognitive reasons for the success/failure of different games. Finally, a list of guidelines for developers is included.

Modeling visitors’ profiles: a study to investigate adaptation aspects for museum learning technologies

Journal paper
Antoniou, A., Lepouras, G. 2010. Modeling visitors’ profiles: a study to investigate adaptation aspects for museum learning technologies, Journal of Computing and Cultural Heritage, ACM Press, October 2010, 3(2), Article 7
Publication year: 2010

Abstract

The time restrictions that apply in museum learning increase the need for adaptive and/or adaptable technologies. However, deriving a visitor’s profile is not an easy task, since most common ways (asking direct questions, recording user actions) are either intrusive or time consuming. Observing the visitors’ movement (visiting style) within the museum could provide valuable information regarding adaptivity. In the present study, issues of visiting style were explored and statistical significance was found once different factors were analyzed. Most importantly, there seems to be a connection between the way people move in a museum and the way they prefer to approach and process information cognitively. Environmental factors that can affect the expression of visiting style were also identified.

Adaptable Educational Technologies for Museums: combining the cognitive requirements and the physical movement of the visitor

Conference paper
Antoniou, Α., Lykourentzou, I., Lepouras, G., Adaptable Educational Technologies for Museums: combining the cognitive requirements and the physical movement of the visitor, Proceedings of the 7th Pan-Hellenic Conference with International Participation, Information and Communication Technologies in Education 2010, Corinth, September 23-26, p. 719-726 (in Greek)
Publication year: 2010

Reflections on Mobile and Life Long Learning: Museums as Application Fields

Conference paper
Antoniou, A., Lepouras, G., Reflections on Mobile and Life Long Learning: Museums as Application Fields, Proceedings of the IADIS International Conference, Mobile Learning 2008, Algarve, Portugal, April 11-13, p. 249-252
Publication year: 2008

Abstract

Viewing mobile learning as a valuable tool for life long learning, the paper wishes to explore different scenarios for the
use of visitors’ mobile phones within the museum environment. The museum is perceived as a life long learning
institution and there are suggestions for the design of mobile learning technology that adapts to the different learning
needs of a diverse public.

A Fast Pace Method for Involving Children in Edutainment – Technology Design

Conference paper
Antoniou, A., Lepouras, G., A Fast Pace Method for Involving Children in Edutainment – Technology Design, Proceedings of the 1st International Conference on Advances in Computer – Human Interaction 2008, St. Luce, Martinique, February 10-15, p. 149-157
Publication year: 2008

Abstract

Aiming at edutainment technologies for museums, elements of participatory design techniques and focus groups were combined under the theoretical framework of the cycle of creative imagination in order to involve 10 year-old children in the design process of such applications. In contrast to existing practices where children are called to evaluate games designed by adults, the proposed method involves children from the initial phases of development. The main advantage of the proposed method is its short duration (1-2 school days) allowing for its wide use. The distinct steps of the method assist children in visualizing the possibilities of using new technologies in museums. The method was tested with children in a primary school. The ideas produced by the children demonstrated their ability to generate concepts and inspire the development of new gaming technologies.

Adaptation to Visitors' Visiting and Cognitive Style

Conference paper
Antoniou, A., Lepouras, G., Adaptation to Visitors' Visiting and Cognitive Style, Proceedings of the 3rd International Conference of Museology & ICOM-AVICOM Annual Conference 2006. Mytilene, Greece, June 5-8
Publication year: 2006

Using Bluetooth Technology for Personalised Visitor Information

Conference paper
Antoniou, A., Lepouras, G., Using Bluetooth Technology for Personalised Visitor Information, Proceedings of the IADIS International Conference, Mobile Learning 2005, Qawra, Malta, June 28-30, p. 307-309
Publication year: 2005

Abstract

The proposed technology intends to use museum visitors’ mobile phones, in order to decrease the cost of technology for
museum use and also to avoid cognitive overload of visitors, by allowing them to use a device they own and know how to
use. The use of Bluetooth technology within the museum environment can provide an efficient and easy way to provide
visitors with personalised information on site. After distinguishing between four types of visitors, we propose brief
scenarios of use, in order to cover each type’s needs.