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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

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

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

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

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

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

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

"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

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

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

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 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

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: 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

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.

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 

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

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.

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

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.

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

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

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

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.