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\n  \n 2021\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n \n Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game.\n \n \n \n \n\n\n \n Garneli, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n In International Conference on Games and Learning Alliance, pages 220–229, 2021. Springer\n \n\n\n\n
\n\n\n\n \n \n \"EmployingPaper\n  \n \n \n \"Employing paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Garneli_2021b,\n  title={Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game},\n  author={Garneli, Varvara and Chorianopoulos, Konstantinos},\n  booktitle={International Conference on Games and Learning Alliance},\n  pages={220--229},\n  year={2021},\n  organization={Springer},\n  url={https://doi.org/10.1007/978-3-030-92182-8_21},\n  url_Paper={Garneli_2021b},\n  abstract={Collaborative games prompt players to work together, communicating, coordinating, and assisting each other; such features make them suitable for learning purposes. Although several suggestions have been made to design serious collaborative games, the RPGs’ social interactions have not yet been explored in the context of science learning. This study evaluated a multiplayer game that integrates chemistry content in the gameplay mechanics of adventure games and RPGs. Twelve game testers participated in the evaluation process, constructing five groups: two groups of three persons and three groups of two. The players downloaded and installed the game on their computers, and then they played it. The results from the qualitative data confirmed that the clearly defined rules system facilitated teamwork through constant coordination and communication, making playing a pleasant experience. In addition, each player progressed his/her character through individual activities, promoting active collaboration in the missions’ accomplishment. Thus, the social character of RPGs has the potential to support the design of collaborative learning settings.},\n}\n\n
\n
\n\n\n
\n Collaborative games prompt players to work together, communicating, coordinating, and assisting each other; such features make them suitable for learning purposes. Although several suggestions have been made to design serious collaborative games, the RPGs’ social interactions have not yet been explored in the context of science learning. This study evaluated a multiplayer game that integrates chemistry content in the gameplay mechanics of adventure games and RPGs. Twelve game testers participated in the evaluation process, constructing five groups: two groups of three persons and three groups of two. The players downloaded and installed the game on their computers, and then they played it. The results from the qualitative data confirmed that the clearly defined rules system facilitated teamwork through constant coordination and communication, making playing a pleasant experience. In addition, each player progressed his/her character through individual activities, promoting active collaboration in the missions’ accomplishment. Thus, the social character of RPGs has the potential to support the design of collaborative learning settings.\n
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\n \n\n \n \n \n \n \n \n Pedestrian Path Making: Create on Mobile and Edit on Desktop.\n \n \n \n \n\n\n \n Kamilakis, M.; Batoglou, E.; and Chorianopoulos, K.\n\n\n \n\n\n\n In CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter, New York, NY, USA, 2021. Association for Computing Machinery\n \n\n\n\n
\n\n\n\n \n \n \"PedestrianPaper\n  \n \n \n \"Pedestrian paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Kamilakis_2021,\nauthor = {Kamilakis, Manousos and Batoglou, Evangelia and Chorianopoulos, Konstantinos},\ntitle = {Pedestrian Path Making: Create on Mobile and Edit on Desktop},\nyear = {2021},\nisbn = {9781450385787},\npublisher = {Association for Computing Machinery},\naddress = {New York, NY, USA},\nurl = {https://doi.org/10.1145/3489410.3489431},\nurl_Paper={Kamilakis_2021},\nabstract = {Collaborative mapmaking provides an opportunity for aggregating and maintaining the knowledge of convenient and enjoyable pedestrian paths into a map which visualizes them in a way that supports positive walking experience. In this work, we present two versions of a pedestrian mapmaking application, one for desktop and one for mobile use. A field experiment was conducted in which the applications were used by volunteers and their experience was inquired in order to gain insights into how they interact with each of them. The results suggested the integration of the applications into one system enabling the desirable workflow of editing of paths on the desktop application which were recorded with the mobile. Moreover, map matching recorded paths seems helpful for mobile users, reducing the need for a posteriori correction of paths. Further research could strengthen the collaboration of desktop and mobile mapmaking interfaces, as well as improve the mobile interaction for sketching paths.},\nbooktitle = {CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter},\narticleno = {21},\nnumpages = {5}\n}\n\n
\n
\n\n\n
\n Collaborative mapmaking provides an opportunity for aggregating and maintaining the knowledge of convenient and enjoyable pedestrian paths into a map which visualizes them in a way that supports positive walking experience. In this work, we present two versions of a pedestrian mapmaking application, one for desktop and one for mobile use. A field experiment was conducted in which the applications were used by volunteers and their experience was inquired in order to gain insights into how they interact with each of them. The results suggested the integration of the applications into one system enabling the desirable workflow of editing of paths on the desktop application which were recorded with the mobile. Moreover, map matching recorded paths seems helpful for mobile users, reducing the need for a posteriori correction of paths. Further research could strengthen the collaboration of desktop and mobile mapmaking interfaces, as well as improve the mobile interaction for sketching paths.\n
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\n \n\n \n \n \n \n \n \n Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game: Programming Human-Robot Interactions within a Collaborative Learning Open Space.\n \n \n \n \n\n\n \n Merkouris, A.; Garneli, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n In CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter, New York, NY, USA, 2021. Association for Computing Machinery\n \n\n\n\n
\n\n\n\n \n \n \"ProgrammingPaper\n  \n \n \n \"Programming paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Merkrouris_2021,\nauthor = {Merkouris, Alexandros and Garneli, Varvara and Chorianopoulos, Konstantinos},\ntitle = {Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game: Programming Human-Robot Interactions within a Collaborative Learning Open Space},\nyear = {2021},\nisbn = {9781450385787},\npublisher = {Association for Computing Machinery},\naddress = {New York, NY, USA},\nurl = {https://doi.org/10.1145/3489410.3489422},\nurl_Paper={Merkouris_2021},\nabstract = {Game-based competitive or cooperative robotics activities constitute an effective approach to exploit the child-robot interaction perspective. However, in most game-based robotics activities robots act autonomously to achieve the goal. In this work, we aim to promote the child-robot interaction aspect through a multiplayer game where one team of robots and humans collaborates to compete with another team of humans and cobots. We describe the design of an open space that will allow children to gain access, locally and remotely, and program robotic agents to play the traditional “Capture the Flag” game in a physical stadium-arena. Through this space, we intend to teach robotics, while programming human-robot interfaces, within a computer-supported game-based learning environment. We give insights on the initial design of such an open space and the educational benefits of its use in the comprehension of abstract computational and STEM concepts.},\nbooktitle = {CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter},\narticleno = {12},\nnumpages = {5}\n}\n\n
\n
\n\n\n
\n Game-based competitive or cooperative robotics activities constitute an effective approach to exploit the child-robot interaction perspective. However, in most game-based robotics activities robots act autonomously to achieve the goal. In this work, we aim to promote the child-robot interaction aspect through a multiplayer game where one team of robots and humans collaborates to compete with another team of humans and cobots. We describe the design of an open space that will allow children to gain access, locally and remotely, and program robotic agents to play the traditional “Capture the Flag” game in a physical stadium-arena. Through this space, we intend to teach robotics, while programming human-robot interfaces, within a computer-supported game-based learning environment. We give insights on the initial design of such an open space and the educational benefits of its use in the comprehension of abstract computational and STEM concepts.\n
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\n \n\n \n \n \n \n \n \n Designing Multiplayer Serious Games with Science Content.\n \n \n \n \n\n\n \n Garneli, V.; Patiniotis, K.; and Chorianopoulos, K.\n\n\n \n\n\n\n Multimodal Technologies and Interaction, 5(3). 2021.\n \n\n\n\n
\n\n\n\n \n \n \"DesigningPaper\n  \n \n \n \"Designing paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@Article{Garneli_2021,\n AUTHOR = {Garneli, Varvara and Patiniotis, Konstantinos and Chorianopoulos, Konstantinos},\n TITLE = {Designing Multiplayer Serious Games with Science Content},\n JOURNAL = {Multimodal Technologies and Interaction},\n VOLUME = {5},\n YEAR = {2021},\n NUMBER = {3},\n ARTICLE-NUMBER = {8},\n URL = {https://www.mdpi.com/2414-4088/5/3/8},\n ISSN = {2414-4088},\n ABSTRACT = {Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the  potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.},\n DOI = {10.3390/mti5030008},\n url_Paper={Garneli_2021.pdf},\n }\n\n
\n
\n\n\n
\n Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.\n
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\n\n\n
\n \n\n \n \n \n \n \n \n Metaphors to die for: Digital transformation for learning and work.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Unpublished draft, pages 7, 2021. \n \n\n\n\n
\n\n\n\n \n \n \"Metaphors paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Chorianopoulos_2021,\n  title={Metaphors to die for: Digital transformation for learning and work},\n  abstract={It seems completely natural for most people to communicate\nonline by making a video call with a camera located close\nto their terminal, but this is just one of the possible\nsetups and it might not be the best one.\nIn this article, we suggest that the widespread acceptance\nand use of metaphors from the physical world into software\napplications has been neglecting the main advantages\nof digital media. Since the early 1970s and for the next\nfifty years, the most popular interactive systems\nhave employed metaphors from the physical world\nas the main user interface for humans. We analyse\nthe case of the desktop graphical user interface, through\nthe lens of the remediation and the metaphors theories.\nOur findings have significant implications in the case of\nteleconferencing systems, which have been employed in learning\nand remote work. Instead of real-time video-conferencing, we\nsuggest that sparse synchronous collaboration through digital\nartifacts is a more productive direction for teleconferencing.\nIn particular, further research should examine real-time\ncollaboration with metaphors adopted from  multiplayer\nrole-playing tabletop games and videogames.},\n  author={Chorianopoulos, Konstantinos},\n  booktitle={Unpublished draft},\n  pages={7},\n  year={2021},\n  url_Paper={Chorianopoulos_2021.pdf},\n}\n\n\n\n
\n
\n\n\n
\n It seems completely natural for most people to communicate online by making a video call with a camera located close to their terminal, but this is just one of the possible setups and it might not be the best one. In this article, we suggest that the widespread acceptance and use of metaphors from the physical world into software applications has been neglecting the main advantages of digital media. Since the early 1970s and for the next fifty years, the most popular interactive systems have employed metaphors from the physical world as the main user interface for humans. We analyse the case of the desktop graphical user interface, through the lens of the remediation and the metaphors theories. Our findings have significant implications in the case of teleconferencing systems, which have been employed in learning and remote work. Instead of real-time video-conferencing, we suggest that sparse synchronous collaboration through digital artifacts is a more productive direction for teleconferencing. In particular, further research should examine real-time collaboration with metaphors adopted from multiplayer role-playing tabletop games and videogames.\n
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\n  \n 2020\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n \n Implicit Factors Related to Greek Older Adults’ Perceived Usability of Online Technologies: An Exploratory Study.\n \n \n \n \n\n\n \n Alexandrakis, D.; Chorianopoulos, K.; and Tselios, N.\n\n\n \n\n\n\n In Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments, of PETRA ’20, New York, NY, USA, 2020. Association for Computing Machinery\n \n\n\n\n
\n\n\n\n \n \n \"ImplicitPaper\n  \n \n \n \"Implicit paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{Alexandrakis_2020b,\nauthor = {Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},\ntitle = {Implicit Factors Related to Greek Older Adults’ Perceived Usability of Online Technologies: An Exploratory Study},\nyear = {2020},\nisbn = {9781450377737},\npublisher = {Association for Computing Machinery},\naddress = {New York, NY, USA},\nurl = {https://doi.org/10.1145/3389189.3393741},\ndoi = {10.1145/3389189.3393741},\nurl_Paper={Alexandrakis_2020b.pdf},\nbooktitle = {Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments},\narticleno = {23},\nnumpages = {4},\nabstract = {Our experiences are neither independent of the tools we use nor of our perceptions. Culture can also affect people's conceptions upon a variety of issues, ranging from feelings of loneliness to technology usability. As for the latter, it seems that Greek older adults make use of web technologies much less than the majority of their peers in Europe. Based on the fact that psychosocial attributes can also affect technology usage, this exploratory quantitative research is an attempt to focus on the implicit factors related to Greek older adults' usability ratings of web technologies. For this aim, a web 2.0 storytelling prototype has been demonstrated to 112 participants and an online questionnaire was applied for data collection. According to findings, older adults' loneliness and future time perspective were associated with system usability, whereas their chronological age did not have any statistically significant relationship with usability. These outcomes, which are extensively discussed, contribute to the limited literature in the field by studying the interactions between older people's psychosocial attributes and their perceived usability of online technologies.},\nkeywords = {older adults, chronological age, future time perspective, loneliness, usability},\nlocation = {Corfu, Greece},\nseries = {PETRA ’20}\n}\n\n
\n
\n\n\n
\n Our experiences are neither independent of the tools we use nor of our perceptions. Culture can also affect people's conceptions upon a variety of issues, ranging from feelings of loneliness to technology usability. As for the latter, it seems that Greek older adults make use of web technologies much less than the majority of their peers in Europe. Based on the fact that psychosocial attributes can also affect technology usage, this exploratory quantitative research is an attempt to focus on the implicit factors related to Greek older adults' usability ratings of web technologies. For this aim, a web 2.0 storytelling prototype has been demonstrated to 112 participants and an online questionnaire was applied for data collection. According to findings, older adults' loneliness and future time perspective were associated with system usability, whereas their chronological age did not have any statistically significant relationship with usability. These outcomes, which are extensively discussed, contribute to the limited literature in the field by studying the interactions between older people's psychosocial attributes and their perceived usability of online technologies.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n Connections between Older Greek Adults’ Implicit Attributes and Their Perceptions of Online Technologies.\n \n \n \n \n\n\n \n Alexandrakis, D.; Chorianopoulos, K.; and Tselios, N.\n\n\n \n\n\n\n Technologies, 8(4). 2020.\n \n\n\n\n
\n\n\n\n \n \n \"ConnectionsPaper\n  \n \n \n \"Connections paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@Article{Alexandrakis_2020d,\n AUTHOR = {Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},\n TITLE = {Connections between Older Greek Adults’ Implicit Attributes and Their Perceptions of Online Technologies},\n JOURNAL = {Technologies},\n VOLUME = {8},\n YEAR = {2020},\n NUMBER = {4},\n ARTICLE-NUMBER = {57},\n URL = {https://www.mdpi.com/2227-7080/8/4/57},\n ISSN = {2227-7080},\n ABSTRACT = {Older Greek adults make use of web technologies much less than the majority of their peers in Europe. Based on the fact that psychosocial attributes can also affect technology usage, this exploratory quantitative research is an attempt to focus on the implicit factors related to older Greek adults&rsquo; perceived usability, learnability, and ease-of-use of web technologies. For this aim, a web 2.0 storytelling prototype has been demonstrated to 112 participants and an online questionnaire was applied for data collection. According to the results, distinct correlations emerged between older adults&rsquo; characteristics (chronological age, loneliness, future time perspective) and the perceived usability, learnability, and ease-of-use of the presented prototype. These outcomes contribute to the limited literature in the field by probing the connections between older people&rsquo;s implicit attributes and their evaluative perceptions of online technologies.},\n DOI = {10.3390/technologies8040057},\n url_Paper={Alexandrakis_2020d.pdf},\n }\n\n
\n
\n\n\n
\n Older Greek adults make use of web technologies much less than the majority of their peers in Europe. Based on the fact that psychosocial attributes can also affect technology usage, this exploratory quantitative research is an attempt to focus on the implicit factors related to older Greek adults’ perceived usability, learnability, and ease-of-use of web technologies. For this aim, a web 2.0 storytelling prototype has been demonstrated to 112 participants and an online questionnaire was applied for data collection. According to the results, distinct correlations emerged between older adults’ characteristics (chronological age, loneliness, future time perspective) and the perceived usability, learnability, and ease-of-use of the presented prototype. These outcomes contribute to the limited literature in the field by probing the connections between older people’s implicit attributes and their evaluative perceptions of online technologies.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n \n Digital Storytelling Experiences and Outcomes with Different Recording Media: An Exploratory Case Study with Older Adults.\n \n \n \n \n\n\n \n Alexandrakis, D.; Chorianopoulos, K.; and Tselios, N.\n\n\n \n\n\n\n Journal of Technology in Human Services, 38(4): 352–383. 2020.\n \n\n\n\n
\n\n\n\n \n \n \"Digital paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{Alexandrakis_2020c,\nauthor = {Diogenis Alexandrakis and Konstantinos Chorianopoulos and Nikolaos Tselios},\ntitle = {Digital Storytelling Experiences and Outcomes with Different Recording Media: An Exploratory Case Study with Older Adults},\njournal = {Journal of Technology in Human Services},\nvolume = {38},\nnumber = {4},\npages = {352--383},\nyear  = {2020},\npublisher = {Routledge},\ndoi = {10.1080/15228835.2020.1796893},\nurl_Paper={Alexandrakis_2020c.pdf},\nabstract = { Abstract Digital storytelling is an advantageous practice for older adults. Although researchers have widely studied the effects of various recording media on users, including even their feelings of loneliness, to the best of our knowledge, there is no study that distinguishes and compares those effects within the digital storytelling process. In this exploratory case study, we tried to gain further insights into older adults' technology-mediated storytelling, the interactions, and the outcomes that different kinds of recording media have on users. Therefore, three storytelling components (paper notebook, voice recorder, and web platform) were used to probe their usability and emotional outcomes on five pensioners in Greece. Semi-structured interviews and questionnaires, among others, were implemented for data collection. According to the results, there was a variety of benefits and shortcomings for each tool. However, the web platform had a clear effect on decreasing users’ loneliness. Implications and future work on digital storytelling are discussed. }\n}\n\n
\n
\n\n\n
\n Abstract Digital storytelling is an advantageous practice for older adults. Although researchers have widely studied the effects of various recording media on users, including even their feelings of loneliness, to the best of our knowledge, there is no study that distinguishes and compares those effects within the digital storytelling process. In this exploratory case study, we tried to gain further insights into older adults' technology-mediated storytelling, the interactions, and the outcomes that different kinds of recording media have on users. Therefore, three storytelling components (paper notebook, voice recorder, and web platform) were used to probe their usability and emotional outcomes on five pensioners in Greece. Semi-structured interviews and questionnaires, among others, were implemented for data collection. According to the results, there was a variety of benefits and shortcomings for each tool. However, the web platform had a clear effect on decreasing users’ loneliness. Implications and future work on digital storytelling are discussed. \n
\n\n\n
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\n \n\n \n \n \n \n \n \n Older Adults and Web 2.0 Storytelling Technologies: Probing the Technology Acceptance Model through an Age-related Perspective.\n \n \n \n \n\n\n \n Alexandrakis, D.; Chorianopoulos, K.; and Tselios, N.\n\n\n \n\n\n\n International Journal of Human–Computer Interaction,1–13. 2020.\n \n\n\n\n
\n\n\n\n \n \n \"Older paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{Alexandrakis_2020,\n  title={Older Adults and Web 2.0 Storytelling Technologies: Probing the Technology Acceptance Model through an Age-related Perspective},\n  author={Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},\n  journal={International Journal of Human--Computer Interaction},\n  pages={1--13},\n  year={2020},\n  publisher={Taylor \\& Francis},\n  doi={10.1080/10447318.2020.1768673},\n  url_Paper={Alexandrakis_2020.pdf},\n  abstract={Although digital storytelling bears significant benefits for older users, much remains to be explored regarding their psychosocial attributes that could affect technology acceptance. The Technology Acceptance Model (TAM) is one of the most influential theoretical frameworks in the field and since its first introduction, there have been numerous studies upon its potential modifications throughout different cultures. Based on three factors that have been extensively depicted in age-related literature (chronological age, loneliness, and future time perspective), in this research, we designed a TAM extension in order to gain insights on the elements that influence Greek older adults’ intentions to use online storytelling applications. Through a quantitative approach, we evaluated the proposed model with data collected from 112 participants. Due to our results, TAM has been validated as a robust model, future time perspective had a positive influence on perceived ease of use, while age and loneliness had no statistically significant effect.},\n}\n\n
\n
\n\n\n
\n Although digital storytelling bears significant benefits for older users, much remains to be explored regarding their psychosocial attributes that could affect technology acceptance. The Technology Acceptance Model (TAM) is one of the most influential theoretical frameworks in the field and since its first introduction, there have been numerous studies upon its potential modifications throughout different cultures. Based on three factors that have been extensively depicted in age-related literature (chronological age, loneliness, and future time perspective), in this research, we designed a TAM extension in order to gain insights on the elements that influence Greek older adults’ intentions to use online storytelling applications. Through a quantitative approach, we evaluated the proposed model with data collected from 112 participants. Due to our results, TAM has been validated as a robust model, future time perspective had a positive influence on perceived ease of use, while age and loneliness had no statistically significant effect.\n
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\n \n\n \n \n \n \n \n \n Game Mechanics of a Character Progression Multiplayer Role-Playing Game with Science Content.\n \n \n \n \n\n\n \n Garneli, V.; Patiniotis, K.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Marfisi-Schottman, I.; Bellotti, F.; Hamon, L.; and Klemke, R., editor(s), Games and Learning Alliance, pages 415–420, Cham, 2020. Springer International Publishing\n \n\n\n\n
\n\n\n\n \n \n \"Game paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@InProceedings{Garneli_2020,\nauthor="Garneli, Varvara\nand Patiniotis, Konstantinos\nand Chorianopoulos, Konstantinos",\neditor="Marfisi-Schottman, Iza\nand Bellotti, Francesco\nand Hamon, Ludovic\nand Klemke, Roland",\ntitle="Game Mechanics of a Character Progression Multiplayer Role-Playing Game with Science Content",\nbooktitle="Games and Learning Alliance",\nyear="2020",\npublisher="Springer International Publishing",\naddress="Cham",\npages="415--420",\nabstract="Current game-based learning designs incorporate the multiplayer component as delegation of tasks, with the meaning that individuals accept the game rules, interact with each other, but they do not necessarily share the same goals. We employed gameplay mechanics of the Multiplayer Role-Playing Games (MRPGs), such as character's progression and a turn-based battle system to encapsulate multiple aspects of science learning and to provide students with a tighter collaborative learning experience. SAIR is a chemistry MRPG that can be played with up to 4 persons. Further research should evaluate with students the influence of collaborative gameplay in science learning.",\nisbn="978-3-030-63464-3",\ndoi={10.1007/978-3-030-63464-3_40},\nurl_Paper={Garneli_2020.pdf},\n}\n\n\n
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\n Current game-based learning designs incorporate the multiplayer component as delegation of tasks, with the meaning that individuals accept the game rules, interact with each other, but they do not necessarily share the same goals. We employed gameplay mechanics of the Multiplayer Role-Playing Games (MRPGs), such as character's progression and a turn-based battle system to encapsulate multiple aspects of science learning and to provide students with a tighter collaborative learning experience. SAIR is a chemistry MRPG that can be played with up to 4 persons. Further research should evaluate with students the influence of collaborative gameplay in science learning.\n
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\n \n\n \n \n \n \n \n \n My timeline is bigger than yours.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Unpublished draft, pages 5, 2020. \n \n\n\n\n
\n\n\n\n \n \n \"My paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Chorianopoulos_2020,\n  title={My timeline is bigger than yours},\n  abstract={The personal activity timeline has become a pervasive representation of\n            personal identity in the life and work context.\n            For example, people use Instagram to share life moments and LinkedIn\n            to share their work achievements.\n            At the same time, timeline events are created and shared with others as a\n            representation of the evolving self, which has to fit in those systems.\n            In this work, we study the case of the academic curriculum vitae (CV), because\n            it is usually required to be public and thus it is visible in personal\n            and organizational repositories.\n            Moreover, the academic CV has a long history, which enables the study of\n            temporal patterns across cultures and times.\n            We demonstrate that the academic CV is shaped by implicit assumptions about\n            what is valuable and it is crafted by contemporary tools.\n            We suggest that the value system that underlies the creation and sharing\n            of timeline events, also shapes the goals and the means that a person\n            employs in everyday life.\n            Since contemporary timelines emphasize the comparative and quantitative\n            aspect of personal contributions, we suggest that further work should\n            consider the collaborative and qualitative aspects.\n            },\n  author={Chorianopoulos, Konstantinos},\n  booktitle={Unpublished draft},\n  pages={5},\n  year={2020},\n  url_Paper={Chorianopoulos_2020.pdf},\n}\n\n\n
\n
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\n The personal activity timeline has become a pervasive representation of personal identity in the life and work context. For example, people use Instagram to share life moments and LinkedIn to share their work achievements. At the same time, timeline events are created and shared with others as a representation of the evolving self, which has to fit in those systems. In this work, we study the case of the academic curriculum vitae (CV), because it is usually required to be public and thus it is visible in personal and organizational repositories. Moreover, the academic CV has a long history, which enables the study of temporal patterns across cultures and times. We demonstrate that the academic CV is shaped by implicit assumptions about what is valuable and it is crafted by contemporary tools. We suggest that the value system that underlies the creation and sharing of timeline events, also shapes the goals and the means that a person employs in everyday life. Since contemporary timelines emphasize the comparative and quantitative aspect of personal contributions, we suggest that further work should consider the collaborative and qualitative aspects. \n
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\n  \n 2019\n \n \n (9)\n \n \n
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\n \n\n \n \n \n \n \n \n Designing a 2D Platform Game with Mathematics Curriculum.\n \n \n \n \n\n\n \n Garneli, V.; Sotides, C.; Patiniotis, K.; Deliyannis, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Liapis, A.; Yannakakis, G. N.; Gentile, M.; and Ninaus, M., editor(s), Games and Learning Alliance, pages 42–51, Cham, 2019. Springer International Publishing\n \n\n\n\n
\n\n\n\n \n \n \"Designing paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@InProceedings{Garneli_2019c,\nauthor="Garneli, Varvara\nand Sotides, Christos\nand Patiniotis, Konstantinos\nand Deliyannis, Ioannis\nand Chorianopoulos, Konstantinos",\neditor="Liapis, Antonios\nand Yannakakis, Georgios N.\nand Gentile, Manuel\nand Ninaus, Manuel",\ntitle="Designing a 2D Platform Game with Mathematics Curriculum",\nbooktitle="Games and Learning Alliance",\nyear="2019",\npublisher="Springer International Publishing",\naddress="Cham",\npages="42--51",\ndoi="10.1007/978-3-030-34350-7_5",\nurl_Paper={Garneli_2019c.pdf},\nabstract="New technologies and media aim at triggering student interest in mathematics and at making learning an entertaining process. However, playful math games need to provide learners with a better experience, which is connected with an engaging gameplay. Popular game mechanics could be used in order to integrate learning in the playing activities. This research employs the Super Mario game format for the design of a playful educational serious game in the context of math education. Mario Maths is addressed to students of 12 and 13 years old and aims to the practice of divisibility criteria. Mario collects numbers instead of coins that must be exactly divided with the number - target, avoiding or eliminating the wrong answers. A wrong choice transports Mario to a subterranean world which informs him for his mistake, but with no influence on the final goal achievement according to a constructive error and trial method. In the end of each track, the player is taking feedback of his effort in a self-assessment process. Mario Maths was developed to be used as a complementary educational tool for students who might be attracted from such forms of media. (https://github.com/ionio-seriousgames/mario-maths).",\nisbn="978-3-030-34350-7"\n}\n\n
\n
\n\n\n
\n New technologies and media aim at triggering student interest in mathematics and at making learning an entertaining process. However, playful math games need to provide learners with a better experience, which is connected with an engaging gameplay. Popular game mechanics could be used in order to integrate learning in the playing activities. This research employs the Super Mario game format for the design of a playful educational serious game in the context of math education. Mario Maths is addressed to students of 12 and 13 years old and aims to the practice of divisibility criteria. Mario collects numbers instead of coins that must be exactly divided with the number - target, avoiding or eliminating the wrong answers. A wrong choice transports Mario to a subterranean world which informs him for his mistake, but with no influence on the final goal achievement according to a constructive error and trial method. In the end of each track, the player is taking feedback of his effort in a self-assessment process. Mario Maths was developed to be used as a complementary educational tool for students who might be attracted from such forms of media. (https://github.com/ionio-seriousgames/mario-maths).\n
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\n \n\n \n \n \n \n \n \n Insights on Older Adults' Attitudes and Behavior Through the Participatory Design of an Online Storytelling Platform.\n \n \n \n \n\n\n \n Alexandrakis, D.; Chorianopoulos, K.; and Tselios, N.\n\n\n \n\n\n\n In Lamas, D.; Loizides, F.; Nacke, L.; Petrie, H.; Winckler, M.; and Zaphiris, P., editor(s), Human-Computer Interaction – INTERACT 2019, pages 465–474, Cham, 2019. Springer International Publishing\n \n\n\n\n
\n\n\n\n \n \n \"Insights paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Alexandrakis_2019,\nauthor="Alexandrakis, Diogenis\nand Chorianopoulos, Konstantinos\nand Tselios, Nikolaos",\neditor="Lamas, David\nand Loizides, Fernando\nand Nacke, Lennart\nand Petrie, Helen\nand Winckler, Marco\nand Zaphiris, Panayiotis",\ntitle="Insights on Older Adults' Attitudes and Behavior Through the Participatory Design of an Online Storytelling Platform",\nbooktitle="Human-Computer Interaction -- INTERACT 2019",\nyear="2019",\npublisher="Springer International Publishing",\naddress="Cham",\npages="465--474",\ndoi = {10.1007/978-3-030-29381-9_29},\nurl_Paper={Alexandrakis_2019.pdf},\nabstract="While digital technology adoption by older adults rises constantly, the design of new technologies often overlooks the culture of the end users, which, in turn, has an impact on the acceptance and use by many of them. Based on the fact that technology adoption by this age group in Greece remains low, compared to the vast majority of the EU countries, our goal in this paper is to gain further insights into the user requirements of older adults as web 2.0 storytellers in order for designers to better address their needs. For this purpose, we implemented participatory design with five older adults in Greece over a twelve-week period, combined with an evolutionary prototyping approach, as we noticed during our sessions that our participants had a difficulty in envisioning and proposing novel technologies. In order to analyze and interpret the feedback that we collected during the design sessions, the digital storytelling sessions and the in-depth interviews, we made use of the Activity Theory, as well as age-related and self-presentation frameworks. Through probing our participants' usage and design preferences of the storytelling platform, we came up with a set of attributes and motives that seem to expound their online choices. Issues of loneliness and social inclusion, generativity and computer mediated communication, among others, have emerged. Additionally, differences and similarities with findings from other studies have been indicated.",\nisbn="978-3-030-29381-9"\n}\n\n
\n
\n\n\n
\n While digital technology adoption by older adults rises constantly, the design of new technologies often overlooks the culture of the end users, which, in turn, has an impact on the acceptance and use by many of them. Based on the fact that technology adoption by this age group in Greece remains low, compared to the vast majority of the EU countries, our goal in this paper is to gain further insights into the user requirements of older adults as web 2.0 storytellers in order for designers to better address their needs. For this purpose, we implemented participatory design with five older adults in Greece over a twelve-week period, combined with an evolutionary prototyping approach, as we noticed during our sessions that our participants had a difficulty in envisioning and proposing novel technologies. In order to analyze and interpret the feedback that we collected during the design sessions, the digital storytelling sessions and the in-depth interviews, we made use of the Activity Theory, as well as age-related and self-presentation frameworks. Through probing our participants' usage and design preferences of the storytelling platform, we came up with a set of attributes and motives that seem to expound their online choices. Issues of loneliness and social inclusion, generativity and computer mediated communication, among others, have emerged. Additionally, differences and similarities with findings from other studies have been indicated.\n
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\n \n\n \n \n \n \n \n \n Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing.\n \n \n \n \n\n\n \n Kamilakis, M.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Lamas, D.; Loizides, F.; Nacke, L.; Petrie, H.; Winckler, M.; and Zaphiris, P., editor(s), Human-Computer Interaction – INTERACT 2019, pages 427–435, Cham, 2019. Springer International Publishing\n \n\n\n\n
\n\n\n\n \n \n \"Mobile paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{Kamilakis_2019,\nauthor="Kamilakis, Manousos\nand Chorianopoulos, Konstantinos",\neditor="Lamas, David\nand Loizides, Fernando\nand Nacke, Lennart\nand Petrie, Helen\nand Winckler, Marco\nand Zaphiris, Panayiotis",\ntitle="Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing",\nbooktitle="Human-Computer Interaction -- INTERACT 2019",\nyear="2019",\npublisher="Springer International Publishing",\naddress="Cham",\npages="427--435",\ndoi = {10.1007/978-3-030-29384-0_26},\nurl_Paper={Kamilakis_2019.pdf},\nabstract="Digital mapmaking has traditionally been a desktop computing activity with dedicated graphical (native or web) applications that strongly depend on the precision of mouse input. In addition, digital mapmaking also has a strong pillar on field observations, which have remained a separate task to the final mapmaking. In this work, we present to users a mobile application that combines the strengths of graphical mapmaking user interfaces with the actual geographical context into an integrated and collaborative user interface. In particular, the application implements three representative mobile mapmaking tasks (path recording, path editing and path reviewing) and includes gamification elements. A field experiment was conducted with thirty-six participants for two twenty-day periods during which they were asked to provide information about the pedestrian network of an urban region using the app. The results from questionnaire responses and contribution data showed that most users prefer recording their path, which is also the work with the lowest interaction. Moreover, gamification did not bring the expected results and the more difficult tasks were undertaken by few devoted users. Further research is needed to examine how interface design could better engage committed users in the aforementioned mapmaking task types.",\nisbn="978-3-030-29384-0"\n}\n\n
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\n Digital mapmaking has traditionally been a desktop computing activity with dedicated graphical (native or web) applications that strongly depend on the precision of mouse input. In addition, digital mapmaking also has a strong pillar on field observations, which have remained a separate task to the final mapmaking. In this work, we present to users a mobile application that combines the strengths of graphical mapmaking user interfaces with the actual geographical context into an integrated and collaborative user interface. In particular, the application implements three representative mobile mapmaking tasks (path recording, path editing and path reviewing) and includes gamification elements. A field experiment was conducted with thirty-six participants for two twenty-day periods during which they were asked to provide information about the pedestrian network of an urban region using the app. The results from questionnaire responses and contribution data showed that most users prefer recording their path, which is also the work with the lowest interaction. Moreover, gamification did not bring the expected results and the more difficult tasks were undertaken by few devoted users. Further research is needed to examine how interface design could better engage committed users in the aforementioned mapmaking task types.\n
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\n \n\n \n \n \n \n \n \n Adapting a Classic Platform Video Game to the Carbohydrate Counting Method for Insulin-Dependent Diabetics.\n \n \n \n \n\n\n \n Vassilakis, N.; Garneli, V.; Patiniotis, K.; Deliyannis, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social Good, of GoodTechs '19, pages 149–154, New York, NY, USA, 2019. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Adapting paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{Vassilakis_2019,\n abstract = {Digital games designed for children and adolescents in the Diabetics Education (DE) context aim at positively influencing diabetics' behavior or teaching DE knowledge and skills. Previous work has not considered playful learning of difficult content, such as the Carbohydrate Counting Method, which involves counting the number of carbohydrate grams in a meal and matching that to the appropriate dose of insulin in order to manage the blood glucose levels. Sugar Mario was designed to have a familiar and simple gameplay based on classical platform video games, such as Super Mario, Donkey Kong, and other similar games. The carbohydrate counting method was seamlessly integrated in the gameplay in order to provide an educating, entertaining, and compelling experience to diabetics of all ages, even family members and friends. Our implementation suggests that a classic and engaging platform video game is malleable to the infusion of serious content without significant dilution of the gameplay. Notably, a diabetic person has designed Sugar Mario and the source code has been shared online for inspection and contribution by interested parties.},\n author = {Vassilakis, Nikolaos and Garneli, Varvara and Patiniotis, Konstantinos and Deliyannis, Ioannis and Chorianopoulos, Konstantinos},\n title = {Adapting a Classic Platform Video Game to the Carbohydrate Counting Method for Insulin-Dependent Diabetics},\n booktitle = {Proceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social Good},\n series = {GoodTechs '19},\n year = {2019},\n isbn = {978-1-4503-6261-0},\n location = {Valencia, Spain},\n pages = {149--154},\n numpages = {6},\n url_Paper={Vassilakis_2019.pdf},\n doi = {10.1145/3342428.3342681},\n publisher = {ACM},\n address = {New York, NY, USA},\n keywords = {Carbohydrate Counting Method, Diabetes Education, Health Games, Serious Game},\n}\n\n
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\n Digital games designed for children and adolescents in the Diabetics Education (DE) context aim at positively influencing diabetics' behavior or teaching DE knowledge and skills. Previous work has not considered playful learning of difficult content, such as the Carbohydrate Counting Method, which involves counting the number of carbohydrate grams in a meal and matching that to the appropriate dose of insulin in order to manage the blood glucose levels. Sugar Mario was designed to have a familiar and simple gameplay based on classical platform video games, such as Super Mario, Donkey Kong, and other similar games. The carbohydrate counting method was seamlessly integrated in the gameplay in order to provide an educating, entertaining, and compelling experience to diabetics of all ages, even family members and friends. Our implementation suggests that a classic and engaging platform video game is malleable to the infusion of serious content without significant dilution of the gameplay. Notably, a diabetic person has designed Sugar Mario and the source code has been shared online for inspection and contribution by interested parties.\n
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\n \n\n \n \n \n \n \n \n Programming Embodied Interactions with a Remotely Controlled Educational Robot.\n \n \n \n \n\n\n \n Merkouris, A.; and Chorianopoulos, K.\n\n\n \n\n\n\n ACM Trans. Comput. Educ., 19(4): 40:1–40:19. jul 2019.\n \n\n\n\n
\n\n\n\n \n \n \"ProgrammingPaper\n  \n \n \n \"Programming paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{Merkouris_2019b,\n author = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},\n title = {Programming Embodied Interactions with a Remotely Controlled Educational Robot},\n journal = {ACM Trans. Comput. Educ.},\n issue_date = {July 2019},\n volume = {19},\n number = {4},\n month = {jul},\n year = {2019},\n issn = {1946-6226},\n pages = {40:1--40:19},\n articleno = {40},\n numpages = {19},\n url = {http://doi.acm.org/10.1145/3336126},\n doi = {10.1145/3336126},\n publisher = {ACM},\n address = {New York, NY, USA},\n keywords = {Embodied learning, assessment, children, computational thinking, educational robotics, embodiment, human\\&\\#x2013;robot interaction},\n url_Paper={Merkouris_2019b.pdf},\n abstract={Contemporary research has explored educational robotics, but it has not examined the development of computational thinking in the context of programming embodied interactions. Apart from the goal of the robot and how the robot will interact with its environment, another important aspect that should be taken into consideration is whether and how the user will physically interact with the robot. We recruited 36 middle school students to participate in a six-session robotics curriculum in an attempt to expand their learning in computational thinking. Participants were asked to develop interfaces for the remote control of a robot using diverse interaction styles from low-level to high-level embodiment, such as touch, speech, and hand and full-body gestures. We measured students’ perception of computing, examined their computational practices, and assessed the development of their computational thinking skills by analyzing the sophistication of the projects they created during a problem-solving task. We found that students who programmed combinations of low embodiment interfaces or interfaces with no embodiment produced more sophisticated projects and adopted more sophisticated computational practices compared to those who programmed full-body interfaces. These findings suggest that there might be a tradeoff between the appeal and the cognitive benefit of rich embodied interaction with a remotely controlled robot. In further work, educational robotics research and competitions might be complemented with a hybrid approach that blends the traditional autonomous robot movement with student enactment.},\n}\n\n
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\n Contemporary research has explored educational robotics, but it has not examined the development of computational thinking in the context of programming embodied interactions. Apart from the goal of the robot and how the robot will interact with its environment, another important aspect that should be taken into consideration is whether and how the user will physically interact with the robot. We recruited 36 middle school students to participate in a six-session robotics curriculum in an attempt to expand their learning in computational thinking. Participants were asked to develop interfaces for the remote control of a robot using diverse interaction styles from low-level to high-level embodiment, such as touch, speech, and hand and full-body gestures. We measured students’ perception of computing, examined their computational practices, and assessed the development of their computational thinking skills by analyzing the sophistication of the projects they created during a problem-solving task. We found that students who programmed combinations of low embodiment interfaces or interfaces with no embodiment produced more sophisticated projects and adopted more sophisticated computational practices compared to those who programmed full-body interfaces. These findings suggest that there might be a tradeoff between the appeal and the cognitive benefit of rich embodied interaction with a remotely controlled robot. In further work, educational robotics research and competitions might be complemented with a hybrid approach that blends the traditional autonomous robot movement with student enactment.\n
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\n \n\n \n \n \n \n \n \n Integrating Science Tasks and Puzzles in Computer Role Playing Games.\n \n \n \n \n\n\n \n Garneli, V.; Patiniotis, K.; and Chorianopoulos, K.\n\n\n \n\n\n\n Multimodal Technologies and Interaction, 3(3). 2019.\n \n\n\n\n
\n\n\n\n \n \n \"IntegratingPaper\n  \n \n \n \"Integrating paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{Garneli_2019b,\nAUTHOR = {Garneli, Varvara and Patiniotis, Konstantinos and Chorianopoulos,Konstantinos},\nTITLE = {Integrating Science Tasks and Puzzles in Computer Role Playing Games},\nJOURNAL = {Multimodal Technologies and Interaction},\nVOLUME = {3},\nYEAR = {2019},\nNUMBER = {3},\nARTICLE-NUMBER = {55},\nURL = {https://www.mdpi.com/2414-4088/3/3/55},\nISSN = {2414-4088},\nABSTRACT = {The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game&rsquo;s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game&rsquo;s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.},\nurl_Paper={Garneli_2019b.pdf},\nDOI = {10.3390/mti3030055}\n}\n\n
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\n The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.\n
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\n \n\n \n \n \n \n \n \n The effects of video game making within science content on student computational thinking skills and performance.\n \n \n \n \n\n\n \n Garneli, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n Interactive Technology and Smart Education, 16(4): 301–318. 2019.\n \n\n\n\n
\n\n\n\n \n \n \"ThePaper\n  \n \n \n \"The paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{Garneli_2019,\nauthor = {Varvara Garneli and Konstantinos Chorianopoulos},\ntitle = {The effects of video game making within science content on student computational thinking skills and performance},\njournal = {Interactive Technology and Smart Education},\nvolume = {16},\nnumber = {4},\npages = {301--318},\nyear = {2019},\ndoi = {10.1108/ITSE-11-2018-0097},\nURL = {https://www.emeraldinsight.com/doi/abs/10.1108/ITSE-11-2018-0097},\nurl_Paper={Garneli_2019.pdf},\nabstract = { Purpose This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach A didactic intervention was performed for five weeks. Two student groups were taught the same computational concepts in two ways. One group was taught by constructing a video game within science content to practice science and computing curriculum while the other group constructed appropriately designed projects to practice only the computing curriculum. Additionally, the students constructed a pretest project before the beginning of the intervention and a post-test project after its end. Results were based on quantitative and qualitative code analysis and interviews from the students. Findings VGM within science content resulted in projects with more CT skills and also supported students to effectively apply their acquired coding skills, after the end of the intervention. Practical implications The results of this study suggest an interdisciplinary environment, such as the VGM within science content, which can effectively support CT skills development and computing curriculum. Originality/value Although VGM has been successfully applied to teach science content, this study explored the potential influence of this learning environment on CT skills development and coding fluency. Such interdisciplinary educational environments could be applied in the typical school settings to promote a plethora of skills and academic contents. }\n}\n\n
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\n Purpose This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach A didactic intervention was performed for five weeks. Two student groups were taught the same computational concepts in two ways. One group was taught by constructing a video game within science content to practice science and computing curriculum while the other group constructed appropriately designed projects to practice only the computing curriculum. Additionally, the students constructed a pretest project before the beginning of the intervention and a post-test project after its end. Results were based on quantitative and qualitative code analysis and interviews from the students. Findings VGM within science content resulted in projects with more CT skills and also supported students to effectively apply their acquired coding skills, after the end of the intervention. Practical implications The results of this study suggest an interdisciplinary environment, such as the VGM within science content, which can effectively support CT skills development and computing curriculum. Originality/value Although VGM has been successfully applied to teach science content, this study explored the potential influence of this learning environment on CT skills development and coding fluency. Such interdisciplinary educational environments could be applied in the typical school settings to promote a plethora of skills and academic contents. \n
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\n \n\n \n \n \n \n \n \n Understanding the Notion of Friction Through Gestural Interaction with a Remotely Controlled Robot.\n \n \n \n \n\n\n \n Merkouris, A.; Chorianopoulou, B.; Chorianopoulos, K.; and Chrissikopoulos, V.\n\n\n \n\n\n\n Journal of Science Education and Technology, 28: 209–221. 2019.\n \n\n\n\n
\n\n\n\n \n \n \"UnderstandingPaper\n  \n \n \n \"Understanding paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{Merkouris_2019,\nauthor={Merkouris, Alexandros and Chorianopoulou, Betty and Chorianopoulos, Konstantinos and Chrissikopoulos, Vassilios},\ntitle={Understanding the Notion of Friction Through Gestural Interaction with a Remotely Controlled Robot},\njournal={Journal of Science Education and Technology},\nyear={2019},\nvolume= {28},\npages={209--221},\nabstract={Embodied interaction with tangible interactive objects can be beneficial for introducing abstract scientific concepts, especially for young learners. Nevertheless, there is limited comparative evaluation of alternative interaction modalities with contemporary educational technology, such as tablets and robots. In this study, we explore the effects of touch and gestural interaction with a tablet and a robot, in the context of a primary education physics course about the notion of friction. For this purpose, 56 students participated in a between-groups study that involved four computationally enhanced interventions which correspond to different input and output modalities, respectively: (1) touch-virtual, (2) touch-physical, (3) hand gesture-virtual, and (4) hand gesture-physical. We measured students' friction knowledge and examined their views. We found that the physical conditions had greater learning impact concerning friction knowledge compared to the virtual way. Additionally, physical manipulation benefited those learners who had misconceptions or limited initial knowledge about friction. We also found that students who used the more familiar touchscreen interface demonstrated similar learning gains and reported higher usability compared to those using the hand-tilt interface. These findings suggest that user interface familiarity should be carefully balanced with user interface congruency, in order to establish accessibility to a scientific concept in a primary education context.},\nissn={1573-1839},\ndoi={10.1007/s10956-018-9760-2},\nurl={https://doi.org/10.1007/s10956-018-9760-2},\nurl_Paper={Merkouris_2019.pdf},\n}\n\n
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\n Embodied interaction with tangible interactive objects can be beneficial for introducing abstract scientific concepts, especially for young learners. Nevertheless, there is limited comparative evaluation of alternative interaction modalities with contemporary educational technology, such as tablets and robots. In this study, we explore the effects of touch and gestural interaction with a tablet and a robot, in the context of a primary education physics course about the notion of friction. For this purpose, 56 students participated in a between-groups study that involved four computationally enhanced interventions which correspond to different input and output modalities, respectively: (1) touch-virtual, (2) touch-physical, (3) hand gesture-virtual, and (4) hand gesture-physical. We measured students' friction knowledge and examined their views. We found that the physical conditions had greater learning impact concerning friction knowledge compared to the virtual way. Additionally, physical manipulation benefited those learners who had misconceptions or limited initial knowledge about friction. We also found that students who used the more familiar touchscreen interface demonstrated similar learning gains and reported higher usability compared to those using the hand-tilt interface. These findings suggest that user interface familiarity should be carefully balanced with user interface congruency, in order to establish accessibility to a scientific concept in a primary education context.\n
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\n \n\n \n \n \n \n \n \n Softwork: What are humans useful for?.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the Digital Culture & AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology, pages 5, 2019. Ionian University\n \n\n\n\n
\n\n\n\n \n \n \"Softwork: paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{Chorianopoulos_2019,\n  title={Softwork: What are humans useful for?},\n  abstract={In this article, we suggest that the use of software applications has already provided a perpetually robust solution to the problem of work, employment, and jobs. We assume that basic human needs\n(food, shelter, security) have been fulfilled and we aim to address self-actualization. For this purpose, we employ social phenomenol- ogy theory and we regard human actions and beliefs as a malleable inter-subjective reality. In particular, we focus on the genre of office productivity software and we provide a case study on Computer- Aided Design (CAD) software. We demonstrate how the work of the architect has gradually morphed from a skillful, embodied, and en- acted activity into mere symbol manipulation that can be performed by unskilled humans. We suggest that this finding can be generalized to the majority of software applications that have a similar workflow, which includes editing of content and sharing it with other human beings, in a self- reinforcing cycle. These findings have significant im- plications for policy, education, and spirituality, which are malleable and could shape human needs in alignment with any goal that we consider as good.},\n  author={Chorianopoulos, Konstantinos},\n  booktitle={Proceedings of the Digital Culture {\\&} AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology},\n  pages={5},\n  year={2019},\n  url_Paper={Chorianopoulos_2019.pdf},\n  organization={Ionian University},\n}\n\n
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\n In this article, we suggest that the use of software applications has already provided a perpetually robust solution to the problem of work, employment, and jobs. We assume that basic human needs (food, shelter, security) have been fulfilled and we aim to address self-actualization. For this purpose, we employ social phenomenol- ogy theory and we regard human actions and beliefs as a malleable inter-subjective reality. In particular, we focus on the genre of office productivity software and we provide a case study on Computer- Aided Design (CAD) software. We demonstrate how the work of the architect has gradually morphed from a skillful, embodied, and en- acted activity into mere symbol manipulation that can be performed by unskilled humans. We suggest that this finding can be generalized to the majority of software applications that have a similar workflow, which includes editing of content and sharing it with other human beings, in a self- reinforcing cycle. These findings have significant im- plications for policy, education, and spirituality, which are malleable and could shape human needs in alignment with any goal that we consider as good.\n
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\n  \n 2018\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n \n ActionTrip: automating egocentric video production through gestural interaction and landmark awareness.\n \n \n \n \n\n\n \n Deliyannis, I.; Symianakis, S.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 22nd Pan-Hellenic Conference on Informatics, pages 127–132, 2018. ACM\n \n\n\n\n
\n\n\n\n \n \n \"ActionTrip: paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{Deliyannis_2018,\n  abstract={The proliferation of smartphones with video recording and action cameras has empowered users to effortlessly capture everyday moments and activities in video format. This process often results into long video sequences that need to be edited down and summarized in order to be properly archived, shared within social media, or simply projected to family and friends. For those who do not possess video-editing skills, isolating the most appropriate moments is a difficult and time-consuming task. This work presents "ActionTrip", a system that provides gestural user interaction during video-capture, in order to seamlessly tag personal points of interest. In addition, the system captures contextual information about nearby landmarks and information from social networking systems. This combination of personal with social preferences has enabled a single-step final editing process, which presents to the user a small list of points interest (public landmarks and personal preferences), instead of the actual recorded video that might be very long to comprehend. The benefits of this system have been demonstrated through a small-scale case study during the visit and tour in a European city.},\n  title={ActionTrip: automating egocentric video production through gestural interaction and landmark awareness},\n  author={Deliyannis, Ioannis and Symianakis, Sifis and Chorianopoulos, Konstantinos},\n  booktitle={Proceedings of the 22nd Pan-Hellenic Conference on Informatics},\n  pages={127--132},\n  year={2018},\n  organization={ACM},\n  url_Paper={Deliyannis_2018},\n  doi={10.1145/3291533.3291585},\n}\n\n
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\n The proliferation of smartphones with video recording and action cameras has empowered users to effortlessly capture everyday moments and activities in video format. This process often results into long video sequences that need to be edited down and summarized in order to be properly archived, shared within social media, or simply projected to family and friends. For those who do not possess video-editing skills, isolating the most appropriate moments is a difficult and time-consuming task. This work presents \"ActionTrip\", a system that provides gestural user interaction during video-capture, in order to seamlessly tag personal points of interest. In addition, the system captures contextual information about nearby landmarks and information from social networking systems. This combination of personal with social preferences has enabled a single-step final editing process, which presents to the user a small list of points interest (public landmarks and personal preferences), instead of the actual recorded video that might be very long to comprehend. The benefits of this system have been demonstrated through a small-scale case study during the visit and tour in a European city.\n
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\n \n\n \n \n \n \n \n \n Programming touch and full-body interaction with a remotely controlled robot in a secondary education STEM course.\n \n \n \n \n\n\n \n Merkouris, A.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 22nd Pan-Hellenic Conference on Informatics, pages 225–229, 2018. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Programming paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{Merkouris_2018,\n  abstract={Contemporary research has introduced educational robotics in the classroom, but there are few studies about the effects of alternative embodied interaction modalities on computational thinking and science education. Twenty-six middle school students were asked to program interfaces for controlling the heading and speed of a robot using two types of embodied interaction modalities. We compared touch and full-body gestures to autonomous control, which does not require any embodied interaction. We assessed the development of their computational thinking skills by analyzing the projects they created during a problem-solving task and examined their understandings of science concepts related to kinematics. We found that novice students preferred full-body interfaces, while advanced students moved to more disembodied and abstract computational thinking. These findings might be applied to focus computing and science education activities to the right age and abilities groups of students.},\n  title={Programming touch and full-body interaction with a remotely controlled robot in a secondary education STEM course},\n  author={Merkouris, Alexandros and Chorianopoulos, Konstantinos},\n  booktitle={Proceedings of the 22nd Pan-Hellenic Conference on Informatics},\n  pages={225--229},\n  year={2018},\n  organization={ACM},\n  url_Paper={Merkouris_2018},\n  doi={10.1145/3291533.3291537},\n}\n\n
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\n\n\n
\n Contemporary research has introduced educational robotics in the classroom, but there are few studies about the effects of alternative embodied interaction modalities on computational thinking and science education. Twenty-six middle school students were asked to program interfaces for controlling the heading and speed of a robot using two types of embodied interaction modalities. We compared touch and full-body gestures to autonomous control, which does not require any embodied interaction. We assessed the development of their computational thinking skills by analyzing the projects they created during a problem-solving task and examined their understandings of science concepts related to kinematics. We found that novice students preferred full-body interfaces, while advanced students moved to more disembodied and abstract computational thinking. These findings might be applied to focus computing and science education activities to the right age and abilities groups of students.\n
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\n \n\n \n \n \n \n \n \n A Taxonomy of Asynchronous Instructional Video Styles.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n The International Review of Research in Open and Distributed Learning, 19(1). jan 2018.\n \n\n\n\n
\n\n\n\n \n \n \"A paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{Chorianopoulos_2018,\nauthor        = {Chorianopoulos, Konstantinos},\ntitle         = {{A Taxonomy of Asynchronous Instructional Video Styles}},\nabstract      = {Many educational organizations are employing instructional video\nin their pedagogy, but there is limited understanding of the possible presentation styles. In practice, the presentation style of video lectures ranges from a direct recording of classroom teaching with a stationary camera and screencasts with voice-over, up to highly elaborate video post-production. Previous work evaluated the effectiveness of several presentation styles, but there has not been any consistent taxonomy, which would have made comparisons and meta-analyses possible. In this article, we surveyed the research literature and we examined contemporary video-based courses, which have been produced by diverse educational organizations and teachers across various academic disciplines. We organized video lectures in two dimensions according to the level of human presence and according to the type of instructional media. In addition to organizing existing video lectures in a comprehensive way, the proposed taxonomy offers a design space that facilitates the choice of a suitable presentation style, as well as the preparation of new ones.},\nmonth         = {jan},\nyear          = {2018},\njournal     = {The International Review of Research in Open and Distributed Learning},\ndoi         = {10.19173/irrodl.v19i1.2920},\nurl_Paper={Chorianopoulos_2018.pdf},\nissn          = {1492-3831},\nkeywords      = {education,learning,video,lecture,production,style,emdodiment,instructional media},\nlanguage      = {en},\nmendeley-tags = {education,learning,video,lecture,production,style,embodiment,instructional media},\nnumber        = {1},\nvolume        = {19},\n}\n\n
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\n Many educational organizations are employing instructional video in their pedagogy, but there is limited understanding of the possible presentation styles. In practice, the presentation style of video lectures ranges from a direct recording of classroom teaching with a stationary camera and screencasts with voice-over, up to highly elaborate video post-production. Previous work evaluated the effectiveness of several presentation styles, but there has not been any consistent taxonomy, which would have made comparisons and meta-analyses possible. In this article, we surveyed the research literature and we examined contemporary video-based courses, which have been produced by diverse educational organizations and teachers across various academic disciplines. We organized video lectures in two dimensions according to the level of human presence and according to the type of instructional media. In addition to organizing existing video lectures in a comprehensive way, the proposed taxonomy offers a design space that facilitates the choice of a suitable presentation style, as well as the preparation of new ones.\n
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\n \n\n \n \n \n \n \n \n Programming video games and simulations in science education: exploring computational thinking through code analysis.\n \n \n \n \n\n\n \n Garneli, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n Interactive Learning Environments, 26(3): 386–401. mar 2018.\n \n\n\n\n
\n\n\n\n \n \n \"Programming paper\n  \n \n \n \"ProgrammingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{Garneli_2018,\ntitle = {{Programming video games and simulations in science education: exploring computational thinking through code analysis}},\nabstract = {Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five weeks, with two-hour sessions per week, plus two more weeks for the pretest and post-test projects. Students were taught programming concepts through a science project; one group represented the function of a basic electric circuit by creating a simulation, while the other group represented the same function by creating a video game in which a player should achieve a score in order to win. Video game construction resulted in projects with higher CT skills and more primitives, as measured through projects' code analysis. Moreover, the video-game context seems to better motivate students for future engagement with computing activities.},\nauthor = {Garneli, Varvara and Chorianopoulos, Konstantinos},\ndoi = {10.1080/10494820.2017.1337036},\nurl_Paper={Garneli_2018.pdf},\njournal = {Interactive Learning Environments},\nkeywords = {Serious video games,computational thinking,computing education,science education,serious games,simulation},\nmendeley-tags = {computing education,science education,serious games},\nvolume = {26},\nnumber = {3},\nmonth = {mar},\npages = {386--401},\npublisher = {Routledge},\nurl = {https://www.tandfonline.com/doi/full/10.1080/10494820.2017.1337036},\nyear = {2018}\n}\n\n
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\n Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five weeks, with two-hour sessions per week, plus two more weeks for the pretest and post-test projects. Students were taught programming concepts through a science project; one group represented the function of a basic electric circuit by creating a simulation, while the other group represented the same function by creating a video game in which a player should achieve a score in order to win. Video game construction resulted in projects with higher CT skills and more primitives, as measured through projects' code analysis. Moreover, the video-game context seems to better motivate students for future engagement with computing activities.\n
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\n \n\n \n \n \n \n \n \n Immortality and resurrection of the digital self.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the Digital Culture & AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology, pages 4, 2018. Ionian University\n \n\n\n\n
\n\n\n\n \n \n \"Immortality paper\n  \n \n \n \"ImmortalityPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{Chorianopoulos_2018b,\n  title={Immortality and resurrection of the digital self},\n  abstract={We can safely predict that sometime in the future there will be more social media profiles belonging to dead than living people. In this work, we begin by characterizing the cultural meaning of the technological affordances that social media institutions have already associated with profiles that belong to dead people. We analyze current practices and we present future trends under the scope of the remediation theory 1, which suggests that at least initially, new media practices are just a mimesis of existing practices. In particular, we examine Facebook, which has already introduced several options for user profiles that belong to dead users. Finally, we raise awareness about novel technological and cultural issues that have been neglected or are not in the interests of social media institutions.},\n  author={Chorianopoulos, Konstantinos},\n  booktitle={Proceedings of the Digital Culture {\\&} AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology},\n  pages={4},\n  year={2018},\n  url_Paper={Chorianopoulos_2018b.pdf},\n  organization={Ionian University},\n  url={http://ceur-ws.org/Vol-2811/Paper13.pdf},\n}\n\n
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\n We can safely predict that sometime in the future there will be more social media profiles belonging to dead than living people. In this work, we begin by characterizing the cultural meaning of the technological affordances that social media institutions have already associated with profiles that belong to dead people. We analyze current practices and we present future trends under the scope of the remediation theory 1, which suggests that at least initially, new media practices are just a mimesis of existing practices. In particular, we examine Facebook, which has already introduced several options for user profiles that belong to dead users. Finally, we raise awareness about novel technological and cultural issues that have been neglected or are not in the interests of social media institutions.\n
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\n  \n 2017\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n \n Programming Human-Robot Interactions in Middle School : The Role of Mobile Input Modalities in Embodied Learning.\n \n \n \n \n\n\n \n Merkouris, A.; and Chorianopoulos, K.\n\n\n \n\n\n\n In International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), pages 146–153, november 2017. Springer\n \n\n\n\n
\n\n\n\n \n \n \"Programming paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{Merkouris_2017a,\nabstract = {Embodiment within robotics can serve as an innovative approach to attracting students to computer programming. Nevertheless, there is a limited number of empirical studies in authentic classroom environments to support this assumption. In this study, we explored the synergy between embodied learning and educational robotics through a series of programming activities. Thirty-six middle school students were asked to create applications for controlling a robot using diverse interaction modalities, such as touch, speech, hand and full body gestures. We measured students' preferences, views, and intentions. Further- more, we evaluated students' interaction modalities selections during a semi- open problem-solving task. The results revealed that students felt more confident about their programming skills after the activities. Moreover, participants chose interfaces that were attractive to them and congruent to the programming tasks.},\nauthor = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},\nbooktitle = {International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017)},\ndoi = {10.1007/978-3-319-75175-7_45},\nurl_Paper={Merkouris_2017a.pdf},\nkeywords = {children,computer education,educational robotics,embodied learning,embodiment,experiment,human-robot interaction,input,interaction,robots},\nmendeley-tags = {computing education,embodiment,input,interaction,robots},\npages = {146--153},\ntitle = {{Programming Human-Robot Interactions in Middle School : The Role of Mobile Input Modalities in Embodied Learning}},\npublisher = {Springer},\nmonth = {november},\nyear = {2017}\n}\n\n
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\n Embodiment within robotics can serve as an innovative approach to attracting students to computer programming. Nevertheless, there is a limited number of empirical studies in authentic classroom environments to support this assumption. In this study, we explored the synergy between embodied learning and educational robotics through a series of programming activities. Thirty-six middle school students were asked to create applications for controlling a robot using diverse interaction modalities, such as touch, speech, hand and full body gestures. We measured students' preferences, views, and intentions. Further- more, we evaluated students' interaction modalities selections during a semi- open problem-solving task. The results revealed that students felt more confident about their programming skills after the activities. Moreover, participants chose interfaces that were attractive to them and congruent to the programming tasks.\n
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\n \n\n \n \n \n \n \n \n Exergaming can be an innovative way of enjoyable high-intensity interval training.\n \n \n \n \n\n\n \n Moholdt, T.; Weie, S.; Chorianopoulos, K.; Wang, A. I.; and Hagen, K.\n\n\n \n\n\n\n BMJ Open Sport & Exercise Medicine, 3(1): e000258. august 2017.\n \n\n\n\n
\n\n\n\n \n \n \"Exergaming paper\n  \n \n \n \"ExergamingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@article{Moholdt_2017,\nabstract = {Objectives Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. Methods Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis. Results The average intensity during PLAY (73{\\%}±10{\\%} of HRmax) was significantly higher than that during WALK (57{\\%}±7{\\%} of HRmax, p=0.01). Participants spent 12.5±5.3 min at 80{\\%}–89{\\%} of HRmax and 5.5±4.6 min at ≥90{\\%} of HRmax during PLAY, whereas intensity during WALK was ≤72{\\%} of HRmax. The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p{\\textless}0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01). Conclusions Exergaming can be an innovative way of enjoyable high-intensity training.},\nauthor = {Moholdt, Trine and Weie, Stian and Chorianopoulos, Konstantinos and Wang, Alf Inge and Hagen, Kristoffer},\ndoi = {10.1136/bmjsem-2017-000258},\nurl_Paper={Moholdt_2017.pdf},\nissn = {2055-7647},\njournal = {BMJ Open Sport {\\&} Exercise Medicine},\nkeywords = {exergame,gamification,health},\nmendeley-tags = {exergame,gamification,health},\nnumber = {1},\npages = {e000258},\ntitle = {{Exergaming can be an innovative way of enjoyable high-intensity interval training}},\nurl = {http://bmjopensem.bmj.com/lookup/doi/10.1136/bmjsem-2017-000258},\nvolume = {3},\nmonth = {august},\nyear = {2017}\n}\n\n\n
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\n Objectives Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. Methods Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis. Results The average intensity during PLAY (73%±10% of HRmax) was significantly higher than that during WALK (57%±7% of HRmax, p=0.01). Participants spent 12.5±5.3 min at 80%–89% of HRmax and 5.5±4.6 min at ≥90% of HRmax during PLAY, whereas intensity during WALK was ≤72% of HRmax. The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p\\textless0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01). Conclusions Exergaming can be an innovative way of enjoyable high-intensity training.\n
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\n \n\n \n \n \n \n \n \n Teaching Programming in Secondary Education Through Embodied Computing Platforms: Robotics and Wearables.\n \n \n \n \n\n\n \n Merkouris, A.; Chorianopoulos, K.; and Kameas, A.\n\n\n \n\n\n\n ACM Transactions on Computing Education, 17(2): 1–22. may 2017.\n \n\n\n\n
\n\n\n\n \n \n \"TeachingPaper\n  \n \n \n \"Teaching paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{Merkouris_2017,\n author = {Merkouris, Alexandros and Chorianopoulos, Konstantinos and Kameas, Achilles},\n title = {{Teaching Programming in Secondary Education Through Embodied Computing Platforms: Robotics and Wearables}},\n journal = {ACM Transactions on Computing Education},\n issue_date = {May 2017},\n volume = {17},\n number = {2},\n month = {may},\n year = {2017},\n abstract = {Pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. There are many tangible hardware platforms for introducing computer programming to children, but there is limited comparative evaluation of them in the context of a formal classroom. In this work, we explore the benefits of learning to code for tangible computers, such as robots and wearable computers, in comparison to programming for the desktop computer. For this purpose, 36 students participated in a within-groups study that involved three types of target computer platform tangibility. 1) desktop, 2) wearable, and 3) robotic. We employed similar blocks-based visual programming environments, and we measured emotional engagement, attitudes, and computer programming performance. We found that students were more engaged by and had a higher intention of learning programming with the robotic rather than the desktop computer. Furthermore, tangible computing platforms, either robot or wearable, did not affect the students’ performance in learning basic computational concepts (e.g., sequence, repeat, and decision). Our findings suggest that computer programming should be introduced through multiple target platforms (e.g., robots, smartphones, wearables) to engage children.},\n issn = {1946-6226},\n pages = {1--22},\n articleno = {9},\n numpages = {22},\n url = {http://doi.acm.org/10.1145/3025013},\n doi = {10.1145/3025013},\n url_Paper={Merkouris_2017.pdf},\n publisher = {ACM},\n address = {New York, NY, USA},\n keywords = {Ubiquitous computing, children, embodiment, experiment, learning, robot, wearable},\n}\n\n
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\n Pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. There are many tangible hardware platforms for introducing computer programming to children, but there is limited comparative evaluation of them in the context of a formal classroom. In this work, we explore the benefits of learning to code for tangible computers, such as robots and wearable computers, in comparison to programming for the desktop computer. For this purpose, 36 students participated in a within-groups study that involved three types of target computer platform tangibility. 1) desktop, 2) wearable, and 3) robotic. We employed similar blocks-based visual programming environments, and we measured emotional engagement, attitudes, and computer programming performance. We found that students were more engaged by and had a higher intention of learning programming with the robotic rather than the desktop computer. Furthermore, tangible computing platforms, either robot or wearable, did not affect the students’ performance in learning basic computational concepts (e.g., sequence, repeat, and decision). Our findings suggest that computer programming should be introduced through multiple target platforms (e.g., robots, smartphones, wearables) to engage children.\n
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\n \n\n \n \n \n \n \n \n Citizen science for pedestrian cartography: collection and moderation of walkable routes in cities through mobile gamification.\n \n \n \n \n\n\n \n Kapenekakis, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n Human-centric Computing and Information Sciences, 7(1): 10. may 2017.\n \n\n\n\n
\n\n\n\n \n \n \"Citizen paper\n  \n \n \n \"CitizenPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@Article{Kapenekakis_2017,\n  author      = {Kapenekakis, Ippokratis and Chorianopoulos, Konstantinos},\n  title       = {{Citizen science for pedestrian cartography: collection and moderation of walkable routes in cities through mobile gamification}},\n  journal     = {Human-centric Computing and Information Sciences},\n  volume      = {7},\n  number      = {1},\n  pages       = {10},\n  month       = {may},\n  year        = {2017},\n  abstract    = {Digital geographical maps can be regarded as a user interface for understanding and navigating the city. Nevertheless, contemporary digital maps over-emphasize the needs of motor vehicles. Pedestrian routes have only been considered as an add-on option in existing digital maps and the respective data collection has not been performed in the field. In this article, we present a mobile application that employs gamification as a means to engage users to collect pragmatic data about walkable routes, which are then processed with the goal of creating a new kind of pedestrian-friendly cartography. Besides the technical infrastructure for collecting and filtering the route traces, the main challenge in user-generated walkable routes is the identification of malicious data, which should be rejected, as well as the rewarding of constructive behavior through peer-review. For this purpose, the mobile application employs a point system in order to identify and discourage the submission of bad routes. A longitudinal field study of the mobile application confirmed that gamification facilitates effective data collection for producing pedestrian cartography even with few users and demonstrated that gamification infuses a shared responsibly about the quality of data collection. The visualization of the pedestrian-generated data on a map required a partially manual process, thus, further research should explore the gamification of the data visualization part, too.},\n  publisher   = {Springer Berlin Heidelberg},\n  doi         = {10.1186/s13673-017-0090-9},\n  url_Paper={Kapenekakis_2017.pdf},\n  url         = {https://hcis-journal.springeropen.com/articles/10.1186/s13673-017-0090-9},\n}\n\n
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\n Digital geographical maps can be regarded as a user interface for understanding and navigating the city. Nevertheless, contemporary digital maps over-emphasize the needs of motor vehicles. Pedestrian routes have only been considered as an add-on option in existing digital maps and the respective data collection has not been performed in the field. In this article, we present a mobile application that employs gamification as a means to engage users to collect pragmatic data about walkable routes, which are then processed with the goal of creating a new kind of pedestrian-friendly cartography. Besides the technical infrastructure for collecting and filtering the route traces, the main challenge in user-generated walkable routes is the identification of malicious data, which should be rejected, as well as the rewarding of constructive behavior through peer-review. For this purpose, the mobile application employs a point system in order to identify and discourage the submission of bad routes. A longitudinal field study of the mobile application confirmed that gamification facilitates effective data collection for producing pedestrian cartography even with few users and demonstrated that gamification infuses a shared responsibly about the quality of data collection. The visualization of the pedestrian-generated data on a map required a partially manual process, thus, further research should explore the gamification of the data visualization part, too.\n
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\n \n\n \n \n \n \n \n \n Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes.\n \n \n \n \n\n\n \n Garneli, V.; Giannakos, M.; and Chorianopoulos, K.\n\n\n \n\n\n\n British Journal of Educational Technology, 48(3): 842–859. may 2017.\n \n\n\n\n
\n\n\n\n \n \n \"Serious paper\n  \n \n \n \"SeriousPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Garneli_2017,\n  author        = {Garneli, Varvara and Giannakos, Michail and Chorianopoulos, Konstantinos},\n  title         = {{Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes}},\n  journal       = {British Journal of Educational Technology},\n  year          = {2017},\n  volume        = {48},\n  number        = {3},\n  pages         = {842--859},\n  month         = {may},\n  abstract      = {Research into educational technology has evaluated new computer-based systems as tools for improving\nstudents' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for\nattracting students with different needs and expectations. In this field study, we empirically examined different forms of\nserious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle\nschool. Divided into four groups of 20 students, each group practiced with a maths video game in three ways. The first group\nplayed the storytelling maths game, the second played the same game but with no story and the third played and modified the\nvideo game. Finally, a control group practised in a paper-based (traditional) way by solving exercises. Although only minor\ndifferences in learning performance were identified, we found significant differences in the attitudes of the students toward\nlearning through the video game. Students who are not motivated by conventional paper-based assignments might be engaged better\nwith the use of a video game. Our findings suggest that video game pedagogy could provide malleable learning for different\ngroups of students using methods that move beyond the conventional tool-based approach.},\n  doi           = {10.1111/bjet.12455},\n  url_Paper={Garneli_2017.pdf},\n  issn          = {1467-8535},\n  keywords      = {learning,serious games,video game},\n  mendeley-tags = {learning,serious games,video game},\n  url           = {http://doi.wiley.com/10.1111/bjet.12455},\n}\n\n
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\n Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms of serious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle school. Divided into four groups of 20 students, each group practiced with a maths video game in three ways. The first group played the storytelling maths game, the second played the same game but with no story and the third played and modified the video game. Finally, a control group practised in a paper-based (traditional) way by solving exercises. Although only minor differences in learning performance were identified, we found significant differences in the attitudes of the students toward learning through the video game. Students who are not motivated by conventional paper-based assignments might be engaged better with the use of a video game. Our findings suggest that video game pedagogy could provide malleable learning for different groups of students using methods that move beyond the conventional tool-based approach.\n
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\n \n\n \n \n \n \n \n \n Design and implement chords and personal windows for multi-user collaboration on a large multi-touch vertical display.\n \n \n \n \n\n\n \n Leftheriotis, I.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n Human-centric Computing and Information Sciences, 6(1): 14. dec 2016.\n \n\n\n\n
\n\n\n\n \n \n \"Design paper\n  \n \n \n \"DesignPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Leftheriotis_2016,\n  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Design and implement chords and personal windows for multi-user collaboration on a large multi-touch\nvertical display}},\n  journal       = {Human-centric Computing and Information Sciences},\n  year          = {2016},\n  volume        = {6},\n  number        = {1},\n  pages         = {14},\n  month         = {dec},\n  abstract      = {Co-located collaboration on large vertical screens has become technically feasible, but users are faced with\nincreased effort, or have to wear intrusive personal identifiers. Previous research on co-located collaboration has assumed\nthat all users perform exactly the same task (e.g., moving and resizing photos), or that they negotiate individual actions in\nturns. However, there is limited user interface software that supports simultaneous performance of individual actions during\nshared tasks (Fig. 1a). As a remedy, we have introduced multi-touch chords (Fig. 1b) and personal action windows (Fig. 1c) for\nco-located collaboration on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for\nit, users work simultaneously on shared tasks by means of personal action windows, which are triggered by multi-touch chords\nperformed anywhere on the display. In order to evaluate the proposed technique with users, we introduced an experimental task,\nwhich stands for the group dynamics that emerge during shared tasks on a large display. A grounded theory analysis of users'\nbehaviour provided insights into established co-located collaboration topics, such as conflict resolution strategies and space\nnegotiation. The main contribution of this work is the design and implementation of a novel seamless identification and\ninteraction technique that supports diverse multi-touch interactions by multiple users: multi-touch chord interaction along\nwith personal action windows.},\n  doi           = {10.1186/s13673-016-0070-5},\n  url_Paper={Leftheriotis_2016.pdf},\n  issn          = {2192-1962},\n  keywords      = {Chords,Collaboration,Multi-touch,Multi-user,Personal windows,collaboration,human-computer interaction,large\nscreen,software technology,surface,ubiquitous computing},\n  mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing},\n  publisher     = {Springer Berlin Heidelberg},\n  url           = {http://hcis-journal.springeropen.com/articles/10.1186/s13673-016-0070-5},\n}\n\n
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\n Co-located collaboration on large vertical screens has become technically feasible, but users are faced with increased effort, or have to wear intrusive personal identifiers. Previous research on co-located collaboration has assumed that all users perform exactly the same task (e.g., moving and resizing photos), or that they negotiate individual actions in turns. However, there is limited user interface software that supports simultaneous performance of individual actions during shared tasks (Fig. 1a). As a remedy, we have introduced multi-touch chords (Fig. 1b) and personal action windows (Fig. 1c) for co-located collaboration on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users work simultaneously on shared tasks by means of personal action windows, which are triggered by multi-touch chords performed anywhere on the display. In order to evaluate the proposed technique with users, we introduced an experimental task, which stands for the group dynamics that emerge during shared tasks on a large display. A grounded theory analysis of users' behaviour provided insights into established co-located collaboration topics, such as conflict resolution strategies and space negotiation. The main contribution of this work is the design and implementation of a novel seamless identification and interaction technique that supports diverse multi-touch interactions by multiple users: multi-touch chord interaction along with personal action windows.\n
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\n \n\n \n \n \n \n \n \n Flutrack.org: Open-source and linked data for epidemiology.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Talvis, K.\n\n\n \n\n\n\n Health Informatics Journal, 22(4): 962–974. sep 2016.\n \n\n\n\n
\n\n\n\n \n \n \"Flutrack.org: paper\n  \n \n \n \"Flutrack.org:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2016,\n  author        = {Chorianopoulos, Konstantinos and Talvis, Karolos},\n  title         = {{Flutrack.org: Open-source and linked data for epidemiology}},\n  journal       = {Health Informatics Journal},\n  year          = {2016},\n  volume        = {22},\n  number        = {4},\n  pages         = {962--974},\n  month         = {sep},\n  abstract      = {Epidemiology has made advances, thanks to the availability of real-time surveillance data and by leveraging\nthe geographic analysis of incidents. There are many health information systems that visualize the symptoms of influenza-like\nillness on a digital map, which is suitable for end-users, but it does not afford further processing and analysis. Existing\nsystems have emphasized the collection, analysis, and visualization of surveillance data, but they have neglected a modular and\ninteroperable design that integrates high-resolution geo-location with real-time data. As a remedy, we have built an\nopen-source project and we have been operating an open service that detects flu-related symptoms and shares the data in\nreal-time with anyone who wants to built upon this system. An analysis of a small number of precisely geo-located status\nupdates (e.g. Twitter) correlates closely with the Google Flu Trends and the Centers for Disease Control and Prevention\nflu-positive reports. We suggest that public health information systems should embrace an open- source approach and offer\nlinked data, in order to facilitate the development of an ecosystem of applications and services, and in order to be\ntransparent to the general public interest.},\n  doi           = {10.1177/1460458215599822},\n  url_Paper={Chorianopoulos_2016.pdf},\n  issn          = {1460-4582},\n  keywords      = {application programming interface,contagious,health informatics,linked data,open data,open source,social\nmedia,software,twitter},\n  mendeley-tags = {health informatics,open data,open source,software},\n  url           = {http://jhi.sagepub.com/cgi/doi/10.1177/1460458215599822},\n}\n\n
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\n Epidemiology has made advances, thanks to the availability of real-time surveillance data and by leveraging the geographic analysis of incidents. There are many health information systems that visualize the symptoms of influenza-like illness on a digital map, which is suitable for end-users, but it does not afford further processing and analysis. Existing systems have emphasized the collection, analysis, and visualization of surveillance data, but they have neglected a modular and interoperable design that integrates high-resolution geo-location with real-time data. As a remedy, we have built an open-source project and we have been operating an open service that detects flu-related symptoms and shares the data in real-time with anyone who wants to built upon this system. An analysis of a small number of precisely geo-located status updates (e.g. Twitter) correlates closely with the Google Flu Trends and the Centers for Disease Control and Prevention flu-positive reports. We suggest that public health information systems should embrace an open- source approach and offer linked data, in order to facilitate the development of an ecosystem of applications and services, and in order to be transparent to the general public interest.\n
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\n \n\n \n \n \n \n \n \n Gameplay as Exercise Designing an Engaging Multiplayer Biking Exergame.\n \n \n \n \n\n\n \n Hagen, K.; Chorianopoulos, K.; Wang, A. I.; Jaccheri, M. L.; and Weie, S.\n\n\n \n\n\n\n In CHI 2016 Adjunct Proceedings, 2016. \n \n\n\n\n
\n\n\n\n \n \n \"Gameplay paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Hagen_2016,\n  author        = {Hagen, Kristoffer and Chorianopoulos, Konstantinos and Wang, Alf Inge and Jaccheri, Maria Letizia and Weie,\nStian},\n  title         = {{Gameplay as Exercise Designing an Engaging Multiplayer Biking Exergame}},\n  booktitle     = {CHI 2016 Adjunct Proceedings},\n  year          = {2016},\n  number        = {May},\n  abstract      = {We designed and evaluated an exertion video game in order to overcome two challenges that are preventing\nexergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was\nachieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion\nfound in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants.\nCompared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree\nof physical activity. Further research could consider alternative versions of exergames, as well as different user groups.},\n  doi           = {10.1145/2851581.2892515},\n  url_Paper={Hagen_2016.pdf},\n  isbn          = {9781450340823},\n  keywords      = {competitive multiplayer,computer game,exercise,exergame,exertion game,physical activity,sedentary,video\ngame,,lifestyle},\n  mendeley-tags = {exercise,exergame,video game},\n}\n\n\n
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\n We designed and evaluated an exertion video game in order to overcome two challenges that are preventing exergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was achieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion found in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants. Compared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree of physical activity. Further research could consider alternative versions of exergames, as well as different user groups.\n
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\n  \n 2015\n \n \n (12)\n \n \n
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\n \n\n \n \n \n \n \n \n Introducing Computer Programming to Children through Robotic and Wearable Devices.\n \n \n \n \n\n\n \n Merkouris, A.; and Chorianopoulos, K.\n\n\n \n\n\n\n In WiPSCE 2015: The 10th Workshop in Primary and Secondary Computing Education, London, 2015. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Introducing paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Merkouris_2015,\n  author        = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},\n  title         = {{Introducing Computer Programming to Children through Robotic and Wearable Devices}},\n  booktitle     = {WiPSCE 2015: The 10th Workshop in Primary and Secondary Computing Education},\n  year          = {2015},\n  address       = {London},\n  publisher     = {ACM},\n  abstract      = {Learning to program in computer code has been considered one of the pillars of contemporary education with\nbenefits that reach well beyond the skills required by the computing industry, into creativity and self-expression.\nNevertheless, the execution of computer programs usually takes place on a traditional desktop computer, which has a limited\nrepertoire of input and output interfaces to engage with the user. On the other hand, pedagogy has emphasized that physical\nrepresentations and tangible interactive objects benefit learning especially for young students. In this work, we explore the\nbenefits of learning to code for ubiquitous computers, such as robots and wearable computers, in comparison to programming for\nthe desktop computer. For this purpose, thirty-six students participated in a within groups study that involved three types of\ntangibility at the target computer platform: 1) desktop with Scratch, 2) wearable with Arduino LilyPad, and 3) robotic with\nLego Mindstorms. Regardless of the target platform, we employed the same desktop visual programming environment (MIT Scratch,\nModkit and Enchanting) and we measured emotional engagement and assessed students' programming skills. We found that students\nexpressed more positive emotions while programming with the robotic rather than the desktop computer. Furthermore, tangible\ncomputing platforms didn't affect dramatically students' performance in computational thinking.},\n  doi           = {10.1145/2818314.2818342},\n  url_Paper={Merkouris_2015.pdf},\n  keywords      = {children,computer education,embodiment,experiment,learning,programming,robot,ubiquitous computing,wearable},\n  mendeley-tags = {computer education,programming,ubiquitous computing},\n}\n\n
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\n Learning to program in computer code has been considered one of the pillars of contemporary education with benefits that reach well beyond the skills required by the computing industry, into creativity and self-expression. Nevertheless, the execution of computer programs usually takes place on a traditional desktop computer, which has a limited repertoire of input and output interfaces to engage with the user. On the other hand, pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. In this work, we explore the benefits of learning to code for ubiquitous computers, such as robots and wearable computers, in comparison to programming for the desktop computer. For this purpose, thirty-six students participated in a within groups study that involved three types of tangibility at the target computer platform: 1) desktop with Scratch, 2) wearable with Arduino LilyPad, and 3) robotic with Lego Mindstorms. Regardless of the target platform, we employed the same desktop visual programming environment (MIT Scratch, Modkit and Enchanting) and we measured emotional engagement and assessed students' programming skills. We found that students expressed more positive emotions while programming with the robotic rather than the desktop computer. Furthermore, tangible computing platforms didn't affect dramatically students' performance in computational thinking.\n
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\n \n\n \n \n \n \n \n \n Interaction Space of Chords on a Vertical Multi-touch Screen.\n \n \n \n \n\n\n \n Leftheriotis, I.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces - ITS '15, pages 355–360, New York, New York, USA, nov 2015. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Interaction paper\n  \n \n \n \"InteractionPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2015a,\n  author        = {Leftheriotis, Ioannis and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Interaction Space of Chords on a Vertical Multi-touch Screen}},\n  booktitle     = {Proceedings of the 2015 International Conference on Interactive Tabletops {\\&} Surfaces - ITS '15},\n  year          = {2015},\n  pages         = {355--360},\n  address       = {New York, New York, USA},\n  month         = {nov},\n  publisher     = {ACM Press},\n  abstract      = {Despite the increasing use of Multi-Touch (MT) capable devices, novel interaction techniques need to be\nexamined in order to swift from a single-touch WIMP interaction paradigm to a MT one.In this work, we focus on chord\ninteraction on vertical MT screens. Chord is the simultaneous touch of more than one finger on the MT screen. Based on a user\nexperiment with 12 users, we explore the positioning - interaction space of the chord technique, by investigating a relation\namong the type of the chord (number of fingers) and the position on the screen that the chord was applied. The empirical\nresults have indicated an interaction pattern that demonstrates a significant relation between the type of the chord that was\napplied (number of fingers) and its position on the screen. Our results show that as the number of fingers needed for a chord\nincreases, the nearer from the bottom left of the screen this chord is to be applied. Notably, our results give evidence of the\nfact that there is a threshold (five-finger-chord) beyond which the above relation is not strong.},\n  doi           = {10.1145/2817721.2823506},\n  url_Paper={Leftheriotis_2015a.pdf},\n  isbn          = {9781450338998},\n  keywords      = {action windows,chords,interaction area,interaction distance,multi-touch,software technology,vertical\nscreen},\n  mendeley-tags = {multi-touch,software technology},\n  url           = {http://dl.acm.org/citation.cfm?id=2817721.2823506},\n}\n\n
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\n\n\n
\n Despite the increasing use of Multi-Touch (MT) capable devices, novel interaction techniques need to be examined in order to swift from a single-touch WIMP interaction paradigm to a MT one.In this work, we focus on chord interaction on vertical MT screens. Chord is the simultaneous touch of more than one finger on the MT screen. Based on a user experiment with 12 users, we explore the positioning - interaction space of the chord technique, by investigating a relation among the type of the chord (number of fingers) and the position on the screen that the chord was applied. The empirical results have indicated an interaction pattern that demonstrates a significant relation between the type of the chord that was applied (number of fingers) and its position on the screen. Our results show that as the number of fingers needed for a chord increases, the nearer from the bottom left of the screen this chord is to be applied. Notably, our results give evidence of the fact that there is a threshold (five-finger-chord) beyond which the above relation is not strong.\n
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\n \n\n \n \n \n \n \n \n Ranking educational videos: The impact of social presence.\n \n \n \n \n\n\n \n Kravvaris, D.; Kermanidis, K. L.; and Chorianopoulos, K.\n\n\n \n\n\n\n In 2015 IEEE 9th International Conference on Research Challenges in Information Science (RCIS), pages 342–350, may 2015. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Ranking paper\n  \n \n \n \"RankingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Kravvaris_2015,\n  author        = {Kravvaris, Dimitrios and Kermanidis, Katia Lida and Chorianopoulos, Konstantinos},\n  title         = {{Ranking educational videos: The impact of social presence}},\n  booktitle     = {2015 IEEE 9th International Conference on Research Challenges in Information Science (RCIS)},\n  year          = {2015},\n  pages         = {342--350},\n  month         = {may},\n  publisher     = {IEEE},\n  abstract      = {The information conveyed via the social media, in addition to the content data, also contains social\ncharacteristics that come from the social network users. A special interesting data category concerns the data that come from\nthe natural language present in the social media mainly in the form of video. Our study focuses on the speech content of the\nvideos in the form of transcript and the opinion of the social network users that have watched them. The representation of\ncontent data is made through a vector space model that uses cosine similarity measure for the relevant ranking of the\ntranscripts. In order for the ranking to be more comprehensive we suggest the addition of a new parameter that of social weight\nduring the procedure, which will reflect the users' opinion. There is an analytic presentation of the method being suggested;\nall the possible cases are being examined and the rules that define the new ranking are put forward. Furthermore, we apply this\nmethod to video lectures derived from YouTube. The findings of the experiments show that the addition of the social weight\nparameter reflects the users' views without changing to great extent the content based ranking of the video lectures. Finally,\na user evaluation experiment was carried out and showed that the ranking procedure that includes the social weight parameter is\ncloser to the users' ranking preferences.},\n  doi           = {10.1109/RCIS.2015.7128895},\n  url_Paper={Kravvaris_2015.pdf},\n  isbn          = {978-1-4673-6630-4},\n  keywords      = {Informatics,Media,Natural languages,Proposals,Videos,YouTube,computer aided instruction,content based\nranking,content data,cosine similarity,cosine similarity measure,educational video,mean average precision,natural\nlanguage,natural language processing,ranking,social characteristics,social media,social network users,social networking\n(online),social weight parameter,speech content,user opinion,user ranking preferences,vector space model,video analytics,video\nlectures,video signal processing},\n  mendeley-tags = {video analytics,video lectures},\n  shorttitle    = {Research Challenges in Information Science (RCIS),},\n  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7128895},\n}\n\n
\n
\n\n\n
\n The information conveyed via the social media, in addition to the content data, also contains social characteristics that come from the social network users. A special interesting data category concerns the data that come from the natural language present in the social media mainly in the form of video. Our study focuses on the speech content of the videos in the form of transcript and the opinion of the social network users that have watched them. The representation of content data is made through a vector space model that uses cosine similarity measure for the relevant ranking of the transcripts. In order for the ranking to be more comprehensive we suggest the addition of a new parameter that of social weight during the procedure, which will reflect the users' opinion. There is an analytic presentation of the method being suggested; all the possible cases are being examined and the rules that define the new ranking are put forward. Furthermore, we apply this method to video lectures derived from YouTube. The findings of the experiments show that the addition of the social weight parameter reflects the users' views without changing to great extent the content based ranking of the video lectures. Finally, a user evaluation experiment was carried out and showed that the ranking procedure that includes the social weight parameter is closer to the users' ranking preferences.\n
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\n \n\n \n \n \n \n \n \n Exploring the Importance of Making in an Educational Game Design.\n \n \n \n \n\n\n \n Giannakos, M. N.; Garneli, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n In ICEC 2015, Trondheim, Norway, 2015. Springer\n \n\n\n\n
\n\n\n\n \n \n \"Exploring paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2015a,\n  author        = {Giannakos, Michail N. and Garneli, Varvara and Chorianopoulos, Konstantinos},\n  title         = {{Exploring the Importance of Making in an Educational Game Design}},\n  booktitle     = {ICEC 2015},\n  year          = {2015},\n  address       = {Trondheim, Norway},\n  publisher     = {Springer},\n  abstract      = {Educational games have been employed in many settings as a means to engage young students. Different genres\nand applications of games have been used to improve learning experience. The design or making of games in learning activities\nhas been linked to teaching of new skills. Within this paper we explore and discuss the differences of involving young students\ninto the game design and development process compared to just playing an educational game. In particular, we designed an\neducational math-game and an activity that involves children in playing or modifying the game, and we performed a between\ngroups experiment with sixty students of the second grade of middle school (12 to 13 years old). Students formed three\nequivalent groups of twenty. The first group played the game, the second engaged with re-designing and modifying the game and\nthe third (control) group solved the same exercises (with the educational game) on paper. The results showed that the making\ngroup exhibits certain attitudinal benefits. Hence, our findings suggest that learning through games should include more than\njust playing a well-designed game, it should also consider the involvement of students with various making affordances.},\n  url_Paper={Giannakos_2015a.pdf},\n  keywords      = {computing education,education,empirical evaluation,interaction design,learning,serious games,video game},\n  mendeley-tags = {computing education,education,learning,serious games,video game},\n  doi = {10.1007/978-3-319-24589-8_28},\n}\n\n
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\n Educational games have been employed in many settings as a means to engage young students. Different genres and applications of games have been used to improve learning experience. The design or making of games in learning activities has been linked to teaching of new skills. Within this paper we explore and discuss the differences of involving young students into the game design and development process compared to just playing an educational game. In particular, we designed an educational math-game and an activity that involves children in playing or modifying the game, and we performed a between groups experiment with sixty students of the second grade of middle school (12 to 13 years old). Students formed three equivalent groups of twenty. The first group played the game, the second engaged with re-designing and modifying the game and the third (control) group solved the same exercises (with the educational game) on paper. The results showed that the making group exhibits certain attitudinal benefits. Hence, our findings suggest that learning through games should include more than just playing a well-designed game, it should also consider the involvement of students with various making affordances.\n
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\n \n\n \n \n \n \n \n \n Computing education in K-12 schools: A review of the literature.\n \n \n \n \n\n\n \n Garneli, V.; Giannakos, M. N.; and Chorianopoulos, K.\n\n\n \n\n\n\n In 2015 IEEE Global Engineering Education Conference (EDUCON), pages 543–551, mar 2015. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Computing paper\n  \n \n \n \"ComputingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InProceedings{Garneli_2015a,\n  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos},\n  title         = {{Computing education in K-12 schools: A review of the literature}},\n  booktitle     = {2015 IEEE Global Engineering Education Conference (EDUCON)},\n  year          = {2015},\n  pages         = {543--551},\n  month         = {mar},\n  publisher     = {IEEE},\n  abstract      = {During the last few years, the focus of computer science education (CSE) in primary and secondary schools\n(shortly K-12) have reached a significant turning point. This study reviews the published papers on the field of K-12 computing\neducation in order to summarize the findings, guide future studies and give reflections for the major achievements in the area\nof CSE in K-12 schools. 47 peer-reviewed articles were collected from a systematic literature search and analyzed, based on a\ncategorization of their main elements. Programming tools, educational context, and instructional methods are the main examined\ncategories of this research. Results of this survey show the direction of CSE in schools research during the last years and\nsummarized the benefits as well as the challenges. In particular, we analyzed the selected papers from the perspective of the\nvarious instructional methods aiming at introducing and enhancing learning, using several programming tools and educational\ncontext in K-12 CSE. Despite the challenges, the findings suggest that implementing computing lessons in K-12 education could\nbe an enjoyable and effective learning experience. In addition, we suggest ways to facilitate deep learning and deal with\nvarious implications of the formal and informal education. Encouraging students to create their own projects or solve problems\nshould be a significant part of the learning process.},\n  doi           = {10.1109/EDUCON.2015.7096023},\n  url_Paper={Garneli_2015a.pdf},\n  isbn          = {978-1-4799-1908-6},\n  keywords      = {CSE,Computer languages,Context,Education,Games,K-12 Education,K-12 computing education,K-12\nschools,Programming profession,Visualization,computer aided instruction,computer education,computer programming,computer\nscience education,computing lesson implementation,educational context,educational institutions,formal education,informal\neducation,instructional methods,learning process,primary schools,programming,programming pedagogy,programming tools,secondary\nschools},\n  language      = {English},\n  mendeley-tags = {computer education,programming},\n  url           = {http://ieeexplore.ieee.org/articleDetails.jsp?arnumber=7096023},\n}\n\n
\n
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\n During the last few years, the focus of computer science education (CSE) in primary and secondary schools (shortly K-12) have reached a significant turning point. This study reviews the published papers on the field of K-12 computing education in order to summarize the findings, guide future studies and give reflections for the major achievements in the area of CSE in K-12 schools. 47 peer-reviewed articles were collected from a systematic literature search and analyzed, based on a categorization of their main elements. Programming tools, educational context, and instructional methods are the main examined categories of this research. Results of this survey show the direction of CSE in schools research during the last years and summarized the benefits as well as the challenges. In particular, we analyzed the selected papers from the perspective of the various instructional methods aiming at introducing and enhancing learning, using several programming tools and educational context in K-12 CSE. Despite the challenges, the findings suggest that implementing computing lessons in K-12 education could be an enjoyable and effective learning experience. In addition, we suggest ways to facilitate deep learning and deal with various implications of the formal and informal education. Encouraging students to create their own projects or solve problems should be a significant part of the learning process.\n
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\n \n\n \n \n \n \n \n Entertainment Computing-ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29-Ocotober 2, 2015, Proceedings.\n \n \n \n\n\n \n Chorianopoulos, K.; Divitini, M.; Hauge, J. B.; Jaccheri, L.; and Malaka, R.,\n editors.\n \n\n\n \n\n\n\n Volume 9353 Springer, 2015.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{chorianopoulos2015entertainment,\n  title={Entertainment Computing-ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29-Ocotober 2, 2015, Proceedings},\n  editor={Chorianopoulos, Konstantinos and Divitini, Monica and Hauge, Jannicke Baalsrud and Jaccheri, Letizia and Malaka, Rainer},\n  volume={9353},\n  year={2015},\n  publisher={Springer}\n}\n\n
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\n \n\n \n \n \n \n \n \n Making sense of video analytics: Lessons learned from clickstream interactions, attitudes, and learning outcome in a video-assisted course.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; and Chrisochoides, N.\n\n\n \n\n\n\n The International Review of Research in Open and Distributed Learning, 16(1). jan 2015.\n \n\n\n\n
\n\n\n\n \n \n \"Making paper\n  \n \n \n \"MakingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Giannakos_2015,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Chrisochoides, Nikos},\n  title         = {{Making sense of video analytics: Lessons learned from clickstream interactions, attitudes, and learning\noutcome in a video-assisted course}},\n  month         = {jan},\n  year          = {2015},\n  abstract      = {Online video lectures have been considered an instructional media for various pedagogic approaches, such as\nthe flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity\nfor recording student clickstream patterns within a video lecture. Video analytics within lecture videos may provide insights\ninto student learning performance and inform the improvement of video-assisted teaching tactics. Nevertheless, video analytics\nare not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not\nbroadly share the interactions of the users with their systems. For this purpose, we have designed an open-access video\nanalytics system for use in a video-assisted course. In this paper, we present a longitudinal study, which provides valuable\ninsights through the lens of the collected video analytics. In particular, we found that there is a relationship between video\nnavigation (repeated views) and the level of cognition/thinking required for a specific video segment. Our results indicated\nthat learning performance progress was slightly improved and stabilized after the third week of the video-assisted course. We\nalso found that attitudes regarding easiness, usability, usefulness, and acceptance of this type of course remained at the same\nlevels throughout the course. Finally, we triangulate analytics from diverse sources, discuss them, and provide the lessons\nlearned for further development and refinement of video-assisted courses and practices.},\n  journal     = {The International Review of Research in Open and Distributed Learning},\n  doi         = {http://dx.doi.org/10.19173/irrodl.v16i1.1976},\n  url_Paper={Giannakos_2015.pdf},\n  issn          = {1492-3831},\n  keywords      = {analytics,education,learning,online learning,open learning,open universities,video lecture},\n  language      = {en},\n  mendeley-tags = {analytics,education,learning,video lecture},\n  number        = {1},\n  url           = {http://www.irrodl.org/index.php/irrodl/article/view/1976/3198},\n  volume        = {16},\n}\n\n
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\n Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may provide insights into student learning performance and inform the improvement of video-assisted teaching tactics. Nevertheless, video analytics are not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not broadly share the interactions of the users with their systems. For this purpose, we have designed an open-access video analytics system for use in a video-assisted course. In this paper, we present a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In particular, we found that there is a relationship between video navigation (repeated views) and the level of cognition/thinking required for a specific video segment. Our results indicated that learning performance progress was slightly improved and stabilized after the third week of the video-assisted course. We also found that attitudes regarding easiness, usability, usefulness, and acceptance of this type of course remained at the same levels throughout the course. Finally, we triangulate analytics from diverse sources, discuss them, and provide the lessons learned for further development and refinement of video-assisted courses and practices.\n
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\n \n\n \n \n \n \n \n \n Pedal Tanks A Multiplayer Exergame Based on Teamwork and Competition.\n \n \n \n \n\n\n \n Hagen, K.; Weie, S.; Chorianopoulos, K.; Wang, A. I.; and Jaccheri, L.\n\n\n \n\n\n\n In ICEC 2015, Trondheim, Norway, 2015. Springer\n \n\n\n\n
\n\n\n\n \n \n \"Pedal paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Hagen_2015,\n  author        = {Hagen, Kristoffer and Weie, Stian and Chorianopoulos, Konstantinos and Wang, Alf Inge and Jaccheri,\nLetizia},\n  title         = {{Pedal Tanks A Multiplayer Exergame Based on Teamwork and Competition}},\n  booktitle     = {ICEC 2015},\n  year          = {2015},\n  address       = {Trondheim, Norway},\n  publisher     = {Springer},\n  abstract      = {This installation presents a multiplayer stationary bicycle exergame for four players. The game is played in\nteams of two, where the players compete to outmaneuver the opposition. Pedal Tanks is being developed to increase the physical\nactivity levels of people struggling to find motivation to exercise. Inspiration for the gameplay has been found in the\ncomputer game industry, using elements from contemporary popular computer games and combining them in a cohesive way yields an\nexergame that is both familiar and engaging. Both the software and hardware used has been custom-made to create an immersive\nexperience where the user forgets that he/she is exercising while playing.},\n  url_Paper={Hagen_2015.pdf},\n  keywords      = {active video game,competitive multiplayer,computer game,entary\nlifestyle,entertainment,exercise,exergame,exertion game,physical activity,sed-,video games},\n  mendeley-tags = {entertainment,exercise,video games},\n  doi           = {10.1007/978-3-319-24589-8_53},\n}\n\n
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\n This installation presents a multiplayer stationary bicycle exergame for four players. The game is played in teams of two, where the players compete to outmaneuver the opposition. Pedal Tanks is being developed to increase the physical activity levels of people struggling to find motivation to exercise. Inspiration for the gameplay has been found in the computer game industry, using elements from contemporary popular computer games and combining them in a cohesive way yields an exergame that is both familiar and engaging. Both the software and hardware used has been custom-made to create an immersive experience where the user forgets that he/she is exercising while playing.\n
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\n \n\n \n \n \n \n \n \n Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications.\n \n \n \n \n\n\n \n Leftheriotis, I.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces - ITS '15, pages 337–342, New York, New York, USA, nov 2015. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Investigating paper\n  \n \n \n \"InvestigatingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2015,\n  author        = {Leftheriotis, Ioannis and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications}},\n  booktitle     = {Proceedings of the 2015 International Conference on Interactive Tabletops {\\&} Surfaces - ITS '15},\n  year          = {2015},\n  pages         = {337--342},\n  address       = {New York, New York, USA},\n  month         = {nov},\n  publisher     = {ACM Press},\n  abstract      = {With the increasing use of multi-touch (MT) capable devices, MT interaction has become a commodity during\nthe last years. From personal devices to larger multi-user screens, MT functionality is nowadays considered as a standard way\nof performing rich interactions. However, moving from a single-touch interaction to a dual-touch and consequently to MT is not\nalways without challenges for the average user. Although, the use of single-touch is very common, interaction design have yet\nto be examined thoroughly by taking into account potential differences of single and multi-touch functionality. In this work,\nwe investigate the potential of a two-finger chord button in comparison to the traditional single touch buttons that we find in\ntouchscreens. Based on the fact that users are familiar with single touch buttons (even before the MT screens) our hypotheses\nare: the use of a two finger chord button a) decreases users' efficiency, and b) delays users' responses. In order to\ninvestigate our hypotheses, we conducted a controlled experiment with 12 users working on an appropriately designed MT\napplication. The empirical results have indicated that the use of two-finger button significantly delays users' response-time\nwhile it does not affect users' efficiency on the performed task.},\n  doi           = {10.1145/2817721.2823503},\n  url_Paper={Leftheriotis_2015.pdf},\n  isbn          = {9781450338998},\n  keywords      = {buttons,chord interaction,chords,interaction design,menu,multi-touch,two-finger button},\n  mendeley-tags = {interaction design,multi-touch},\n  url           = {http://dl.acm.org/citation.cfm?id=2817721.2823503},\n}\n\n\n
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\n With the increasing use of multi-touch (MT) capable devices, MT interaction has become a commodity during the last years. From personal devices to larger multi-user screens, MT functionality is nowadays considered as a standard way of performing rich interactions. However, moving from a single-touch interaction to a dual-touch and consequently to MT is not always without challenges for the average user. Although, the use of single-touch is very common, interaction design have yet to be examined thoroughly by taking into account potential differences of single and multi-touch functionality. In this work, we investigate the potential of a two-finger chord button in comparison to the traditional single touch buttons that we find in touchscreens. Based on the fact that users are familiar with single touch buttons (even before the MT screens) our hypotheses are: the use of a two finger chord button a) decreases users' efficiency, and b) delays users' responses. In order to investigate our hypotheses, we conducted a controlled experiment with 12 users working on an appropriately designed MT application. The empirical results have indicated that the use of two-finger button significantly delays users' response-time while it does not affect users' efficiency on the performed task.\n
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\n \n\n \n \n \n \n \n \n Mapito.org: Open Geographic Platform for Locative Media Apps.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Pardalis, K.\n\n\n \n\n\n\n In Hybrid City, Athens, 2015. \n \n\n\n\n
\n\n\n\n \n \n \"Mapito.org: paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2015,\n  author        = {Chorianopoulos, Konstantinos and Pardalis, Konstantinos},\n  title         = {{Mapito.org: Open Geographic Platform for Locative Media Apps}},\n  booktitle     = {Hybrid City},\n  year          = {2015},\n  address       = {Athens},\n  abstract      = {Digital geographical maps have become an important part of many websites and mobile applications. For\nexample, we can embed a map and geo-location tracking into a web page, or into a smartphone application. Nevertheless, the\nmanagement of user maps and routes is different between the many competing geographic information services. We designed and\nimplemented an open-source and linked-data web service for facilitating the process of a map and route management. The\nimplementation of our open-source web application has been built on-top of existing web services that provide maps. In this\nway, the Mapito.org service provides an open abstraction layer above the proprietary implementations of commercial companies.\nNotably, the Mapito platform provides an Application Programming Interface (API), which facilitates the creation and editing of\na map and the ability to download the data, or routes without visiting the Web-based user interface. In this paper, we outline\nthe system and provide representative case studies.},\n  url_Paper={Chorianopoulos_2015.pdf},\n  keywords      = {api,cartography,geographic information system,geographic map,linked data,open source},\n  mendeley-tags = {cartography,geographic information system},\n}\n\n\n
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\n Digital geographical maps have become an important part of many websites and mobile applications. For example, we can embed a map and geo-location tracking into a web page, or into a smartphone application. Nevertheless, the management of user maps and routes is different between the many competing geographic information services. We designed and implemented an open-source and linked-data web service for facilitating the process of a map and route management. The implementation of our open-source web application has been built on-top of existing web services that provide maps. In this way, the Mapito.org service provides an open abstraction layer above the proprietary implementations of commercial companies. Notably, the Mapito platform provides an Application Programming Interface (API), which facilitates the creation and editing of a map and the ability to download the data, or routes without visiting the Web-based user interface. In this paper, we outline the system and provide representative case studies.\n
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\n \n\n \n \n \n \n \n \n Crowdsourcing experiments with a video analytics system.\n \n \n \n \n\n\n \n Takoulidou, E.; and Chorianopoulos, K.\n\n\n \n\n\n\n In IISA, Corfu, Greece, 2015. \n \n\n\n\n
\n\n\n\n \n \n \"Crowdsourcing paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Takoulidou_2015,\n  author        = {Takoulidou, Eirini and Chorianopoulos, Konstantinos},\n  title         = {{Crowdsourcing experiments with a video analytics system}},\n  booktitle     = {IISA},\n  year          = {2015},\n  address       = {Corfu, Greece},\n  abstract      = {The need for more experimental data, but also quicker and cheaper, lead us beyond traditional lab\nexperiments, approaching a new subject pool via a crowdsourcing platform. SocialSkip is an open system that leverages the video\nclickstream data for extracting useful information about the video content and the viewers. The difficulty of embedding a\npre-existing system as a task demands a carefully designed interface, adjusting experiments and be aware of workers' cheating\nbehavior. We present a replicable task design and by analyzing crowdsourced results, we highlight problems in experimental\nprocedure and propose potential solutions for future crowdsourcing experiments. The proposed crowdsourcing methodology achieved\nthe collection of a significant amount of video clickstream data, in a timely manner and with affordable cost. Our findings\nindicate that future social media analytics systems should include an integrated crowdsourcing module. Further research should\nfocus on collecting more data by controlling the random worker behavior a priori.},\n  url_Paper={Takoulidou_2015.pdf},\n  keywords      = {Crowdsourcing,User Experiment,Web Video,crowdsourcing,video analytics},\n  mendeley-tags = {crowdsourcing,video analytics},\n}\n\n
\n
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\n The need for more experimental data, but also quicker and cheaper, lead us beyond traditional lab experiments, approaching a new subject pool via a crowdsourcing platform. SocialSkip is an open system that leverages the video clickstream data for extracting useful information about the video content and the viewers. The difficulty of embedding a pre-existing system as a task demands a carefully designed interface, adjusting experiments and be aware of workers' cheating behavior. We present a replicable task design and by analyzing crowdsourced results, we highlight problems in experimental procedure and propose potential solutions for future crowdsourcing experiments. The proposed crowdsourcing methodology achieved the collection of a significant amount of video clickstream data, in a timely manner and with affordable cost. Our findings indicate that future social media analytics systems should include an integrated crowdsourcing module. Further research should focus on collecting more data by controlling the random worker behavior a priori.\n
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\n \n\n \n \n \n \n \n \n Serious Game Development as a Creative Learning Experience: Lessons Learnt.\n \n \n \n \n\n\n \n Garneli, V.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In 2015 IEEE/ACM 4th International Workshop on Games and Software Engineering, pages 36–42, may 2015. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Serious paper\n  \n \n \n \"SeriousPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Garneli_2015,\n  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Serious Game Development as a Creative Learning Experience: Lessons Learnt}},\n  booktitle     = {2015 IEEE/ACM 4th International Workshop on Games and Software Engineering},\n  year          = {2015},\n  pages         = {36--42},\n  month         = {may},\n  publisher     = {IEEE},\n  abstract      = {Computer programming skills in younger ages seem to be a promising and challenging aspect. Many visual\nprogramming tools have been developed in order to assist young students and to improve the current teaching practices and\npedagogies. In this paper, we explore the potential effects of a Project Based Learning (PjBL) approach in the field of\ncomputer programming. In particular, we try to identify potential differences on students' programming habits/styles, between\ngame development, simulation, and traditional learning strategy, in the context of PjBL. Our sample consisted of 53 middle\nschool students who formed three groups. Introducing programming through a serious game development approach might inspire\nstudents towards a creative learning experience. Moreover, parameters like the class formation might affect the development of\nprogramming skills. The students in the PjBL treatment were able to complete a project successfully making fewer mistakes. On\nthe other hand, students enrolled in a more traditional top-down approach chose to experiment with more complex curriculum but\nnot always successfully.},\n  doi           = {10.1109/GAS.2015.14},\n  url_Paper={Garneli_2015.pdf},\n  isbn          = {978-1-4673-7046-2},\n  keywords      = {CS in Schools,Computer programming,Computers,Context,Games,Programming\nprofession,Synchronization,Visualization,computing education,educational context,pedagogy,programming,project based\nlearning,serious game development,visual programming languages},\n  mendeley-tags = {computing education,programming},\n  shorttitle    = {Games and Software Engineering (GAS), 2015 IEEE/AC},\n  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7169467},\n}\n\n
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\n\n\n
\n Computer programming skills in younger ages seem to be a promising and challenging aspect. Many visual programming tools have been developed in order to assist young students and to improve the current teaching practices and pedagogies. In this paper, we explore the potential effects of a Project Based Learning (PjBL) approach in the field of computer programming. In particular, we try to identify potential differences on students' programming habits/styles, between game development, simulation, and traditional learning strategy, in the context of PjBL. Our sample consisted of 53 middle school students who formed three groups. Introducing programming through a serious game development approach might inspire students towards a creative learning experience. Moreover, parameters like the class formation might affect the development of programming skills. The students in the PjBL treatment were able to complete a project successfully making fewer mistakes. On the other hand, students enrolled in a more traditional top-down approach chose to experiment with more complex curriculum but not always successfully.\n
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\n  \n 2014\n \n \n (11)\n \n \n
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\n \n\n \n \n \n \n \n \n Design Principles for Serious Games in Mathematics.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Giannakos, M. N.; and Chrisochoides, N.\n\n\n \n\n\n\n In Proceedings of the 18th Panhellenic Conference on Informatics - PCI '14, pages 1–5, New York, New York, USA, oct 2014. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Design paper\n  \n \n \n \"DesignPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2014a,\n  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},\n  title         = {{Design Principles for Serious Games in Mathematics}},\n  booktitle     = {Proceedings of the 18th Panhellenic Conference on Informatics - PCI '14},\n  year          = {2014},\n  pages         = {1--5},\n  address       = {New York, New York, USA},\n  month         = {oct},\n  publisher     = {ACM Press},\n  abstract      = {Although there has been a lot of interest in the employment of video games in education, there are no clear\ndesign guidelines. In this work, after surveying previous work in video game design, we highlighted three design principles: 1)\nengage the students with a story and a hero, 2) employ familiar game mechanics from popular video games, and 3) provide\nconstructive trial and error gameplay for learning. As an illustrating example of those principles, we designed a video game\nthat teaches addition and subtraction of signed numbers. Finally, we outline several more serious games that have adopted the\nabove design principles. The results should be useful for designers, teachers, and researchers who work in the area of serious\ngames for learning. Further research should extend and experimentally validate these principles according to the discipline and\nthe learning style of students.},\n  doi           = {10.1145/2645791.2645843},\n  url_Paper={Chorianopoulos_2014a.pdf},\n  isbn          = {9781450328975},\n  keywords      = {Design,Design Principles,Education,Interaction Design,Learning,Mathematics,Serious Games},\n  mendeley-tags = {Design,Education,Serious Games},\n  url           = {http://dl.acm.org/citation.cfm?id=2645791.2645843},\n}\n\n
\n
\n\n\n
\n Although there has been a lot of interest in the employment of video games in education, there are no clear design guidelines. In this work, after surveying previous work in video game design, we highlighted three design principles: 1) engage the students with a story and a hero, 2) employ familiar game mechanics from popular video games, and 3) provide constructive trial and error gameplay for learning. As an illustrating example of those principles, we designed a video game that teaches addition and subtraction of signed numbers. Finally, we outline several more serious games that have adopted the above design principles. The results should be useful for designers, teachers, and researchers who work in the area of serious games for learning. Further research should extend and experimentally validate these principles according to the discipline and the learning style of students.\n
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\n \n\n \n \n \n \n \n \n Collecting and making sense of video learning analytics.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; and Chrisochoides, N.\n\n\n \n\n\n\n In 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, pages 1–7, oct 2014. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Collecting paper\n  \n \n \n \"CollectingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2014a,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Chrisochoides, Nikos},\n  title         = {{Collecting and making sense of video learning analytics}},\n  booktitle     = {2014 IEEE Frontiers in Education Conference (FIE) Proceedings},\n  year          = {2014},\n  pages         = {1--7},\n  month         = {oct},\n  publisher     = {IEEE},\n  abstract      = {Teachers have employed online video as an element of their instructional media portfolio, alongside with\nbooks, slides, notes, etc. In comparison to other instructional media, online video affords more opportunities for recording of\nstudent navigation on a video lecture. Video analytics might provide insights into student learning performance and inform the\nimprovement of teaching tactics. Nevertheless, those analytics are not accessible to learning stakeholders, such as researchers\nand educators, mainly because online video platforms do not share broadly the interactions of the users with their systems. As\na remedy, we have designed an open-access video analytics system and employed it in a video-assisted course. In this paper, we\npresent a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In\nparticular, we collected and analyzed students' video navigation, learning performance, and attitudes, and we provide the\nlessons learned for further development and refinement of video-assisted courses and practices.},\n  doi           = {10.1109/FIE.2014.7044485},\n  url_Paper={Giannakos_2014a.pdf},\n  isbn          = {978-1-4799-3922-0},\n  keywords      = {Data visualization,Educational institutions,Learning Analytics,Media,Navigation,Open Learning System,Time\nseries analysis,Uniform resource locators,User Interactions,Video Lecture,analytics,learning,video},\n  mendeley-tags = {analytics,learning,video},\n  shorttitle    = {Frontiers in Education Conference (FIE), 2014 IEEE},\n  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7044485},\n}\n\n
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\n Teachers have employed online video as an element of their instructional media portfolio, alongside with books, slides, notes, etc. In comparison to other instructional media, online video affords more opportunities for recording of student navigation on a video lecture. Video analytics might provide insights into student learning performance and inform the improvement of teaching tactics. Nevertheless, those analytics are not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not share broadly the interactions of the users with their systems. As a remedy, we have designed an open-access video analytics system and employed it in a video-assisted course. In this paper, we present a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In particular, we collected and analyzed students' video navigation, learning performance, and attitudes, and we provide the lessons learned for further development and refinement of video-assisted courses and practices.\n
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\n \n\n \n \n \n \n \n \n Open Service for Video Learning Analytics.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Giannakos, M. N.; Chrisochoides, N.; and Reed, S.\n\n\n \n\n\n\n In 2014 IEEE 14th International Conference on Advanced Learning Technologies, pages 28–30, jul 2014. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Open paper\n  \n \n \n \"OpenPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2014d,\n  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos and Reed, Scott},\n  title         = {{Open Service for Video Learning Analytics}},\n  booktitle     = {2014 IEEE 14th International Conference on Advanced Learning Technologies},\n  year          = {2014},\n  pages         = {28--30},\n  month         = {jul},\n  publisher     = {IEEE},\n  abstract      = {Video learning analytics are not open to education stakeholders, such as researchers and teachers, because\nonline video platforms do not share the interactions of the users with their systems. Nevertheless, video learning analytics\nare necessary to all researchers and teachers that need to understand and improve the effectiveness of the video lecture\npedagogy. In this paper, we present an open video learning analytics service, which is freely accessible online. The video\nlearning analytics service (named Social Skip) facilitates the analysis of video learning behavior by capturing learners'\ninteractions with the video player (e.g., seek/scrub, play, pause). The service empowers any researcher or teacher to create a\ncustom video-based experiment by selecting: 1) a video lecture from You Tube, 2) quiz questions from Google Drive, and 3)\ncustom video player buttons. The open video analytics system has been validated through dozens of user studies, which produced\nthousands of video interactions. In this study, we present an indicative example, which highlights the usability and usefulness\nof the system. In addition to interaction frequencies, the system models the captured data as a learner activity time series.\nFurther research should consider user modeling and personalization in order to dynamically respond to the interactivity of\nstudents with video lectures.},\n  doi           = {10.1109/ICALT.2014.19},\n  url_Paper={Chorianopoulos_2014d.pdf},\n  isbn          = {978-1-4799-4038-7},\n  keywords      = {Analytics,Data visualization,Educational institutions,Google,Google Drive,Learning Analytics,Linked\nData,Open Learning System,Open Source,Streaming media,Time series analysis,User Interactions,Video,Video Analytics,Video\nLecture,YouTube,computer aided instruction,custom video player buttons,education stakeholders,learner activity time\nseries,online video platforms,open video learning analytics service,quiz questions,time series,video lecture,video lecture\npedagogy,video player,video streaming},\n  mendeley-tags = {Analytics,Linked Data,Open Source,Video},\n  shorttitle    = {Advanced Learning Technologies (ICALT), 2014 IEEE},\n  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6901389},\n}\n\n
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\n Video learning analytics are not open to education stakeholders, such as researchers and teachers, because online video platforms do not share the interactions of the users with their systems. Nevertheless, video learning analytics are necessary to all researchers and teachers that need to understand and improve the effectiveness of the video lecture pedagogy. In this paper, we present an open video learning analytics service, which is freely accessible online. The video learning analytics service (named Social Skip) facilitates the analysis of video learning behavior by capturing learners' interactions with the video player (e.g., seek/scrub, play, pause). The service empowers any researcher or teacher to create a custom video-based experiment by selecting: 1) a video lecture from You Tube, 2) quiz questions from Google Drive, and 3) custom video player buttons. The open video analytics system has been validated through dozens of user studies, which produced thousands of video interactions. In this study, we present an indicative example, which highlights the usability and usefulness of the system. In addition to interaction frequencies, the system models the captured data as a learner activity time series. Further research should consider user modeling and personalization in order to dynamically respond to the interactivity of students with video lectures.\n
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\n \n\n \n \n \n \n \n \n Video-Based Learning and Open Online Courses.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Ronchetti, M.; Szegedi, P.; and Teasley, S.\n\n\n \n\n\n\n International Journal of Emerging Technologies in Learning (iJET), 9(1): 4–7. feb 2014.\n \n\n\n\n
\n\n\n\n \n \n \"Video-Based paper\n  \n \n \n \"Video-BasedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Giannakos_2014,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley,\nStephanie},\n  title         = {{Video-Based Learning and Open Online Courses}},\n  journal       = {International Journal of Emerging Technologies in Learning (iJET)},\n  year          = {2014},\n  volume        = {9},\n  number        = {1},\n  pages         = {4--7},\n  month         = {feb},\n  abstract      = {In this article, we provide an overview of the emerging research area on Analytics and Video-Based Learning.\nAlthough there are many and diverse ways of designing learning videos, there is limited understanding of the efficacy and\nusefulness of each method. Therefore, we survey the state-of-the-art in the design, development and evaluation of open and\nvideo-based courses. The main objective is to highlight the importance and benefits of analytics and to support instructors\nwith the appropriate resources for improving the use of their courses. This can be achieved by combining and analyzing\nlearners' interactions with other available data obtained from learners, as such video analytics open new avenues for research\non open and video-based courses. In addition to the guidelines for video-based analytics we have selected five indicative\ncase-studies that provide in-depth analysis..},\n  doi           = {10.3991/ijet.v9i1.3354},\n  url_Paper={Giannakos_2014.pdf},\n  issn          = {1863-0383},\n  keywords      = {Education,MOOCs,Review of research,Video,Video-based learning},\n  language      = {en},\n  mendeley-tags = {Education,Video},\n  url           = {http://journals.sfu.ca/onlinejour/index.php/i-jet/article/view/3354},\n}\n\n
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\n In this article, we provide an overview of the emerging research area on Analytics and Video-Based Learning. Although there are many and diverse ways of designing learning videos, there is limited understanding of the efficacy and usefulness of each method. Therefore, we survey the state-of-the-art in the design, development and evaluation of open and video-based courses. The main objective is to highlight the importance and benefits of analytics and to support instructors with the appropriate resources for improving the use of their courses. This can be achieved by combining and analyzing learners' interactions with other available data obtained from learners, as such video analytics open new avenues for research on open and video-based courses. In addition to the guidelines for video-based analytics we have selected five indicative case-studies that provide in-depth analysis..\n
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\n \n\n \n \n \n \n \n \n VideoSkip: event detection in social web videos with an implicit user heuristic.\n \n \n \n \n\n\n \n Gkonela, C.; and Chorianopoulos, K.\n\n\n \n\n\n\n Multimedia Tools and Applications, 69(2): 383–396. feb 2014.\n \n\n\n\n
\n\n\n\n \n \n \"VideoSkip: paper\n  \n \n \n \"VideoSkip:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Gkonela_2014,\n  author        = {Gkonela, Chrysoula and Chorianopoulos, Konstantinos},\n  title         = {{VideoSkip: event detection in social web videos with an implicit user heuristic}},\n  journal       = {Multimedia Tools and Applications},\n  year          = {2014},\n  volume        = {69},\n  number        = {2},\n  pages         = {383--396},\n  month         = {feb},\n  abstract      = {In this paper, we present a user-based event detection method for social web videos. Previous research in\nevent detection has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the\ncontents of a video. There are few user-centric approaches that have considered either search keywords, or external data such\nas comments, tags, and annotations. Moreover, some of the user-centric approaches imposed an extra effort to the users in order\nto capture required information. In this research, we are describing a method for the analysis of implicit users' interactions\nwith a web video player, such as pause, play, and thirty-seconds skip or rewind. The results of our experiments indicated that\neven the simple user heuristic of local maxima might effectively detect the same video-events, as indicated manually. Notably,\nthe proposed technique was more accurate in the detection of events that have a short duration, because those events motivated\nincreased user interaction in video hot-spots. The findings of this research provide evidence that we might be able to infer\nsemantics about a piece of unstructured data just from the way people actually use it.},\n  doi           = {10.1007/s11042-012-1016-1},\n  url_Paper={Gkonela_2014.pdf},\n  issn          = {1380-7501},\n  keywords      = {Event detection,Experiment,Semantics,User-based,Video,Video lectures,Web,analytics,human-computer\ninteraction,information retrieval,interaction,multimedia,social media,software technology,time-series},\n  mendeley-tags = {Video lectures,analytics,human-computer interaction,information retrieval,interaction,multimedia,social\nmedia,software technology,time-series},\n  publisher     = {Springer Netherlands},\n  url           = {http://www.springerlink.com/content/c1m1565463117216/},\n}\n\n
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\n In this paper, we present a user-based event detection method for social web videos. Previous research in event detection has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the contents of a video. There are few user-centric approaches that have considered either search keywords, or external data such as comments, tags, and annotations. Moreover, some of the user-centric approaches imposed an extra effort to the users in order to capture required information. In this research, we are describing a method for the analysis of implicit users' interactions with a web video player, such as pause, play, and thirty-seconds skip or rewind. The results of our experiments indicated that even the simple user heuristic of local maxima might effectively detect the same video-events, as indicated manually. Notably, the proposed technique was more accurate in the detection of events that have a short duration, because those events motivated increased user interaction in video hot-spots. The findings of this research provide evidence that we might be able to infer semantics about a piece of unstructured data just from the way people actually use it.\n
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\n \n\n \n \n \n \n \n \n Community-based Pedestrian Mapmaking.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n The Journal of Community Informatics, 10(3). 2014.\n \n\n\n\n
\n\n\n\n \n \n \"Community-based paper\n  \n \n \n \"Community-basedPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2014b,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Community-based Pedestrian Mapmaking}},\n  journal       = {The Journal of Community Informatics},\n  year          = {2014},\n  volume        = {10},\n  number        = {3},\n  abstract      = {Despite the widespread use of highly accurate digital maps on desktop and mobile computers, cartography has\nover-emphasized the needs of land use and car navigation. Previous work has considered data analysis and path finding\ntechniques, but there has been limited consideration of the subjective perceptions in pedestrian mapmaking. Besides the\nimmediate benefit to pedestrians, a pragmatic understanding of walking paths might facilitate urban planning and design, which\nis usually based on cartography. Finally, we demonstrate how the tools and techniques of cartography have influenced the image\nof the city with references to past and ongoing efforts.},\n  url_Paper={Chorianopoulos_2014b.pdf},\n  issn          = {1712-4441},\n  keywords      = {Access,Community Information,GPS,cartography,citizen science,community informatics,humanistic\ninformatics,pedestrian,urban informatics,urban studies},\n  language      = {en},\n  mendeley-tags = {GPS,cartography,citizen science,community informatics,humanistic informatics,pedestrian,urban\ninformatics,urban studies},\n  url           = {http://ci-journal.net/index.php/ciej/article/view/1095/1121},\n}\n\n
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\n Despite the widespread use of highly accurate digital maps on desktop and mobile computers, cartography has over-emphasized the needs of land use and car navigation. Previous work has considered data analysis and path finding techniques, but there has been limited consideration of the subjective perceptions in pedestrian mapmaking. Besides the immediate benefit to pedestrians, a pragmatic understanding of walking paths might facilitate urban planning and design, which is usually based on cartography. Finally, we demonstrate how the tools and techniques of cartography have influenced the image of the city with references to past and ongoing efforts.\n
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\n \n\n \n \n \n \n \n \n Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Giannakos, M. N.\n\n\n \n\n\n\n International Journal on Serious Games, 1(3): 51–59. 2014.\n \n\n\n\n
\n\n\n\n \n \n \"Design paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2014c,\n  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},\n  title         = {{Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice}},\n  journal       = {International Journal on Serious Games},\n  year          = {2014},\n  volume        = {1},\n  number        = {3},\n  pages         = {51--59},\n  abstract      = {There is growing interest in the employment of serious video games in science education, but there are no\nclear design principles. After surveying previous work in serious video game design, we highlighted the following design\nprinciples: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video\ngames, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated\nexamples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds\naddition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are\nadding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in\nitself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of\nlearning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage\nstudents with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by\ncollaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed\nprinciples are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases\nof serious video games beyond mathematics and learning.},\n  doi           = {10.17083/ijsg.v1i3.12},\n  url_Paper={Chorianopoulos_2014c.pdf},\n  keywords      = {Design Principles,Education,Guidelines,Interaction Design,Mathematics,Serious Video\nGames,design,education,human-computer interaction,learning,video games},\n  mendeley-tags = {design,education,human-computer interaction,learning,video games},\n}\n\n
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\n There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases of serious video games beyond mathematics and learning.\n
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\n \n\n \n \n \n \n \n \n Video Pulses: User-based modeling of interesting video segments.\n \n \n \n \n\n\n \n Avlonitis, M.; and Chorianopoulos, K.\n\n\n \n\n\n\n Advances in Multimedia,1–9. 2014.\n \n\n\n\n
\n\n\n\n \n \n \"Video paper\n  \n \n \n \"VideoPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Avlonitis_2014,\n  author        = {Avlonitis, Markos and Chorianopoulos, Konstantinos},\n  title         = {{Video Pulses: User-based modeling of interesting video segments}},\n  journal       = {Advances in Multimedia},\n  year          = {2014},\n  pages         = {1--9},\n  abstract      = {We present a user-based method that detects regions of interest within a video, in order to provide video\nskims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern\nrecognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method,\nwhich makes sense of a web video by analyzing users Replay interactions with the video player. In particular, we have modeled\nthe user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we\nhave calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity\nsignal and the pulse of reference. We have found that users Replay activity significantly matches the important segments in\ninformation-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user\nactivity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for\nmodeling the semantics of a social video on the Web.},\n  doi           = {10.1155/2014/712589},\n  url_Paper={Avlonitis_2014.pdf},\n  keywords      = {analytics,human-computer interaction,implicit,information retrieval,interaction,multimedia,region of\ninterest,semantics,signal processing,time-series,user modeling,video,video lecture},\n  mendeley-tags = {analytics,human-computer interaction,information retrieval,multimedia,semantics,signal\nprocessing,time-series,video lecture},\n  url           = {http://www.hindawi.com/journals/am/2014/712589/},\n}\n\n
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\n We present a user-based method that detects regions of interest within a video, in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the Web.\n
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\n \n\n \n \n \n \n \n \n Identifying Important Segments in Videos: A Collective Intelligence Approach.\n \n \n \n \n\n\n \n Karydis, I.; Avlonitis, M.; Chorianopoulos, K.; and Sioutas, S.\n\n\n \n\n\n\n International Journal on Artificial Intelligence Tools, 23(02). apr 2014.\n \n\n\n\n
\n\n\n\n \n \n \"Identifying paper\n  \n \n \n \"IdentifyingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Karydis_2014,\n  author        = {Karydis, Ioannis and Avlonitis, Markos and Chorianopoulos, Konstantinos and Sioutas, Spyros},\n  title         = {{Identifying Important Segments in Videos: A Collective Intelligence Approach}},\n  journal       = {International Journal on Artificial Intelligence Tools},\n  year          = {2014},\n  volume        = {23},\n  number        = {02},\n  month         = {apr},\n  abstract      = {This work studies collective intelligence behavior of Web users that share and watch video content.\nAccordingly, it is proposed that the aggregated users' video activity exhibits characteristic patterns. Such patterns may be\nused in order to infer important video scenes leading thus to collective intelligence concerning the video content. To this\nend, experimentation is based on users' interactions (e.g., pause, seek/scrub) that have been gathered in a controlled user\nexperiment with information-rich videos. Collective information seeking behavior is then modeled by means of the corresponding\nprobability distribution function. Thus, it is argued that the bell-shaped reference patterns are shown to significantly\ncorrelate with predefined scenes of interest for each video, as annotated by the users. In this way, the observed collective\nintelligence may be used to provide a video-segment detection tool that identifies the importance of video scenes. Accordingly,\nboth a stochastic and a pattern matching appro...},\n  doi           = {10.1142/S0218213014400107},\n  url_Paper={Karydis_2014.pdf},\n  issn          = {0218-2130},\n  keywords      = {Data minining,Signal processing,Video,important-segment detection,interaction,semantics,signal\nprocessing,user activity,user-based,web},\n  language      = {en},\n  mendeley-tags = {Data minining,Signal processing},\n  publisher     = {World Scientific Publishing Company},\n  url           = {http://www.worldscientific.com/doi/abs/10.1142/S0218213014400107},\n}\n\n
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\n This work studies collective intelligence behavior of Web users that share and watch video content. Accordingly, it is proposed that the aggregated users' video activity exhibits characteristic patterns. Such patterns may be used in order to infer important video scenes leading thus to collective intelligence concerning the video content. To this end, experimentation is based on users' interactions (e.g., pause, seek/scrub) that have been gathered in a controlled user experiment with information-rich videos. Collective information seeking behavior is then modeled by means of the corresponding probability distribution function. Thus, it is argued that the bell-shaped reference patterns are shown to significantly correlate with predefined scenes of interest for each video, as annotated by the users. In this way, the observed collective intelligence may be used to provide a video-segment detection tool that identifies the importance of video scenes. Accordingly, both a stochastic and a pattern matching appro...\n
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\n \n\n \n \n \n \n \n \n Open system for video learning analytics.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Giannakos, M. N.; and Chrisochoides, N.\n\n\n \n\n\n\n In Proceedings of the first ACM conference on Learning @ scale conference - L@S '14, pages 153–154, New York, New York, USA, mar 2014. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Open paper\n  \n \n \n \"OpenPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2014,\n  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},\n  title         = {{Open system for video learning analytics}},\n  booktitle     = {Proceedings of the first ACM conference on Learning @ scale conference - L@S '14},\n  year          = {2014},\n  pages         = {153--154},\n  address       = {New York, New York, USA},\n  month         = {mar},\n  publisher     = {ACM Press},\n  abstract      = {Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless,\nlearners' interactions with the videos are not readily available, because online video platforms do not share them. In this\npaper, we present an open-source video learning analytics system, which is also available as a free service to researchers. Our\nsystem facilitates the analysis of video learning behavior by capturing learners' interactions with the video player (e.g,\nseek/scrub, play, pause). In an empirical user study, we captured hundreds of user interactions with the video player by\nanalyzing the interactions as a learner activity time series. We found that learners employed the replaying activity to\nretrieve the video segments that contained the answers to the survey questions. The above findings indicate the potential of\nvideo analytics to represent learner behavior. Further research, should be able to elaborate on learner behavior by collecting\nlarge-scale data. In this way, the producers of online video pedagogy will be able to understand the use of this emerging\nmedium and proceed with the appropriate amendments to the current video-based learning systems and practices.},\n  doi           = {10.1145/2556325.2567855},\n  url_Paper={Chorianopoulos_2014.pdf},\n  isbn          = {9781450326698},\n  keywords      = {analytics,computer education,education,learning,learning analytics,user interactions,video,video lectures},\n  mendeley-tags = {analytics,computer education,learning,video lectures},\n  url           = {http://dl.acm.org/citation.cfm?id=2556325.2567855},\n}\n\n
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\n Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless, learners' interactions with the videos are not readily available, because online video platforms do not share them. In this paper, we present an open-source video learning analytics system, which is also available as a free service to researchers. Our system facilitates the analysis of video learning behavior by capturing learners' interactions with the video player (e.g, seek/scrub, play, pause). In an empirical user study, we captured hundreds of user interactions with the video player by analyzing the interactions as a learner activity time series. We found that learners employed the replaying activity to retrieve the video segments that contained the answers to the survey questions. The above findings indicate the potential of video analytics to represent learner behavior. Further research, should be able to elaborate on learner behavior by collecting large-scale data. In this way, the producers of online video pedagogy will be able to understand the use of this emerging medium and proceed with the appropriate amendments to the current video-based learning systems and practices.\n
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\n \n\n \n \n \n \n \n \n Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages.\n \n \n \n \n\n\n \n Talvis, K.; Chorianopoulos, K.; and Kermanidis, K. L.\n\n\n \n\n\n\n In 9th International Workshop on Semantic and Social Media Adaptation and Personalization, pages 83–87, Corfu, Greece, 2014. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Real-Time paper\n  \n \n \n \"Real-TimePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Talvis_2014,\n  author        = {Talvis, Karolos and Chorianopoulos, Konstantinos and Kermanidis, Katia Lida},\n  title         = {{Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages}},\n  booktitle     = {9th International Workshop on Semantic and Social Media Adaptation and Personalization},\n  year          = {2014},\n  pages         = {83--87},\n  address       = {Corfu, Greece},\n  publisher     = {IEEE},\n  abstract      = {The recent rise in popularity of Twitter and its open API provides developers the opportunity to extract\namounts of data which can be a thesaurus of information. This opportunity led to the development of an open source and open API\nsystem called Flu track (http://flutrack.org) that monitors influenza epidemics, based on geo-located self-reports on Twitter.\nIn particular, we detect words such as sore throat, cough, fever etc. Moreover, we detect the aggravation of a patient's\nclinical condition when a user posts a second flu related tweet that contains words indicating further symptoms such as: worse,\ndeteriorating. Finally, we present flu-positives with real time anonymous visualizations using maps (mapping), which might be\nhelpful for authorities and sensitive populations to plan upcoming events or activities. In order to further aid the\nsurveillance of the spreading of the disease, a classification experiment has been conducted for automatically identifying\nTweets that describe cases with acute and more critical symptoms from those referring to milder cases. We found that making use\nof mereley very small n-gram keyword lexica, the automatic identification of critical cases reaches an accuracy of 92{\\%}.},\n  doi           = {10.1109/SMAP.2014.38},\n  url_Paper={Talvis_2014.pdf},\n  isbn          = {978-1-4799-6813-8},\n  keywords      = {Data Visualization,Data mining,Data visualization,Diseases,Google,Influenza,Linked Data,Open\nSource,Pragmatics,Social Media,Twitter,data mining,data visualization,influenza epidemics,linguistic analysis,social media},\n  language      = {English},\n  mendeley-tags = {Data Visualization,Linked Data,Open Source,Social Media},\n  url           = {http://ieeexplore.ieee.org/articleDetails.jsp?arnumber=6978958},\n}\n\n
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\n The recent rise in popularity of Twitter and its open API provides developers the opportunity to extract amounts of data which can be a thesaurus of information. This opportunity led to the development of an open source and open API system called Flu track (http://flutrack.org) that monitors influenza epidemics, based on geo-located self-reports on Twitter. In particular, we detect words such as sore throat, cough, fever etc. Moreover, we detect the aggravation of a patient's clinical condition when a user posts a second flu related tweet that contains words indicating further symptoms such as: worse, deteriorating. Finally, we present flu-positives with real time anonymous visualizations using maps (mapping), which might be helpful for authorities and sensitive populations to plan upcoming events or activities. In order to further aid the surveillance of the spreading of the disease, a classification experiment has been conducted for automatically identifying Tweets that describe cases with acute and more critical symptoms from those referring to milder cases. We found that making use of mereley very small n-gram keyword lexica, the automatic identification of critical cases reaches an accuracy of 92%.\n
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\n \n\n \n \n \n \n \n \n Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Shamma, D. A.; and Kennedy, L.\n\n\n \n\n\n\n In Ramzan, N.; van Zwol, R.; Lee, J.; Clüver, K.; and Hua, X., editor(s), Social Media Retrieval, pages 3–22. Springer, 2013.\n \n\n\n\n
\n\n\n\n \n \n \"Social paper\n  \n \n \n \"SocialPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InCollection{Chorianopoulos_2013a,\n  author        = {Chorianopoulos, Konstantinos and Shamma, David Ayman and Kennedy, Lyndon},\n  title         = {{Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video}},\n  booktitle     = {Social Media Retrieval},\n  publisher     = {Springer},\n  year          = {2013},\n  editor        = {Ramzan, Naeem and van Zwol, Roelof and Lee, Jong-Seok and Cl{\\"{u}}ver, Kai and Hua, Xian-Sheng},\n  pages         = {3--22},\n  abstract      = {Content-based video retrieval has been a very efficient technique with new video content, but it has not\nregarded the increasingly dynamic interactions between users and content. We present a comprehensive survey on user-based\ntechniques and instrumentation for social video retrieval researchers. Community-based approaches suggest there is much to\nlearn about an unstructured video just by analyzing the dynamics of how it is being used. In particular, we explore three\npillars of online user activity with video content: 1) Seeking patterns within a video is linked to interesting video segments,\n2) Sharing patterns between users indicate that there is a correlation between social activity and popularity of a video, and\n3) Editing of live events is automated through the synchronization of audio across multiple viewpoints of the same event.\nMoreover, we present three complementary research methods in social video retrieval: Experimental replication of user activity\ndata and signal analysis, data mining and prediction on natural user activity data, and hybrid techniques that combine robust\ncontent-based approaches with crowd sourcing of user gener- ated content. Finally, we suggest further research directions in\nthe combination of richer user- and content-modeling, because it provides an attractive solution to the personalization,\nnavigation, and social consumption of videos.},\n  url_Paper={Chorianopoulos_2013a.pdf},\n  isbn          = {978-1-4471-4555-4},\n  keywords      = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},\n  mendeley-tags = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},\n  url           = {http://link.springer.com/chapter/10.1007/978-1-4471-4555-4{\\_}1},\n  doi = {10.1007/978-1-4471-4555-4_1},\n}\n
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\n Content-based video retrieval has been a very efficient technique with new video content, but it has not regarded the increasingly dynamic interactions between users and content. We present a comprehensive survey on user-based techniques and instrumentation for social video retrieval researchers. Community-based approaches suggest there is much to learn about an unstructured video just by analyzing the dynamics of how it is being used. In particular, we explore three pillars of online user activity with video content: 1) Seeking patterns within a video is linked to interesting video segments, 2) Sharing patterns between users indicate that there is a correlation between social activity and popularity of a video, and 3) Editing of live events is automated through the synchronization of audio across multiple viewpoints of the same event. Moreover, we present three complementary research methods in social video retrieval: Experimental replication of user activity data and signal analysis, data mining and prediction on natural user activity data, and hybrid techniques that combine robust content-based approaches with crowd sourcing of user gener- ated content. Finally, we suggest further research directions in the combination of richer user- and content-modeling, because it provides an attractive solution to the personalization, navigation, and social consumption of videos.\n
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\n \n\n \n \n \n \n \n \n Could you help me to change the variables ? Comparing instruction to encouragement for teaching programming.\n \n \n \n \n\n\n \n Makris, D.; Euaggelopoulos, K.; Chorianopoulos, K.; and Giannakos, M. N.\n\n\n \n\n\n\n In WiPSCE '13, November 11-13, 2013, Aarhus, Denmark, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"Could paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Makris_2013,\n  author        = {Makris, Dimosthenis and Euaggelopoulos, Kleomenis and Chorianopoulos, Konstantinos and Giannakos, Michail\nN.},\n  title         = {{Could you help me to change the variables ? Comparing instruction to encouragement for teaching\nprogramming}},\n  booktitle     = {WiPSCE '13, November 11-13, 2013, Aarhus, Denmark},\n  year          = {2013},\n  abstract      = {Computer programming has become an important skill and it can be taught from early school years. Previous\nresearch has developed and evaluated several visual programming tools that are suitable for computer education in schools.\nHowever, little is known about how pedagogic styles affect student attitudes towards learning computer programming. This paper\nreports on a preliminary study on the influence of alternative teaching styles on student's enjoyment and attitude towards\ncomputing. Two groups of twelve students each were asked to revise a computer game. The traditional instruction group was\nprovided with detailed information, while the encouragement group was asked to help the teacher to change the variables of the\ngame. The results indicate that an encouraging pedagogic style promotes more positive attitudes towards computer programming\nand more self-confidence than traditional instruction. Further research should repeat the experiment across several weeks for\nmore programming concepts and should also assess the cognitive benefits.},\n  url_Paper={Makris_2013.pdf},\n  isbn          = {9781450324557},\n  keywords      = {Computational thinking,Computer education,Programming,Scratch,Secondary education,computer\neducation,confidence,encouragement,learning,programming,teaching},\n  mendeley-tags = {computer education,learning,programming,teaching},\n  doi = {10.1145/2532748.2532761},\n}\n\n
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\n Computer programming has become an important skill and it can be taught from early school years. Previous research has developed and evaluated several visual programming tools that are suitable for computer education in schools. However, little is known about how pedagogic styles affect student attitudes towards learning computer programming. This paper reports on a preliminary study on the influence of alternative teaching styles on student's enjoyment and attitude towards computing. Two groups of twelve students each were asked to revise a computer game. The traditional instruction group was provided with detailed information, while the encouragement group was asked to help the teacher to change the variables of the game. The results indicate that an encouraging pedagogic style promotes more positive attitudes towards computer programming and more self-confidence than traditional instruction. Further research should repeat the experiment across several weeks for more programming concepts and should also assess the cognitive benefits.\n
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\n \n\n \n \n \n \n \n \n Comparing the camera shot styles of video lectures: Close-up versus broad framing of whiteboard and lecturer.\n \n \n \n \n\n\n \n Ilioudi, C.; Chorianopoulos, K.; and Giannakos, M. N.\n\n\n \n\n\n\n In Lionarakis, A., editor(s), 7th International Conference in Open and Distance Learning 2013, pages 1–7, Athens, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"Comparing paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Ilioudi_2013,\n  author        = {Ilioudi, Christina and Chorianopoulos, Konstantinos and Giannakos, Michail N.},\n  title         = {{Comparing the camera shot styles of video lectures: Close-up versus broad framing of whiteboard and\nlecturer}},\n  booktitle     = {7th International Conference in Open and Distance Learning 2013},\n  year          = {2013},\n  editor        = {Lionarakis, Antonis},\n  pages         = {1--7},\n  address       = {Athens},\n  abstract      = {Many educational organizations are motivated to create and share instructional videos, but there are no\nguidelines about the presentation styles. In practice, the presentation style of video lectures ranges from simple video\ncapturing of classroom teaching, up to highly elaborate authoring of video presentations that include close-ups and video-cuts\nof instructors, slides, animations, and interactive drawing boards. In particular, there is limited research about the effects\nof each presentation style on student learning performance and attitudes. In this work, we examine the effects of video\npresentation styles in supporting the teaching of mathematics in the secondary education. In addition to a control group that\nstudied through a paper-book, two groups of students attended two distinct styles of video lectures: 1) video capture of class\nteaching (Talking head style), and 2) close-up video capture of an interactive drawing board with voice-over (Khan style). The\nparticipants of our study consisted of 36 students (15 boys and 21 girls, 16 years old), who received the respective three\ntreatments (paper book, talking head, khan style), over the course of three math modules in three weeks' time. We found that\nlearning effects show up only after the second week and that the Talking Head style was more effective than the book for\ncomplex topics.},\n  url_Paper={Ilioudi_2013.pdf},\n  keywords      = {MOOC,Video,e-learning,enjoyment,khan style,performance,playfulness,satisfaction,talking head\nlectures,teaching,technology-enhnanced learning},\n  mendeley-tags = {MOOC,e-learning,teaching,technology-enhnanced learning},\n}\n\n
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\n Many educational organizations are motivated to create and share instructional videos, but there are no guidelines about the presentation styles. In practice, the presentation style of video lectures ranges from simple video capturing of classroom teaching, up to highly elaborate authoring of video presentations that include close-ups and video-cuts of instructors, slides, animations, and interactive drawing boards. In particular, there is limited research about the effects of each presentation style on student learning performance and attitudes. In this work, we examine the effects of video presentation styles in supporting the teaching of mathematics in the secondary education. In addition to a control group that studied through a paper-book, two groups of students attended two distinct styles of video lectures: 1) video capture of class teaching (Talking head style), and 2) close-up video capture of an interactive drawing board with voice-over (Khan style). The participants of our study consisted of 36 students (15 boys and 21 girls, 16 years old), who received the respective three treatments (paper book, talking head, khan style), over the course of three math modules in three weeks' time. We found that learning effects show up only after the second week and that the Talking Head style was more effective than the book for complex topics.\n
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\n \n\n \n \n \n \n \n \n Learning by Playing and Learning by Making.\n \n \n \n \n\n\n \n Garneli, V.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In 4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on 25-27 September 2013., pages 76–85, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"Learning paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Garneli_2013,\n  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Learning by Playing and Learning by Making}},\n  booktitle     = {4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on\n25-27 September 2013.},\n  year          = {2013},\n  pages         = {76--85},\n  abstract      = {Serious video games have been proposed as a means to engage students with the Science, Technology,\nEngineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching\npractices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in\nmaking games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups\nexperiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced\nwith a serious game in three different ways. The first group played the storytelling game, the second played the same game but\nwith no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced\ntraditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by\nengaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar\nstudies with a focus on involving students in serious game modification, over longer periods of time and for additional\ncurriculum topics.},\n  url_Paper={Garneli_2013.pdf},\n  keywords      = {CS education,Scratch,behaviorism,children,code engagement,computer\neducation,constructivism,education,human-computer interaction,learning,making,playing,programming environment,serious\ngame,storytelling element},\n  mendeley-tags = {Scratch,children,computer education,education,human-computer interaction,learning,making,playing},\n  doi = {10.1007/978-3-642-40790-1_8},\n}\n\n
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\n Serious video games have been proposed as a means to engage students with the Science, Technology, Engineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced with a serious game in three different ways. The first group played the storytelling game, the second played the same game but with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar studies with a focus on involving students in serious game modification, over longer periods of time and for additional curriculum topics.\n
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\n \n\n \n \n \n \n \n \n Time shifting patterns in browsing and search behavior for catch-up TV on the web.\n \n \n \n \n\n\n \n Rautiainen, M.; Heikkinen, A.; Sarvanko, J.; Chorianopoulos, K.; Kostakos, V.; and Ylianttila, M.\n\n\n \n\n\n\n In Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13, pages 117–120, New York, New York, USA, jun 2013. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Time paper\n  \n \n \n \"TimePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Rautiainen_2013,\n  author        = {Rautiainen, Mika and Heikkinen, Arto and Sarvanko, Jouni and Chorianopoulos, Konstantinos and Kostakos,\nVassilis and Ylianttila, Mika},\n  title         = {{Time shifting patterns in browsing and search behavior for catch-up TV on the web}},\n  booktitle     = {Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13},\n  year          = {2013},\n  pages         = {117--120},\n  address       = {New York, New York, USA},\n  month         = {jun},\n  publisher     = {ACM Press},\n  abstract      = {Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited\ninformation about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two\ndistinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based\non a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user\nsessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were\ntypically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically\nmore than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV\ncontent. Further research should develop the user experience for content-based TV access and explore the sharing patterns of\narchival TV content on social networks.},\n  doi           = {10.1145/2465958.2465965},\n  url_Paper={Rautiainen_2013.pdf},\n  isbn          = {9781450319515},\n  keywords      = {TV,TiVo,catch-up tv,content-based retrieval,human-computer interaction,information\nretrieval,multimedia,navigation,software technology,user behavior,video},\n  mendeley-tags = {TV,TiVo,human-computer interaction,information retrieval,multimedia,navigation,software technology,video},\n  url           = {http://dl.acm.org/citation.cfm?id=2465958.2465965},\n}\n\n\n
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\n Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited information about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two distinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based on a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user sessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were typically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically more than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV content. Further research should develop the user experience for content-based TV access and explore the sharing patterns of archival TV content on social networks.\n
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\n \n\n \n \n \n \n \n \n Using Facebook out of habit.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Giotopoulos, K. K.; and Vlamos, P.\n\n\n \n\n\n\n Behaviour & Information Technology, 32(6): 594–602. mar 2013.\n \n\n\n\n
\n\n\n\n \n \n \"Using paper\n  \n \n \n \"UsingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 5 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Giannakos_2013,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Giotopoulos, Konstantinos K. and Vlamos,\nPanayiotis},\n  title         = {{Using Facebook out of habit}},\n  journal       = {Behaviour {\\&} Information Technology},\n  year          = {2013},\n  volume        = {32},\n  number        = {6},\n  pages         = {594--602},\n  month         = {mar},\n  abstract      = {This article investigates the uses and gratifications of the popular social networking site Facebook. In the\nexploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users not only\ndescribed the uses, but also mentioned how they perceive these uses. These phrases were coded into 14 items and clustered into\nfour factors. The principal component analysis that was conducted in the third stage of the study, which was addressed to 222\nFacebook users, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time and Using\nApplications. Previous user studies on Facebook have examined the immediate social effects of this popular social networking\nsite, but they have not regarded emerging uses of the platform, such as gaming and applications, which do have a social\ncomponent as a feature and not as a core principle. The ?Wasting Time? factor and the growth of ?Using Applications? factor\nindicate that Facebook has already become an integral part of daily computing routine, alongside with the rest of the\nentertainment desktop and web applications.},\n  doi           = {10.1080/0144929X.2012.659218},\n  url_Paper={Giannakos_2013.pdf},\n  issn          = {0144-929X},\n  keywords      = {Facebook,habit,motivations,perceptions,social media,social network sites,social networking,uses and\ngratifications},\n  mendeley-tags = {habit,social media,social networking},\n  publisher     = {Taylor {\\&} Francis},\n  url           = {http://dx.doi.org/10.1080/0144929X.2012.659218},\n}\n\n
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\n This article investigates the uses and gratifications of the popular social networking site Facebook. In the exploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users not only described the uses, but also mentioned how they perceive these uses. These phrases were coded into 14 items and clustered into four factors. The principal component analysis that was conducted in the third stage of the study, which was addressed to 222 Facebook users, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time and Using Applications. Previous user studies on Facebook have examined the immediate social effects of this popular social networking site, but they have not regarded emerging uses of the platform, such as gaming and applications, which do have a social component as a feature and not as a core principle. The ?Wasting Time? factor and the growth of ?Using Applications? factor indicate that Facebook has already become an integral part of daily computing routine, alongside with the rest of the entertainment desktop and web applications.\n
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\n \n\n \n \n \n \n \n \n Understanding childrens behavior in an asynchronous video-mediated communication environment.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Inkpen, K.; Du, H.; and Johns, P.\n\n\n \n\n\n\n Personal and Ubiquitous Computing, 17(8): 1621–1629. apr 2013.\n \n\n\n\n
\n\n\n\n \n \n \"Understanding paper\n  \n \n \n \"UnderstandingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Giannakos_2013b,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Inkpen, Kori and Du, Honglu and Johns, Paul},\n  title         = {{Understanding childrens behavior in an asynchronous video-mediated communication environment}},\n  journal       = {Personal and Ubiquitous Computing},\n  year          = {2013},\n  volume        = {17},\n  number        = {8},\n  pages         = {1621--1629},\n  month         = {apr},\n  abstract      = {Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and\nplay. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a\ngroup of children, who exchanged video messages in an informal context. In particular, this paper presents the results of\n11-week VMC study of 30 children from the USA and Greece, exploring children's behavior with the asynchronous video-based\nmessaging tool we developed called VideoPal. In the study, children's interactions, perceptions, content exchanged and emotions\nwere collected. The results from the analyses highlight that the emotion of happiness dominated in the communication. Moreover,\nthe content included useful personal information and is connected with children's interactions (e.g., number of views and of\nrecipients). In addition, children generally preferred VideoPal to email because they felt that it was easier and has more\nfun.},\n  doi           = {10.1007/s00779-012-0525-2},\n  url_Paper={Giannakos_2013b.pdf},\n  issn          = {1617-4909},\n  keywords      = {Asynchronous,Children,Emotions,Interactions,Perceptions,Social media,Video-mediated\ncommunication,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous computing},\n  mendeley-tags = {Social media,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous\ncomputing},\n  url           = {http://www.springerlink.com/content/u027243678187477/},\n}\n\n
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\n Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and play. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a group of children, who exchanged video messages in an informal context. In particular, this paper presents the results of 11-week VMC study of 30 children from the USA and Greece, exploring children's behavior with the asynchronous video-based messaging tool we developed called VideoPal. In the study, children's interactions, perceptions, content exchanged and emotions were collected. The results from the analyses highlight that the emotion of happiness dominated in the communication. Moreover, the content included useful personal information and is connected with children's interactions (e.g., number of views and of recipients). In addition, children generally preferred VideoPal to email because they felt that it was easier and has more fun.\n
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\n \n\n \n \n \n \n \n \n Collective intelligence within web video.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n Human-centric Computing and Information Sciences, 3(1): 10. jun 2013.\n \n\n\n\n
\n\n\n\n \n \n \"Collective paper\n  \n \n \n \"CollectivePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 6 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2013b,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Collective intelligence within web video}},\n  journal       = {Human-centric Computing and Information Sciences},\n  year          = {2013},\n  volume        = {3},\n  number        = {1},\n  pages         = {10},\n  month         = {jun},\n  abstract      = {We present a user-based approach for detecting interesting video segments through simple signal processing\nof users collective interactions with the video player (e.g., seek/scrub, play, pause). Previous research has focused on\ncontent-based systems that have the benefit of analyzing a video without user interactions, but they are monolithic, because\nthe resulting key-frames are the same regardless of the user preferences. We developed the open-source SocialSkip system on a\nmodular cloud-based architecture and analyzed hundreds of user interactions within difficult video genres (lecture, how-to,\ndocumentary) by modeling them as user interest time series. We found that the replaying activity is better than the skipping\nforward one in matching the semantics of a video, and that all interesting video segments can be found within a factor of two\ntimes the average user skipping step from the local maximums of the replay time series. The concept of simple signal processing\nof implicit user interactions within video could be applied to any type of Web video system (e.g., TV, desktop, tablet), in\norder to improve the user navigation experience with dynamic and personalized key-frames.},\n  doi           = {10.1186/2192-1962-3-10},\n  url_Paper={Chorianopoulos_2013b.pdf},\n  issn          = {2192-1962},\n  keywords      = {Analytics,Collective intelligence,Key-frame,Signal processing,User-based,Video,Web,analytics,computer\neducation,crowdsourcing,human-computer interaction,interaction,multimedia,time-series,video lectures},\n  language      = {en},\n  mendeley-tags = {analytics,computer education,crowdsourcing,human-computer\ninteraction,interaction,multimedia,time-series,video lectures},\n  publisher     = {Springer},\n  url           = {http://www.hcis-journal.com/content/3/1/10},\n}\n\n
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\n We present a user-based approach for detecting interesting video segments through simple signal processing of users collective interactions with the video player (e.g., seek/scrub, play, pause). Previous research has focused on content-based systems that have the benefit of analyzing a video without user interactions, but they are monolithic, because the resulting key-frames are the same regardless of the user preferences. We developed the open-source SocialSkip system on a modular cloud-based architecture and analyzed hundreds of user interactions within difficult video genres (lecture, how-to, documentary) by modeling them as user interest time series. We found that the replaying activity is better than the skipping forward one in matching the semantics of a video, and that all interesting video segments can be found within a factor of two times the average user skipping step from the local maximums of the replay time series. The concept of simple signal processing of implicit user interactions within video could be applied to any type of Web video system (e.g., TV, desktop, tablet), in order to improve the user navigation experience with dynamic and personalized key-frames.\n
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\n \n\n \n \n \n \n \n \n Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit.\n \n \n \n \n\n\n \n Mikalef, K.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n International Journal of Mobile Learning and Organisation, 7(2): 158–175. 2013.\n \n\n\n\n
\n\n\n\n \n \n \"Does paper\n  \n \n \n \"DoesPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Mikalef_2013,\n  author        = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition\nduring a museum visit}},\n  journal       = {International Journal of Mobile Learning and Organisation},\n  year          = {2013},\n  volume        = {7},\n  number        = {2},\n  pages         = {158--175},\n  abstract      = {Informal learning settings, such as museums and cultural heritage locations, have employed interactive\nmobile applications. Educators and museum curators recognise the value of interactivity, but the optimum level of interactivity\nin informal learning remains unclear. We developed an informal learning activity with quiz questions about art theory, which we\nintegrated in a between–groups experimental design with three groups of high–school students at an art gallery. Each of the\nthree groups received a different treatment: (a) an interactive mobile–based learning activity, (b) a paper–based version of\nthe same learning activity, and (c) a self–guided museum tour. Students who enrolled with the interactive version showed higher\nperformance in the post–assessment test when compared to the paper–based version. Notably, the benefits of the interactive\nversion are attributed to the immediate feedback of the quiz application during the visit. Further research should perform\nsimilar controlled experiments in order to assess the learning benefit of more immersive interactive systems, such as\nthree–dimensional graphics and augmented reality.},\n  doi           = {10.1504/IJMLO.2013.055620},\n  url_Paper={Mikalef_2013.pdf},\n  keywords      = {computer education,cultural heritage,high school students,human-computer interaction,informal\nlearning,interactivity,knowledge acquisition,learning,mobile,mobile learning,multimedia,museum,museum\nvisiting,m–learning,perceptions,trial and error,ubiquitous computing},\n  mendeley-tags = {computer education,human-computer interaction,learning,mobile,multimedia,museum,ubiquitous computing},\n  url           = {http://inderscience.metapress.com/content/m653021wulw2548v/},\n}\n\n
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\n Informal learning settings, such as museums and cultural heritage locations, have employed interactive mobile applications. Educators and museum curators recognise the value of interactivity, but the optimum level of interactivity in informal learning remains unclear. We developed an informal learning activity with quiz questions about art theory, which we integrated in a between–groups experimental design with three groups of high–school students at an art gallery. Each of the three groups received a different treatment: (a) an interactive mobile–based learning activity, (b) a paper–based version of the same learning activity, and (c) a self–guided museum tour. Students who enrolled with the interactive version showed higher performance in the post–assessment test when compared to the paper–based version. Notably, the benefits of the interactive version are attributed to the immediate feedback of the quiz application during the visit. Further research should perform similar controlled experiments in order to assess the learning benefit of more immersive interactive systems, such as three–dimensional graphics and augmented reality.\n
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\n \n\n \n \n \n \n \n \n Pedestrian navigation and shortest path: Preference versus distance.\n \n \n \n \n\n\n \n Armeni, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19, 2013, Athens, Greece, pages 647–652, 2013. IOS\n \n\n\n\n
\n\n\n\n \n \n \"Pedestrian paper\n  \n \n \n \"PedestrianPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Armeni_2013,\n  author        = {Armeni, Iro and Chorianopoulos, Konstantinos},\n  title         = {{Pedestrian navigation and shortest path: Preference versus distance}},\n  booktitle     = {Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19,\n2013, Athens, Greece},\n  year          = {2013},\n  pages         = {647--652},\n  publisher     = {IOS},\n  abstract      = {Contemporary digital maps provide an option for pedestrian navigation, but they do not account for\nsubjective preferences in the calculation of the shortest path, which is usually provided in terms of absolute distance. For\nthis purpose, we performed a controlled experiment with local pedestrians, who were asked to navigate from point A to point B\nin a fast manner. The pedestrians' routes were recorded by means of a GPS device and then plotted on a map for comparison with\nsuggested itinerary from a digital map. We found that the preferred shortest path is significantly different to the suggested\none. Notably, the preffered paths were slightly longer than the suggested, but there was no effect in the trip duration because\nthere were fewer obstacles, such as cars. Since many pedestrians employ GPS enabled devices, the findings of this research\ninform the development of mobile applications and the design of new subjective map layers for city dwellers.},\n  doi = {10.3233/978-1-61499-286-8-647},\n  url_Paper={Armeni_2013.pdf},\n  keywords      = {cartography,citizen science,collective,community,experiment,gps,grass roots,human-computer\ninteraction,map,multimedia,participatory,pedestrian,preference,route,shortest path,trajectory,ubiquitous computing,well-being},\n  mendeley-tags = {cartography,citizen science,community,grass roots,human-computer\ninteraction,multimedia,participatory,route,trajectory,ubiquitous computing,well-being},\n  url           = {http://ebooks.iospress.nl/publication/33920},\n}\n\n
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\n Contemporary digital maps provide an option for pedestrian navigation, but they do not account for subjective preferences in the calculation of the shortest path, which is usually provided in terms of absolute distance. For this purpose, we performed a controlled experiment with local pedestrians, who were asked to navigate from point A to point B in a fast manner. The pedestrians' routes were recorded by means of a GPS device and then plotted on a map for comparison with suggested itinerary from a digital map. We found that the preferred shortest path is significantly different to the suggested one. Notably, the preffered paths were slightly longer than the suggested, but there was no effect in the trip duration because there were fewer obstacles, such as cars. Since many pedestrians employ GPS enabled devices, the findings of this research inform the development of mobile applications and the design of new subjective map layers for city dwellers.\n
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\n \n\n \n \n \n \n \n \n Analytics on video-based learning.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Ronchetti, M.; Szegedi, P.; and Teasley, S.\n\n\n \n\n\n\n In LAK '13 Proceedings of the Third International Conference on Learning Analytics and Knowledge, pages 283–284, apr 2013. ACM\n \n\n\n\n
\n\n\n\n \n \n \"Analytics paper\n  \n \n \n \"AnalyticsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 8 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2013a,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley,\nStephanie},\n  title         = {{Analytics on video-based learning}},\n  booktitle     = {LAK '13 Proceedings of the Third International Conference on Learning Analytics and Knowledge},\n  year          = {2013},\n  pages         = {283--284},\n  month         = {apr},\n  publisher     = {ACM},\n  abstract      = {The International Workshop on Analytics on Video-based Learning (WAVe2013) aims to connect research efforts\non Video-based Learning with Learning Analytics to create visionary ideas and foster synergies between the two fields. The main\nobjective of WAVe is to build a research community around the topical area of Analytics on video-based learning. In particular,\nWAVe aims to develop a critical discussion about the next generation of analytics employed on video learning tools, the form of\nthese analytics and the way they can be analyzed in order to help us to better understand and improve the value of video-based\nlearning. WAVe is based on the rationale that combining and analyzing learners' interactions with other available data obtained\nfrom learners, new avenues for research on video-based learning have emerged.},\n  doi           = {10.1145/2460296.2460358},\n  url_Paper={Giannakos_2013a.pdf},\n  isbn          = {978-1-4503-1785-6},\n  keywords      = {MOOC,analytics,computer education,e-learning,interaction design,learning analytics,multimedia,video based\nlearning,video lecture,video lectures,workshop},\n  mendeley-tags = {analytics,computer education,e-learning,multimedia,video lecture,video lectures,workshop},\n  url           = {http://dl.acm.org/citation.cfm?id=2460296.2460358},\n}\n\n
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\n The International Workshop on Analytics on Video-based Learning (WAVe2013) aims to connect research efforts on Video-based Learning with Learning Analytics to create visionary ideas and foster synergies between the two fields. The main objective of WAVe is to build a research community around the topical area of Analytics on video-based learning. In particular, WAVe aims to develop a critical discussion about the next generation of analytics employed on video learning tools, the form of these analytics and the way they can be analyzed in order to help us to better understand and improve the value of video-based learning. WAVe is based on the rationale that combining and analyzing learners' interactions with other available data obtained from learners, new avenues for research on video-based learning have emerged.\n
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\n \n\n \n \n \n \n \n \n User Requirements for Gamifying Sports Software.\n \n \n \n \n\n\n \n Giannakis, K.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS), pages 22–26, 2013. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"User paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakis_2013,\n  author        = {Giannakis, Konstantinos and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{User Requirements for Gamifying Sports Software}},\n  booktitle     = {3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive,\nProgressive Change (GAS)},\n  year          = {2013},\n  pages         = {22--26},\n  publisher     = {IEEE},\n  abstract      = {Sports tracking software for casual exercising has become popular with smart phone users who are concerned\nabout their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software,\nwhich needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week\nlong experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first\ntreatment stands for no gamification and the second treatment provided rich visual feedback, such as speed, distance, elapsed\ntime, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also\nmeasured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices\ncan promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports\ntracking software should be modest about how much and what type of visual information it provides to the user. In particular,\nwe found that the only piece of visual information that had an impact on performance was average speed, which indicates a\nconnection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics,\nsociability, rules.},\n  url_Paper={Giannakis_2013.pdf},\n  keywords      = {GPS,Interaction styles,augmented feed-back,evaluation,human factors,human-computer\ninteraction,map,multimedia,quantified shelf,sports,ubiquitous computing,well-being},\n  mendeley-tags = {GPS,evaluation,human-computer interaction,map,multimedia,quantified shelf,sports,ubiquitous\ncomputing,well-being},\ndoi = {10.1109/GAS.2013.6632585},\n}\n\n
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\n Sports tracking software for casual exercising has become popular with smart phone users who are concerned about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software, which needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week long experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first treatment stands for no gamification and the second treatment provided rich visual feedback, such as speed, distance, elapsed time, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also measured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices can promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports tracking software should be modest about how much and what type of visual information it provides to the user. In particular, we found that the only piece of visual information that had an impact on performance was average speed, which indicates a connection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics, sociability, rules.\n
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\n \n\n \n \n \n \n \n \n Investigating Differences among the Commonly Used Video Lecture Styles.\n \n \n \n \n\n\n \n Ilioudi, C.; Giannakos, M. N.; and Chorianopoulos, K.\n\n\n \n\n\n\n In WAVe 2013 The Workshop on Analytics on Video-based Learning, volume i, pages 21–26, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"Investigating paper\n  \n \n \n \"InvestigatingPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Ilioudi_2013a,\n  author        = {Ilioudi, Christina and Giannakos, Michail N. and Chorianopoulos, Konstantinos},\n  title         = {{Investigating Differences among the Commonly Used Video Lecture Styles}},\n  booktitle     = {WAVe 2013 The Workshop on Analytics on Video-based Learning},\n  year          = {2013},\n  volume        = {i},\n  pages         = {21--26},\n  abstract      = {Many educational organizations are motivated to create and share instructional videos, but there are no\nguidelines about the presentation styles. In practice, the presentation style of video lectures ranges from simple video\ncapturing of classroom teaching, up to highly elaborate authoring of video presentations that include close-ups and video-cuts\nof instructors, slides, animations, and interactive drawing boards. In particular, there is limited research about the effects\nof each presentation style on student learning performance and attitudes. In this work, we examine the effects of video\npresentation styles in supporting the teaching of mathematics in the secondary education. In addition to a control group that\nstudied through a paper-book, two groups of students attended two distinct styles of video lectures: 1) video capture of class\nteaching (Talking head style), and 2) close-up video capture of an interactive drawing board with voice-over (Khan style). The\nparticipants of our study consisted of 36 students (15 boys and 21 girls, 16 years old), who received the respective three\ntreatments (paper book, talking head, khan style), over the course of three math modules in three weeks' time. We found that\nlearning effects show up only after the second week and that the Talking Head style was more effective than the book for\ncomplex topics.},\n  url_Paper={Ilioudi_2013a.pdf},\n  keywords      = {Video,computer education,e-learning,enjoyment,khan\nstyle,mooc,multimedia,performance,playfulness,satisfaction,talking head lectures,video lectures},\n  mendeley-tags = {computer education,mooc,multimedia,video lectures},\n  url           = {http://ceur-ws.org/Vol-983/paper5.pdf},\n}\n\n
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\n Many educational organizations are motivated to create and share instructional videos, but there are no guidelines about the presentation styles. In practice, the presentation style of video lectures ranges from simple video capturing of classroom teaching, up to highly elaborate authoring of video presentations that include close-ups and video-cuts of instructors, slides, animations, and interactive drawing boards. In particular, there is limited research about the effects of each presentation style on student learning performance and attitudes. In this work, we examine the effects of video presentation styles in supporting the teaching of mathematics in the secondary education. In addition to a control group that studied through a paper-book, two groups of students attended two distinct styles of video lectures: 1) video capture of class teaching (Talking head style), and 2) close-up video capture of an interactive drawing board with voice-over (Khan style). The participants of our study consisted of 36 students (15 boys and 21 girls, 16 years old), who received the respective three treatments (paper book, talking head, khan style), over the course of three math modules in three weeks' time. We found that learning effects show up only after the second week and that the Talking Head style was more effective than the book for complex topics.\n
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\n \n\n \n \n \n \n \n \n Merging learner performance with browsing behavior in video lectures.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Giannakos, M. N.\n\n\n \n\n\n\n In WAVe 2013 The Workshop on Analytics on Video-based Learning, pages 38–42, 2013. \n \n\n\n\n
\n\n\n\n \n \n \"Merging paper\n  \n \n \n \"MergingPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2013c,\n  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},\n  title         = {{Merging learner performance with browsing behavior in video lectures}},\n  booktitle     = {WAVe 2013 The Workshop on Analytics on Video-based Learning},\n  year          = {2013},\n  pages         = {38--42},\n  abstract      = {Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless,\nlearners' interactions with the videos are not readily available, because online video platforms do not share them. In this\npaper, we present an open-source video learning analytics system. The system captures learners' interactions with the video\nplayer (e.g, pause, replay, forward) and at the same time it collects information about their performance (e.g., cognitive\ntests) and/or attitudes (e.g., surveys). We have already validated the system and we are working on learner modeling and\npersonalization through large scale data analysis. The tool is a freely available open source project for anyone to try and to\nimprove.},\n  url_Paper={Chorianopoulos_2013c.pdf},\n  keywords      = {Education,Learning Analytics,User Interactions,Video Based Learning,analytics,computer education,distance\nlearning,e-learning,mooc,multimedia,video lectures video},\n  mendeley-tags = {analytics,computer education,distance learning,e-learning,mooc,multimedia,video lectures video},\n  url           = {http://ceur-ws.org/Vol-983/paper9.pdf},\n}\n\n
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\n Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless, learners' interactions with the videos are not readily available, because online video platforms do not share them. In this paper, we present an open-source video learning analytics system. The system captures learners' interactions with the video player (e.g, pause, replay, forward) and at the same time it collects information about their performance (e.g., cognitive tests) and/or attitudes (e.g., surveys). We have already validated the system and we are working on learner modeling and personalization through large scale data analysis. The tool is a freely available open source project for anyone to try and to improve.\n
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\n \n\n \n \n \n \n \n \n Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum.\n \n \n \n \n\n\n \n Mikalef, K.; Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In Herrlich, M.; Malaka, R.; and Masuch, M., editor(s), ICEC 2012, volume 7522, of Lecture Notes in Computer Science, pages 553–561, Berlin, Heidelberg, 2012. Springer\n \n\n\n\n
\n\n\n\n \n \n \"Do paper\n  \n \n \n \"DoPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Mikalef_2012,\n  author        = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum}},\n  booktitle     = {ICEC 2012},\n  year          = {2012},\n  editor        = {Herrlich, Marc and Malaka, Rainer and Masuch, Maic},\n  volume        = {7522},\n  series        = {Lecture Notes in Computer Science},\n  pages         = {553--561},\n  address       = {Berlin, Heidelberg},\n  publisher     = {Springer},\n  abstract      = {Educators and museum curators have recognized the value of interactivity, but it remains unclear what is the\nright level of interactivity in informal learning settings, such as museums. In this study, we explore the effect of in-\ncreasing levels of interactivity on learning performance and students' intention for future museum visits. We developed an\neducational mobile application based on QR codes and quiz software, in order to augment visual arts comprehension during a\nvisit to an art gallery. In addition to the mobile-based version of the game, a paper-based version was also employed followed\nby a controlled experiment. A total of 60 lyceum students (between 15 and 16 years old) participated in a between-groups\nevaluation that compared the performance of three levels of interactivity (passive guided tour, paper-based, mobile-based), as\nwell as the perceptions among the groups. The results indicate that the mobile-based student group had higher performance in\nthe post-assessment when compared with the paper-based one. Notably, perceived interest for the game affects students'\nperceptions for a future museum visit. Further research should consider the effects of higher-fidelity types of mobile\napplications, such as 3D graphics, as well as augmented-reality games.},\n  doi           = {10.1007/978-3-642-33542-6},\n  url_Paper={Mikalef_2012.pdf},\n  isbn          = {978-3-642-33541-9},\n  keywords      = {computer education,e-learning,human-computer interaction,informal learning,mobile,mobile\nlearning,multimedia,museum,perceptions,performance,ubiquitous computing},\n  mendeley-tags = {computer education,e-learning,human-computer interaction,mobile,multimedia,museum,ubiquitous computing},\n  url           = {http://www.springerlink.com/content/n20l520212624g44/},\n}\n\n
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\n Educators and museum curators have recognized the value of interactivity, but it remains unclear what is the right level of interactivity in informal learning settings, such as museums. In this study, we explore the effect of in- creasing levels of interactivity on learning performance and students' intention for future museum visits. We developed an educational mobile application based on QR codes and quiz software, in order to augment visual arts comprehension during a visit to an art gallery. In addition to the mobile-based version of the game, a paper-based version was also employed followed by a controlled experiment. A total of 60 lyceum students (between 15 and 16 years old) participated in a between-groups evaluation that compared the performance of three levels of interactivity (passive guided tour, paper-based, mobile-based), as well as the perceptions among the groups. The results indicate that the mobile-based student group had higher performance in the post-assessment when compared with the paper-based one. Notably, perceived interest for the game affects students' perceptions for a future museum visit. Further research should consider the effects of higher-fidelity types of mobile applications, such as 3D graphics, as well as augmented-reality games.\n
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\n \n\n \n \n \n \n \n \n Math is not only for Science Geeks : Design and Assessment of a Storytelling Serious Video Game.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In In Proceedings of the 2012 12th IEEE International Conference on Advanced Learning Technologies, pages 418–419, 2012. IEEE Computer Society\n \n\n\n\n
\n\n\n\n \n \n \"Math paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2012,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Math is not only for Science Geeks : Design and Assessment of a Storytelling Serious Video Game}},\n  booktitle     = {In Proceedings of the 2012 12th IEEE International Conference on Advanced Learning Technologies},\n  year          = {2012},\n  number        = {ix},\n  pages         = {418--419},\n  publisher     = {IEEE Computer Society},\n  abstract      = {Educational video games have been employed by teachers in order to make educational software more attractive\nto students. However, limited research has been made on the design and assessment of the storytelling elements and the\neducational effectiveness of these games in sciences curricula. For this purpose, we used Scratch to develop a storytelling\nmathematics video game and then we measured its educational effect to a small group of twelve students. We found that the\nstory-based math video game has captivated the interest of students and it has been beneficial in the improvement of their\nperformance in an assessment test. Most notably, the improvement was higher for students who used to have poor performance in\nmathematics. In practice, educators should develop similar games for similar science topics (e.g., physics, chemistry, etc),\nwhile further research should consider the active involvement of students in the design of serious games.},\n  doi           = {10.1109/ICALT.2012.16},\n  url_Paper={Giannakos_2012.pdf},\n  isbn          = {9780769547022},\n  keywords      = {Scratch,children,computer education,e-learning,math,multimedia,performance,serious,storytelling,video game},\n  mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},\n}\n\n
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\n Educational video games have been employed by teachers in order to make educational software more attractive to students. However, limited research has been made on the design and assessment of the storytelling elements and the educational effectiveness of these games in sciences curricula. For this purpose, we used Scratch to develop a storytelling mathematics video game and then we measured its educational effect to a small group of twelve students. We found that the story-based math video game has captivated the interest of students and it has been beneficial in the improvement of their performance in an assessment test. Most notably, the improvement was higher for students who used to have poor performance in mathematics. In practice, educators should develop similar games for similar science topics (e.g., physics, chemistry, etc), while further research should consider the active involvement of students in the design of serious games.\n
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\n \n\n \n \n \n \n \n \n Tool support for developing scalable multiuser applications on multi-touch screens.\n \n \n \n \n\n\n \n Leftheriotis, I.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces - ITS '12, pages 371–374, New York, New York, USA, nov 2012. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Tool paper\n  \n \n \n \"ToolPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2012,\n  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Tool support for developing scalable multiuser applications on multi-touch screens}},\n  booktitle     = {Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces - ITS '12},\n  year          = {2012},\n  pages         = {371--374},\n  address       = {New York, New York, USA},\n  month         = {nov},\n  publisher     = {ACM Press},\n  abstract      = {MT (Multi-touch) screens are platforms that enhance multiuser collaboration. In this work, we underline the\nneed for novel interaction techniques and toolkits that allow multi-user collaboration on larger MT surfaces. We present\nChordiAction toolkit that makes use of a novel chorded interaction technique allowing simultaneous multi-user interaction on\nscalable MT applications. We describe the design, the architecture and some efficient customizations practices of the toolkit\nand show how it can be effectively embedded in an application for multiuser interaction. As a proof of concept, we present some\nexample applications using ChordiAction toolkit showing its potentials and discuss our future plans for further evaluation of\nthis technique.},\n  doi           = {10.1145/2396636.2396703},\n  url_Paper={Leftheriotis_2012.pdf},\n  isbn          = {9781450312097},\n  keywords      = {Surface,chords,collaboration,human-computer interaction,large multi-touch\nscreens,multi-touch,multi-user,software technology,toolkit,ubiquitous computing},\n  mendeley-tags = {Surface,collaboration,human-computer interaction,multi-user,software technology,ubiquitous computing},\n  url           = {http://dl.acm.org/citation.cfm?id=2396636.2396703},\n}\n\n
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\n MT (Multi-touch) screens are platforms that enhance multiuser collaboration. In this work, we underline the need for novel interaction techniques and toolkits that allow multi-user collaboration on larger MT surfaces. We present ChordiAction toolkit that makes use of a novel chorded interaction technique allowing simultaneous multi-user interaction on scalable MT applications. We describe the design, the architecture and some efficient customizations practices of the toolkit and show how it can be effectively embedded in an application for multiuser interaction. As a proof of concept, we present some example applications using ChordiAction toolkit showing its potentials and discuss our future plans for further evaluation of this technique.\n
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\n \n\n \n \n \n \n \n \n Efficient Video Indexing on the Web : A System that Crowdsources User Interactions with a Video Player.\n \n \n \n \n\n\n \n Leftheriotis, I.; Gkonela, C.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Alvarez, F.; and Costa, C., editor(s), 2nd International ICST Conference on User Centric Media (UCMEDIA 2010), volume 60, of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, pages 123–131, Berlin, Heidelberg, jan 2012. Springer Berlin Heidelberg\n \n\n\n\n
\n\n\n\n \n \n \"Efficient paper\n  \n \n \n \"EfficientPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2012a,\n  author        = {Leftheriotis, Ioannis and Gkonela, Chrysoula and Chorianopoulos, Konstantinos},\n  title         = {{Efficient Video Indexing on the Web : A System that Crowdsources User Interactions with a Video Player}},\n  booktitle     = {2nd International ICST Conference on User Centric Media (UCMEDIA 2010)},\n  publisher     = {Springer Berlin Heidelberg},\n  year          = {2012},\n  editor        = {Alvarez, Federico and Costa, Cristina},\n  volume        = {60},\n  series        = {Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications\nEngineering},\n  pages         = {123--131},\n  address       = {Berlin, Heidelberg},\n  month         = {jan},\n  abstract      = {In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the\nmost important scenes of an online video stream, by analyzing users' interactions with a web video player. As a test bench to\nverify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database\n(Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play,\npause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system\nwith data from an experiment with nine users. We found that the VideoSkip system indexes video content by leveraging implicit\nusers interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player\nand its thumbnail generation technique. The VideSkip system could compliment content-based algorithms, in order to achieve\nefficient video-indexing in difficult videos, such as lectures or sports.},\n  doi           = {10.1007/978-3-642-35145-7_16},\n  url_Paper={Leftheriotis_2012a.pdf},\n  isbn          = {978-3-642-35144-0},\n  keywords      = {crowdsourcing,google app engine,human-computer interaction,indexing,interactive\ntv,multimedia,pragmatics,semantics,software technology,thumbnails,time-series,video,video lectures,youtube},\n  mendeley-tags = {human-computer interaction,multimedia,software technology,time-series,video lectures},\n  url           = {http://dx.doi.org/10.1007/978-3-642-35145-7{\\_}16},\n}\n\n
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\n In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the most important scenes of an online video stream, by analyzing users' interactions with a web video player. As a test bench to verify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database (Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play, pause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system with data from an experiment with nine users. We found that the VideoSkip system indexes video content by leveraging implicit users interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player and its thumbnail generation technique. The VideSkip system could compliment content-based algorithms, in order to achieve efficient video-indexing in difficult videos, such as lectures or sports.\n
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\n \n\n \n \n \n \n \n \n Crowdsourcing user interactions within web video through pulse modeling.\n \n \n \n \n\n\n \n Avlonitis, M.; Chorianopoulos, K.; and Shamma, D. A.\n\n\n \n\n\n\n In Proceedings of the ACM multimedia 2012 workshop on Crowdsourcing for multimedia - CrowdMM '12, pages 19, New York, New York, USA, oct 2012. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Crowdsourcing paper\n  \n \n \n \"CrowdsourcingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Avlonitis_2012,\n  author        = {Avlonitis, Markos and Chorianopoulos, Konstantinos and Shamma, David Ayman},\n  title         = {{Crowdsourcing user interactions within web video through pulse modeling}},\n  booktitle     = {Proceedings of the ACM multimedia 2012 workshop on Crowdsourcing for multimedia - CrowdMM '12},\n  year          = {2012},\n  pages         = {19},\n  address       = {New York, New York, USA},\n  month         = {oct},\n  publisher     = {ACM Press},\n  abstract      = {Semantic video research has employed crowdsourcing techniques on social web video data sets such as\ncomments, tags, and annotations, but these data sets require an extra effort on behalf of the user. We propose a pulse modeling\nmethod, which analyzes implicit user interactions within web video, such as rewind. In particular, we have modeled the user\ninformation seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. We constructed these\npulses from user interactions with a documentary video that has a very rich visual style with too many cuts and camera\nangles/frames for the same scene. Next, we calculated the correlation coefficient between dynamically detected user pulses at\nthe local maximums and the reference pulse. We have found when people are actively seeking for information in a video, their\nactivity (these pulses) significantly matches the semantics of the video. This proposed pulse analysis method complements\nprevious work in content-based information retrieval and provides an additional user-based dimension for modeling the semantics\nof a web video.},\n  doi           = {10.1145/2390803.2390812},\n  url_Paper={Avlonitis_2012.pdf},\n  isbn          = {9781450315890},\n  keywords      = {analytics,implicit,interaction,multimedia,pragmatics,pulse,semantics,signal processing,time-series,user\nactivity,video},\n  mendeley-tags = {analytics,multimedia,pulse,semantics,signal processing,time-series},\n  url           = {http://dl.acm.org/citation.cfm?id=2390803.2390812},\n}\n\n
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\n Semantic video research has employed crowdsourcing techniques on social web video data sets such as comments, tags, and annotations, but these data sets require an extra effort on behalf of the user. We propose a pulse modeling method, which analyzes implicit user interactions within web video, such as rewind. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. We constructed these pulses from user interactions with a documentary video that has a very rich visual style with too many cuts and camera angles/frames for the same scene. Next, we calculated the correlation coefficient between dynamically detected user pulses at the local maximums and the reference pulse. We have found when people are actively seeking for information in a video, their activity (these pulses) significantly matches the semantics of the video. This proposed pulse analysis method complements previous work in content-based information retrieval and provides an additional user-based dimension for modeling the semantics of a web video.\n
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\n \n\n \n \n \n \n \n \n Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation.\n \n \n \n \n\n\n \n Aasbakken, M.; Chorianopoulos, K.; and Jaccheri, L.\n\n\n \n\n\n\n In 2nd International Workshop on Games and Software Engineering Realizing User Engagement with Game Engineering Techniques , ICSE 2012 workshop, pages 27–30, 2012. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Evaluation paper\n  \n \n \n \"EvaluationPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Aasbakken_2012,\n  author        = {Aasbakken, Mia and Chorianopoulos, Konstantinos and Jaccheri, Letizia},\n  title         = {{Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation}},\n  booktitle     = {2nd International Workshop on Games and Software Engineering Realizing User Engagement with Game Engineering\nTechniques , ICSE 2012 workshop},\n  year          = {2012},\n  pages         = {27--30},\n  publisher     = {IEEE},\n  abstract      = {The goal of this work is to explore the relationship between pervasive software and user engagement towards\nenvironmental issues. We study this relationship in the context of an art installation that concerns the water cycle in nature.\nThe research question is: How can we design and evaluate software that becomes a medium to engage and inform the user? We have\ngathered empirical data during a two days exhibition of two versions of a pervasive art installation by: observations,\nquestionnaires, and input logs. Data analysis reveals that the art installation engaged users, with focus on young children,\nand communicated the intended message. The results are organized according to five important factors for developing and\nevaluating interacting art installations. These are: 1) data collection method; 2) user interaction; 3) social interaction; 4)\nissues about children; 5) message comprehension. We suggest that these factors can inform engineering practices for engaging\nsoftware like video-games.},\n  doi           = {10.1109/GAS.2012.6225923},\n  url_Paper={Aasbakken_2012.pdf},\n  keywords      = {Social engagement,art,art installation,children,computer education,creativity,evaluation,human-computer\ninteraction,interactivity,multi-touch,multimedia,pervasive software,software\ntechnology,surface,sustainabiity,tabletop,ubiquitous computing},\n  mendeley-tags = {art,children,computer education,creativity,evaluation,human-computer\ninteraction,multi-touch,multimedia,software technology,surface,sustainabiity,tabletop,ubiquitous computing},\n  url           = {http://dx.doi.org/10.1109/GAS.2012.6225923},\n}\n\n
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\n The goal of this work is to explore the relationship between pervasive software and user engagement towards environmental issues. We study this relationship in the context of an art installation that concerns the water cycle in nature. The research question is: How can we design and evaluate software that becomes a medium to engage and inform the user? We have gathered empirical data during a two days exhibition of two versions of a pervasive art installation by: observations, questionnaires, and input logs. Data analysis reveals that the art installation engaged users, with focus on young children, and communicated the intended message. The results are organized according to five important factors for developing and evaluating interacting art installations. These are: 1) data collection method; 2) user interaction; 3) social interaction; 4) issues about children; 5) message comprehension. We suggest that these factors can inform engineering practices for engaging software like video-games.\n
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\n \n\n \n \n \n \n \n \n This Game Is Girly! Perceived Enjoyment and Student Acceptance of Edutainment.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Jaccheri, L.; and Chrisochoides, N.\n\n\n \n\n\n\n In Edutainment 2012, pages 89–98, 2012. Springer\n \n\n\n\n
\n\n\n\n \n \n \"This paper\n  \n \n \n \"ThisPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2012a,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia and Chrisochoides, Nikos},\n  title         = {{This Game Is Girly! Perceived Enjoyment and Student Acceptance of Edutainment}},\n  booktitle     = {Edutainment 2012},\n  year          = {2012},\n  pages         = {89--98},\n  publisher     = {Springer},\n  abstract      = {Serious video games that enable students to engage into topics as mathematics through an enjoyment process\nare becoming increasingly popular. However, there is lack of empirical evidence on the relationship between students' enjoyment\nand their intention to use serious video games. This study is about a storytelling serious video game, which has the goal to\nimprove the mathematical skills of players. The game has a plot, featuring a story in which a mission is assigned to the\nplayer. The story and the mission are used to stimulate the students' interest and motivate them to play the game. The\nempirical study is a controlled experiment to which 46 Gymnasium (middle school) students participated. Results confirmed the\npositive effects of the enjoyment on students' intention to use storytelling serious games. Notably, we found that gender has a\nmoderating effect on the relationships between enjoyment and intention to use the game. The results of this study suggest that\ngames with a storytelling component might be attractive to girls.},\n  doi           = {10.1007/978-3-642-33466-5_10},\n  url_Paper={Giannakos_2012a.pdf},\n  keywords      = {Scratch,children,computer education,e-learning,enjoyment,mathematics,multimedia,serious,storytelling,video\ngame},\n  mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},\n  url           = {http://link.springer.com/chapter/10.1007/978-3-642-33466-5{\\_}10},\n}\n\n
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\n Serious video games that enable students to engage into topics as mathematics through an enjoyment process are becoming increasingly popular. However, there is lack of empirical evidence on the relationship between students' enjoyment and their intention to use serious video games. This study is about a storytelling serious video game, which has the goal to improve the mathematical skills of players. The game has a plot, featuring a story in which a mission is assigned to the player. The story and the mission are used to stimulate the students' interest and motivate them to play the game. The empirical study is a controlled experiment to which 46 Gymnasium (middle school) students participated. Results confirmed the positive effects of the enjoyment on students' intention to use storytelling serious games. Notably, we found that gender has a moderating effect on the relationships between enjoyment and intention to use the game. The results of this study suggest that games with a storytelling component might be attractive to girls.\n
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\n \n\n \n \n \n \n \n \n VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships.\n \n \n \n \n\n\n \n Du, H.; Inkpen, K.; Chorianopoulos, K.; Czerwinski, M.; Johns, P.; Hoff, A.; Roseway, A.; Morlidge, S.; Tang, J.; and Gross, T.\n\n\n \n\n\n\n In Bødker, S.; Bouvin, N. O.; Wulf, V.; Ciolfi, L.; and Lutters, W., editor(s), ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28 September 2011, Aarhus Denmark, pages 273–292, London, 2011. Springer London\n \n\n\n\n
\n\n\n\n \n \n \"VideoPal: paper\n  \n \n \n \"VideoPal:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Du_2011a,\n  author        = {Du, Honglu and Inkpen, Kori and Chorianopoulos, Konstantinos and Czerwinski, Mary and Johns, Paul and Hoff,\nAaron and Roseway, Asta and Morlidge, Sarah and Tang, John and Gross, Tom},\n  title         = {{VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships}},\n  booktitle     = {ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28\nSeptember 2011, Aarhus Denmark},\n  year          = {2011},\n  editor        = {B{\\o}dker, Susanne and Bouvin, Niels Olof and Wulf, Volker and Ciolfi, Luigina and Lutters, Wayne},\n  pages         = {273--292},\n  address       = {London},\n  publisher     = {Springer London},\n  abstract      = {Pen pal programs for connecting students from around the world through letter writing have been popular for\ngenerations. However, traditional technologies have several limitations in supporting pen pal activities. In this study, we\nexplored the potential of video-based asynchronous messaging in supporting the development of children's cross-cultural\nfriendships. This paper presents the results of a 2-month study of 30 children from the USA and Greece, exploring their uses\nof, and experiences with, email and an asynchronous video-based messaging tool we developed called VideoPal. The results from\nthis work highlight the important benefits video provides compared to its text counterpart - email. We conclude with a\ndiscussion of the key factors that video enables to benefit the development of children's long-distance friendships.},\n  doi           = {10.1007/978-0-85729-913-0},\n  url_Paper={Du_2011a.pdf},\n  isbn          = {978-0-85729-912-3},\n  keywords      = {Asynchronous,Children,Interactions,Pen pal,Video-mediated communication,children,computer education,computer\nmediated communication,longitudinal,messaging,software technology},\n  mendeley-tags = {children,computer education,computer mediated communication,messaging,software technology},\n  url           = {http://www.springerlink.com/content/r4631716g3w71157/},\n}\n\n
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\n Pen pal programs for connecting students from around the world through letter writing have been popular for generations. However, traditional technologies have several limitations in supporting pen pal activities. In this study, we explored the potential of video-based asynchronous messaging in supporting the development of children's cross-cultural friendships. This paper presents the results of a 2-month study of 30 children from the USA and Greece, exploring their uses of, and experiences with, email and an asynchronous video-based messaging tool we developed called VideoPal. The results from this work highlight the important benefits video provides compared to its text counterpart - email. We conclude with a discussion of the key factors that video enables to benefit the development of children's long-distance friendships.\n
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\n \n\n \n \n \n \n \n \n Childrens Interactions in an Asynchronous Video Mediated Communication Environment.\n \n \n \n \n\n\n \n Giannakos, M. N.; Chorianopoulos, K.; Johns, P.; Inkpen, K.; and Du, H.\n\n\n \n\n\n\n In Campos, P.; Graham, N.; Jorge, J.; Nunes, N.; Palanque, P.; and Winckler, M., editor(s), Human-Computer Interaction – INTERACT 2011, volume 6946, of Lecture Notes in Computer Science, pages 199–206, Berlin, Heidelberg, 2011. Springer Berlin Heidelberg\n \n\n\n\n
\n\n\n\n \n \n \"Childrens paper\n  \n \n \n \"ChildrensPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2011,\n  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Johns, Paul and Inkpen, Kori and Du, Honglu},\n  title         = {{Childrens Interactions in an Asynchronous Video Mediated Communication Environment}},\n  booktitle     = {Human-Computer Interaction – INTERACT 2011},\n  year          = {2011},\n  editor        = {Campos, Pedro and Graham, Nicholas and Jorge, Joaquim and Nunes, Nuno and Palanque, Philippe and Winckler,\nMarco},\n  volume        = {6946},\n  series        = {Lecture Notes in Computer Science},\n  pages         = {199--206},\n  address       = {Berlin, Heidelberg},\n  publisher     = {Springer Berlin Heidelberg},\n  abstract      = {Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and\nplay. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a\ngroup of children, who exchanged video messages in an informal context. In particular, we have analyzed 386 videos over a\nperiod of 11 weeks, which were exchanged by 30 students of 4 th and 5 th grade from USA and Greece. We found that the number of\nviews and the duration of a video message significantly depend on the gender of the viewer and creator. Most notably, girls\ncreated more messages, but boys viewed their own messages more. Finally, there are video messages with numerous views, which\nindicates that some videos have content qualities beyond the communication message itself. Overall, the practical implications\nof these findings indicate that the developers of asynchronous VMC should consider functionalities for preserving some of the\nvideo messages.},\n  doi           = {10.1007/978-3-642-23774-4},\n  url_Paper={Giannakos_2011.pdf},\n  isbn          = {978-3-642-23773-7},\n  keywords      = {Asynchronous,Children,Gender,Thread,Video-Mediated Communication,children,computer education,computer\nmediated communication,messaging},\n  mendeley-tags = {children,computer education,computer mediated communication,messaging},\n  url           = {http://www.springerlink.com/content/y51w14466hk85852/},\n}\n\n
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\n Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and play. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a group of children, who exchanged video messages in an informal context. In particular, we have analyzed 386 videos over a period of 11 weeks, which were exchanged by 30 students of 4 th and 5 th grade from USA and Greece. We found that the number of views and the duration of a video message significantly depend on the gender of the viewer and creator. Most notably, girls created more messages, but boys viewed their own messages more. Finally, there are video messages with numerous views, which indicates that some videos have content qualities beyond the communication message itself. Overall, the practical implications of these findings indicate that the developers of asynchronous VMC should consider functionalities for preserving some of the video messages.\n
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\n \n\n \n \n \n \n \n \n SocialSkip: Pragmatic Understanding within Web Video.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Leftheriotis, I.; and Gkonela, C.\n\n\n \n\n\n\n In 9th european conference on European interactive television conference (EuroITV '11), pages 25–28, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"SocialSkip: paper\n  \n \n \n \"SocialSkip:Paper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2011a,\n  author        = {Chorianopoulos, Konstantinos and Leftheriotis, Ioannis and Gkonela, Chrysoula},\n  title         = {{SocialSkip: Pragmatic Understanding within Web Video}},\n  booktitle     = {9th european conference on European interactive television conference (EuroITV '11)},\n  year          = {2011},\n  pages         = {25--28},\n  abstract      = {In this paper, we present a system that facilitates the analysis of user activity within a web video.\nPrevious research in user-based techniques has assumed an extra effort from the users, such as video replies, comments, tags,\nand annotations. We have developed and evaluated the SocialSkip system, which improves sense making of web videos by\nvisualizing the simplest form of user interactions with video, such as pause, and seek. In contrast to previous stand-alone\nimplementations, the SocialSkip system employs a web-video player and cloud-based resources (application logic, database,\ncontent). The system was validated with two user studies, which provided several hundreds of user interactions with five types\nof web video (sports, comedy, lecture, documentary, how-to). We found that seeking activity within web video is reversely\nproportional to how interesting the video is. Moreover, we suggest that if the users are actively seeking for information\nwithin a video (e.g., lecture, how-to), then the user activity graph could be associated with the semantics of the video.\nFinally, SocialSkip provides an open architecture for collaborative contributions to the analysis of the user activity data, in\na fashion similar to the TRECVID workshop series.},\n  doi           = {10.1145/2000119.2000124},\n  url_Paper={Chorianopoulos_2011a.pdf},\n  keywords      = {Pragmatics,User-Based,Web Video,YouTube,analytics,cloud computing,human-computer interaction,information\nretrieval,multimedia,software technology,video lectures},\n  mendeley-tags = {YouTube,analytics,human-computer interaction,information retrieval,multimedia,software technology,video\nlectures},\n  url           = {http://doi.acm.org/10.1145/2000119.2000124},\n}\n\n
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\n In this paper, we present a system that facilitates the analysis of user activity within a web video. Previous research in user-based techniques has assumed an extra effort from the users, such as video replies, comments, tags, and annotations. We have developed and evaluated the SocialSkip system, which improves sense making of web videos by visualizing the simplest form of user interactions with video, such as pause, and seek. In contrast to previous stand-alone implementations, the SocialSkip system employs a web-video player and cloud-based resources (application logic, database, content). The system was validated with two user studies, which provided several hundreds of user interactions with five types of web video (sports, comedy, lecture, documentary, how-to). We found that seeking activity within web video is reversely proportional to how interesting the video is. Moreover, we suggest that if the users are actively seeking for information within a video (e.g., lecture, how-to), then the user activity graph could be associated with the semantics of the video. Finally, SocialSkip provides an open architecture for collaborative contributions to the analysis of the user activity data, in a fashion similar to the TRECVID workshop series.\n
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\n \n\n \n \n \n \n \n \n User Experience Quality in Multi-Touch Tasks.\n \n \n \n \n\n\n \n Leftheriotis, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In 3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11), pages 277–282, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"User paper\n  \n \n \n \"UserPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2011,\n  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},\n  title         = {{User Experience Quality in Multi-Touch Tasks}},\n  booktitle     = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},\n  year          = {2011},\n  pages         = {277--282},\n  abstract      = {In this paper, we present an updated set of experimental tasks and measures for large multi-touch (MT) input\ndevices. In addition to a multi-user condition, we have employed an updated set of tasks, as well as subjective measures for\nuser enjoyment. In the first experiment (a target acquisition task with two moving targets), the MT was more efficient than the\nmouse. Surprisingly, we found that the reduced accuracy of MT did not affect the perceived usability, or the enjoyment of the\nusers. In the second experiment (a multiple shapes docking task), the MT was again more efficient and enjoying than the mouse.\nIn the two-user condition, we found that performance and enjoyment was always higher than the single-user conditions,\nregardless of input device and task. Besides the quantitative results, we observed that users employed diverse interaction\nstrategies in the MT condition, such as bi-manual input. The proposed tasks and the results support the use of MT in\nentertainment applications (multimedia and video-games), collaborative work, and scientific visualizations with complex data.},\n  doi           = {10.1145/1996461.1996536},\n  url_Paper={Leftheriotis_2011.pdf},\n  keywords      = {Multi-touch,collaboration,human-computer interaction,input,large screen,mouse,multi-user,software\ntechnology,surface,task,ubiquitous computing,user experience},\n  mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing},\n  url           = {http://doi.acm.org/10.1145/1996461.1996536},\n}\n\n
\n
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\n In this paper, we present an updated set of experimental tasks and measures for large multi-touch (MT) input devices. In addition to a multi-user condition, we have employed an updated set of tasks, as well as subjective measures for user enjoyment. In the first experiment (a target acquisition task with two moving targets), the MT was more efficient than the mouse. Surprisingly, we found that the reduced accuracy of MT did not affect the perceived usability, or the enjoyment of the users. In the second experiment (a multiple shapes docking task), the MT was again more efficient and enjoying than the mouse. In the two-user condition, we found that performance and enjoyment was always higher than the single-user conditions, regardless of input device and task. Besides the quantitative results, we observed that users employed diverse interaction strategies in the MT condition, such as bi-manual input. The proposed tasks and the results support the use of MT in entertainment applications (multimedia and video-games), collaborative work, and scientific visualizations with complex data.\n
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\n \n\n \n \n \n \n \n \n Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards.\n \n \n \n \n\n\n \n Kravvaris, D.; Thanou, E.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Informatics (PCI), 2011 15th Panhellenic Conference on, pages 287–291, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"Evaluation paper\n  \n \n \n \"EvaluationPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Kravvaris_2011,\n  author        = {Kravvaris, Dimitrios and Thanou, E. and Chorianopoulos, Konstantinos},\n  title         = {{Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards}},\n  booktitle     = {Informatics (PCI), 2011 15th Panhellenic Conference on},\n  year          = {2011},\n  pages         = {287--291},\n  abstract      = {Many schools are replacing traditional whiteboards with interactive versions connected to computers and\noperated with a digital pen. Previous research has established that interactive whiteboards facilitate the learning activities,\nbut there is limited research on the usability of the available digital pens. In particular, the Wiimote project is a cheap\ninteractive whiteboard that employs an infrared pen, which is available in two versions: 1) push button and 2) tip activated.\nThe push button is a pen which functions is similar to that of a mouse and the tip activated is a pen that acts like a "real"\npen. In this article, we present an experiment that compares the usability of two infrared pens (push button and tip activated)\nin a target acquisition and a docking task. In addition to those typical input device tasks, we developed a more realistic\ndrawing task, in order to assess the accuracy of each input device. We found that the tip activated pen is more usable, more\naccurate, and creates less fatigue.},\n  url_Paper={Kravvaris_2011.pdf},\n  keywords      = {computer education,docking,human-computer interaction,infrared pen,interactive whiteboard,push\nbutton,surface,target acquisition,tip activated,ubiquitous computing,wiimote project},\n  mendeley-tags = {computer education,human-computer interaction,surface,ubiquitous computing},\n  url           = {http://ieeexplore.ieee.org/xpl/freeabs{\\_}all.jsp?arnumber=6065103},\n}\n\n
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\n Many schools are replacing traditional whiteboards with interactive versions connected to computers and operated with a digital pen. Previous research has established that interactive whiteboards facilitate the learning activities, but there is limited research on the usability of the available digital pens. In particular, the Wiimote project is a cheap interactive whiteboard that employs an infrared pen, which is available in two versions: 1) push button and 2) tip activated. The push button is a pen which functions is similar to that of a mouse and the tip activated is a pen that acts like a \"real\" pen. In this article, we present an experiment that compares the usability of two infrared pens (push button and tip activated) in a target acquisition and a docking task. In addition to those typical input device tasks, we developed a more realistic drawing task, in order to assess the accuracy of each input device. We found that the tip activated pen is more usable, more accurate, and creates less fatigue.\n
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\n \n\n \n \n \n \n \n \n Multi-user Chorded Toolkit for Multi-touch Screens.\n \n \n \n \n\n\n \n Leftheriotis, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In 3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11), pages 161–164, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"Multi-user paper\n  \n \n \n \"Multi-userPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Leftheriotis_2011a,\n  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},\n  title         = {{Multi-user Chorded Toolkit for Multi-touch Screens}},\n  booktitle     = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},\n  year          = {2011},\n  pages         = {161--164},\n  abstract      = {In this work, we present the design and implementation of a chorded menu for multiple users on a large\nmulti-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users make a selection by\ntouching multiple fingers simultaneously on any place of the display. Previous research on multi-touch toolkits has provided\nbasic access to touch events, but there is no support for advanced user interface widgets, such as chords. For this purpose, we\nextended the open-source PyMT toolkit with an architecture that supports alternative user interaction strategies with chorded\nmenus. In addition, we built a multi-user extension that supports chords for two or more users. Chords could be used for having\nuser-aware MT applications. Our toolkit is open source and has been designed as a widget that could be integrated into broader\ninteraction frameworks for multi-touch screens.},\n  doi           = {10.1145/1996461.1996513},\n  url_Paper={Leftheriotis_2011a.pdf},\n  keywords      = {Multi-touch,PyMT,Surface,architecture,chord,human-computer interaction,large display,multi-user,software\ntechnology,toolkit,ubiquitous computing},\n  mendeley-tags = {Surface,human-computer interaction,software technology,ubiquitous computing},\n  url           = {http://doi.acm.org/10.1145/1996461.1996513},\n}\n\n
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\n In this work, we present the design and implementation of a chorded menu for multiple users on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users make a selection by touching multiple fingers simultaneously on any place of the display. Previous research on multi-touch toolkits has provided basic access to touch events, but there is no support for advanced user interface widgets, such as chords. For this purpose, we extended the open-source PyMT toolkit with an architecture that supports alternative user interaction strategies with chorded menus. In addition, we built a multi-user extension that supports chords for two or more users. Chords could be used for having user-aware MT applications. Our toolkit is open source and has been designed as a widget that could be integrated into broader interaction frameworks for multi-touch screens.\n
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\n \n\n \n \n \n \n \n \n Introduction to User Experience Design for TV Apps.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Geerts, D.\n\n\n \n\n\n\n Entertainment Computing. mar 2011.\n \n\n\n\n
\n\n\n\n \n \n \"Introduction paper\n  \n \n \n \"IntroductionPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2011,\n  author        = {Chorianopoulos, Konstantinos and Geerts, David},\n  title         = {{Introduction to User Experience Design for TV Apps}},\n  journal       = {Entertainment Computing},\n  year          = {2011},\n  month         = {mar},\n  abstract      = {In this introduction to the special issue of Entertainment Computing on the new TV landscape, we introduce\ninteractive television (iTV) research as one of the pillars in the field of entertainment computing. Although entertainment\ncomputing has been associated mainly with video-games, there is also more than a couple of decades' research in computer\napplications for television. Contemporary infrastructures have been converging towards mature development platforms, but there\nare still several user experience issues in TV applications (TV Apps). Here, we explore significant contributions to\ninteractive TV, and we provide directions for further research in user experience design for TV Apps.},\n  doi           = {10.1016/j.entcom.2011.03.009},\n  url_Paper={Chorianopoulos_2011.pdf},\n  issn          = {18759521},\n  keywords      = {entertainment,itv,mobile tv,multimedia,social tv,survey,television,tv apps,user experience},\n  mendeley-tags = {entertainment,multimedia,survey},\n  url           = {http://dx.doi.org/10.1016/j.entcom.2011.03.009},\n}\n\n
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\n In this introduction to the special issue of Entertainment Computing on the new TV landscape, we introduce interactive television (iTV) research as one of the pillars in the field of entertainment computing. Although entertainment computing has been associated mainly with video-games, there is also more than a couple of decades' research in computer applications for television. Contemporary infrastructures have been converging towards mature development platforms, but there are still several user experience issues in TV applications (TV Apps). Here, we explore significant contributions to interactive TV, and we provide directions for further research in user experience design for TV Apps.\n
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\n \n\n \n \n \n \n \n \n VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece.\n \n \n \n \n\n\n \n Du, H.; Inkpen, K.; Tang, J.; Roseway, A.; Hoff, A.; Johns, P.; Czerwinski, M.; Meyers, B.; Chorianopoulos, K.; Gross, T.; and Lungstrang, P.\n\n\n \n\n\n\n In Adjunct Proceedings of CSCW 2011, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"VideoPal paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Du_2011,\n  author        = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski,\nMary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter},\n  title         = {{VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece}},\n  booktitle     = {Adjunct Proceedings of CSCW 2011},\n  year          = {2011},\n  abstract      = {In this paper we describe VideoPal, a novel video based asynchronous communication system. VideoPal is\ncurrently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and\nchallenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.},\n  url_Paper={Du_2011.pdf},\n  keywords      = {Children,Education,Pen Pal,Video,collaboration,computer education,human-computer interaction,media\ntechnology,software technology,synchronous CMC},\n  mendeley-tags = {collaboration,computer education,human-computer interaction,media technology,software technology},\n}\n\n
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\n In this paper we describe VideoPal, a novel video based asynchronous communication system. VideoPal is currently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and challenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.\n
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\n \n\n \n \n \n \n \n \n VideoPal : System Description.\n \n \n \n \n\n\n \n Du, H.; Inkpen, K.; Tang, J.; Roseway, A.; Hoff, A.; Johns, P.; Czerwinski, M.; Meyers, B.; Chorianopoulos, K.; Gross, T.; and Lungstrang, P.\n\n\n \n\n\n\n In Adjunct Proceedings of CSCW 2011, pages 1–2, 2011. \n \n\n\n\n
\n\n\n\n \n \n \"VideoPal paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Du_2011b,\n  author        = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski,\nMary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter},\n  title         = {{VideoPal : System Description}},\n  booktitle     = {Adjunct Proceedings of CSCW 2011},\n  year          = {2011},\n  number        = {Figure 1},\n  pages         = {1--2},\n  abstract      = {In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.},\n  url_Paper={Du_2011b.pdf},\n  keywords      = {Asynchronous CMC,VideoPal,collaboration,human-computer interaction,media technology,software technology},\n  mendeley-tags = {collaboration,human-computer interaction,media technology,software technology},\n}\n\n
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\n In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.\n
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\n  \n 2010\n \n \n (13)\n \n \n
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\n \n\n \n \n \n \n \n \n Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Rieniets, T\n\n\n \n\n\n\n In Shared Encounters, 5, pages 81–98. Springer, 1 edition, 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Shared-Screen paper\n  \n \n \n \"Shared-ScreenPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InCollection{Chorianopoulos_2010d,\n  author        = {Chorianopoulos, Konstantinos and Rieniets, T},\n  title         = {{Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication}},\n  booktitle     = {Shared Encounters},\n  publisher     = {Springer},\n  year          = {2010},\n  chapter       = {5},\n  pages         = {81--98},\n  edition       = {1},\n  abstract      = {This chapter describes the design and development of an interactive video installation that allows\nparticipants to explore a map narrative, and engage in group interactions through a shared screen. For this purpose, several\nlayers of cartographic information were employed in a computer application, which was programmed with motion-tracking libraries\nin the open source tool processing. The interactive video installation has been chosen as a medium to achieve the following\naims: (1) The visualization of urban-conflict as an interactive map narrative, and (2) the encouragement of social encounters\nthrough a shared screen. The development process begins with the design of interaction between the system and the participants,\nas well as between the participants themselves. Then we map the interaction design concepts into multimedia and architectural\ndesign. Finally, we provide a discussion on the creative process and the collaboration between different disciplines, such as\narchitecture, urban planning, cartography, computer engineering, and media studies.},\n  url_Paper={Chorianopoulos_2010d.pdf},\n  keywords      = {architectural space,architecture,collaboration,creativity,human-computer\ninteraction,installation,multimedia,processing,surface,ubiquitous computing},\n  mendeley-tags = {human-computer interaction,multimedia,surface,ubiquitous computing},\n  url           = {http://www.springerlink.com/content/u657l6240x2058k2/},\n}\n\n
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\n This chapter describes the design and development of an interactive video installation that allows participants to explore a map narrative, and engage in group interactions through a shared screen. For this purpose, several layers of cartographic information were employed in a computer application, which was programmed with motion-tracking libraries in the open source tool processing. The interactive video installation has been chosen as a medium to achieve the following aims: (1) The visualization of urban-conflict as an interactive map narrative, and (2) the encouragement of social encounters through a shared screen. The development process begins with the design of interaction between the system and the participants, as well as between the participants themselves. Then we map the interaction design concepts into multimedia and architectural design. Finally, we provide a discussion on the creative process and the collaboration between different disciplines, such as architecture, urban planning, cartography, computer engineering, and media studies.\n
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\n \n\n \n \n \n \n \n \n Shared Encounters.\n \n \n \n \n\n\n \n Willis, K. S.; Roussos, G.; Chorianopoulos, K.; and Struppek, M.\n\n\n \n\n\n\n In Willis, K. S.; Roussos, G.; Chorianopoulos, K.; and Struppek, M., editor(s), Shared Encounters, of Computer Supported Cooperative Work, 1, pages 1–15. Springer London, London, 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Shared paper\n  \n \n \n \"SharedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 8 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InCollection{Willis_2010,\n  author        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},\n  title         = {{Shared Encounters}},\n  booktitle     = {Shared Encounters},\n  publisher     = {Springer London},\n  year          = {2010},\n  editor        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},\n  series        = {Computer Supported Cooperative Work},\n  chapter       = {1},\n  pages         = {1--15},\n  address       = {London},\n  abstract      = {The approach often adopted by Human Computer Interaction (HCI) focuses on exchanges between a person and the\ninterface of a device situated within a specific context of use. This view is increasingly challenged by the complex and\ndynamic world of the physical and social environment integrated with ubiquitous technologies, which requires an alternative\nview that sees people creating settings which frame and structure their encounters. As a result, in recent years, HCI\nresearchers have recognized the need for social and physical data to be gathered and interpreted, but have often been\nfrustrated in their attempts to codify and make sense of the complex and dynamic nature of the real world of human experience.\nDevelopments in the early 90s such as the emergence of the field of Computer Supported Cooperative Work (CSCW), the\nintroduction of the concept of social navigation (Hook et al. 2003), work on ambient environments, the UbiComp conference\nseries as well as more theoretical positions on embodied or situated interaction (Dourish 2001, McCullough 2005) have all lead\nthe way to a new understanding of HCI. Another driver for this change in emphasis in HCI is the emergence of mobile and\nubiquitous computing that has brought significant changes in social and cultural practices in spatial settings. Interactions\nthrough and with ubiquitous technologies no longer require physical co-presence and have broadened the range of possible\ninteractions as well as the range of settings in which these interactions can unfold. The basis for this lies in the fact that\nphysical distance no longer prevents many of the types of interactions and encounters that had previously been confined to\nface-to-face contact. As a result, there has been much discussion on the role of spatial setting and interaction mediated\nthrough technologies such as that on the role of space and agency in the quality of the interaction (Dourish and Harrisson\n1996) and also the broader concept of the situated behavior and actions (Suchman 1987). A good deal has also been written on\nthe subject of social collaboration among individuals using communication devices and the conditions or features that are\nrequired to enable such activities (Gaver 1992; Paulos and Goodman 2004; Hook et al. 2003; Churchill et al. 2004). Further\ndiscussion has focused on the technologies themselves, assessing the social impact of the emerging forms of behavior, such as\nthe activities of ad hoc communities enabled through mobile technologies (Rheingold 2002), or the patterns of mobile phones'\nuse (Katz and Aakhus 2002). Finally, numerous applications and locative media projects (e.g., Harle and Hopper 2005) which\nexplore interactions through realization have been developed. These projects and research offer many useful insights, but there\nstill remain many questions about how to create the conditions for meaningful and persisting shared interactions in public\nspace. The challenge is not only to build systems that respond to rich and dynamic social and physical events, but also to\nprovide a structure for sustainable participation and sharing.},\n  doi           = {10.1007/978-1-84882-727-1},\n  url_Paper={Willis_2010.pdf},\n  isbn          = {978-1-84882-726-4},\n  keywords      = {architectural space,architecture,collaboration,community,human-computer interaction,media\ntechnology,ubiquitous computing},\n  mendeley-tags = {architecture,human-computer interaction,media technology,ubiquitous computing},\n  url           = {http://www.springerlink.com/index/10.1007/978-1-84882-727-1},\n}\n\n
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\n The approach often adopted by Human Computer Interaction (HCI) focuses on exchanges between a person and the interface of a device situated within a specific context of use. This view is increasingly challenged by the complex and dynamic world of the physical and social environment integrated with ubiquitous technologies, which requires an alternative view that sees people creating settings which frame and structure their encounters. As a result, in recent years, HCI researchers have recognized the need for social and physical data to be gathered and interpreted, but have often been frustrated in their attempts to codify and make sense of the complex and dynamic nature of the real world of human experience. Developments in the early 90s such as the emergence of the field of Computer Supported Cooperative Work (CSCW), the introduction of the concept of social navigation (Hook et al. 2003), work on ambient environments, the UbiComp conference series as well as more theoretical positions on embodied or situated interaction (Dourish 2001, McCullough 2005) have all lead the way to a new understanding of HCI. Another driver for this change in emphasis in HCI is the emergence of mobile and ubiquitous computing that has brought significant changes in social and cultural practices in spatial settings. Interactions through and with ubiquitous technologies no longer require physical co-presence and have broadened the range of possible interactions as well as the range of settings in which these interactions can unfold. The basis for this lies in the fact that physical distance no longer prevents many of the types of interactions and encounters that had previously been confined to face-to-face contact. As a result, there has been much discussion on the role of spatial setting and interaction mediated through technologies such as that on the role of space and agency in the quality of the interaction (Dourish and Harrisson 1996) and also the broader concept of the situated behavior and actions (Suchman 1987). A good deal has also been written on the subject of social collaboration among individuals using communication devices and the conditions or features that are required to enable such activities (Gaver 1992; Paulos and Goodman 2004; Hook et al. 2003; Churchill et al. 2004). Further discussion has focused on the technologies themselves, assessing the social impact of the emerging forms of behavior, such as the activities of ad hoc communities enabled through mobile technologies (Rheingold 2002), or the patterns of mobile phones' use (Katz and Aakhus 2002). Finally, numerous applications and locative media projects (e.g., Harle and Hopper 2005) which explore interactions through realization have been developed. These projects and research offer many useful insights, but there still remain many questions about how to create the conditions for meaningful and persisting shared interactions in public space. The challenge is not only to build systems that respond to rich and dynamic social and physical events, but also to provide a structure for sustainable participation and sharing.\n
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\n \n\n \n \n \n \n \n \n Scenarios of Use for Sociable Mobile TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Marcus, A.; Roibás, A. C.; and Sala, R., editor(s), Mobile TV: Customizing Content and Experience, of Human-Computer Interaction Series, pages 243–254. Springer London, London, 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Scenarios paper\n  \n \n \n \"ScenariosPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InCollection{Chorianopoulos_2010,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Scenarios of Use for Sociable Mobile TV}},\n  booktitle     = {Mobile TV: Customizing Content and Experience},\n  publisher     = {Springer London},\n  year          = {2010},\n  editor        = {Marcus, Aaron and Roib{\\'{a}}s, Anxo Cereijo and Sala, Riccardo},\n  series        = {Human-Computer Interaction Series},\n  pages         = {243--254},\n  address       = {London},\n  abstract      = {Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave\nof research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market\nacceptance. Although, there has been a significant body of computer-supported co-operative work (CSCW) and mobile\nhuman–computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such\nas TV. In this article, we propose three concepts that drive the main paths for research and practice in mobile and social TV:\n(1) Mobile TV as a content format, (2) Mobile TV as user behavior, and (3) Mobile TV as interaction terminal. Finally, we\nprovide particular directions to be considered in further research in social and mobile TV.},\n  doi           = {10.1007/978-1-84882-701-1},\n  url_Paper={Chorianopoulos_2010.pdf},\n  isbn          = {978-1-84882-700-4},\n  keywords      = {Interactive TV,computer mediated communication,human-computer interaction,mobile,mobile\nTV,multimedia,scenario,social aspects,survey},\n  mendeley-tags = {human-computer interaction,mobile,multimedia,scenario,survey},\n  url           = {http://www.springerlink.com/content/wj6238165759l0u2/},\n}\n\n
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\n Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer-supported co-operative work (CSCW) and mobile human–computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this article, we propose three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior, and (3) Mobile TV as interaction terminal. Finally, we provide particular directions to be considered in further research in social and mobile TV.\n
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\n \n\n \n \n \n \n \n \n A case study of the deployment of cultural probes in remote schools.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Polymeris, G.\n\n\n \n\n\n\n In Jimoyiannis, A., editor(s), 7th Pan-Hellenic Conference with International Participation «ICT in Education», pages 185–188, Corinth, 2010. University of Peloponnese, Korinthos, Greece, 23-26 September 2010\n \n\n\n\n
\n\n\n\n \n \n \"A paper\n  \n \n \n \"APaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2010c,\n  author        = {Chorianopoulos, Konstantinos and Polymeris, Gerasimos},\n  title         = {{A case study of the deployment of cultural probes in remote schools}},\n  booktitle     = {7th Pan-Hellenic Conference with International Participation «ICT in Education»},\n  year          = {2010},\n  editor        = {Jimoyiannis, A.},\n  pages         = {185--188},\n  address       = {Corinth},\n  publisher     = {University of Peloponnese, Korinthos, Greece, 23-26 September 2010},\n  abstract      = {Cultural probes have emerged as an effective user requirements capturing toolset for sensitive environments,\nsuch as domestic and educational settings. Previous efforts with cultural probes have been done on a small scale with no more\nthan 20 users and have mostly considered urban environments. In contrast, we have collected cultural probes from more than ten\nremote schools and involved more than 100 students and teachers. We have found that some of the original analog probes might be\nalready outdated in the face of contemporary digital tools and technologies, even in places that have remained greatly\nunaffected by modern life. The results of this study provide a framework for employing, administering, and analyzing cultural\nprobes in longitudinal studies of remote places.},\n  url_Paper={Chorianopoulos_2010c.pdf},\n  keywords      = {children,computer education,cultural probes,ethnography,isolated,remote schools},\n  mendeley-tags = {children,computer education,cultural probes,ethnography},\n  url           = {http://korinthos.uop.gr/{~}hcicte10/proceedings/103.pdf},\n}\n\n
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\n Cultural probes have emerged as an effective user requirements capturing toolset for sensitive environments, such as domestic and educational settings. Previous efforts with cultural probes have been done on a small scale with no more than 20 users and have mostly considered urban environments. In contrast, we have collected cultural probes from more than ten remote schools and involved more than 100 students and teachers. We have found that some of the original analog probes might be already outdated in the face of contemporary digital tools and technologies, even in places that have remained greatly unaffected by modern life. The results of this study provide a framework for employing, administering, and analyzing cultural probes in longitudinal studies of remote places.\n
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\n \n\n \n \n \n \n \n \n In the face (book) of the daily routine.\n \n \n \n \n\n\n \n Giannakos, M. N.; Giotopoulos, K. K.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek '10, pages 153–157, New York, New York, USA, oct 2010. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"In paper\n  \n \n \n \"InPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Giannakos_2010,\n  author        = {Giannakos, Michail N. and Giotopoulos, Konstantinos K. and Chorianopoulos, Konstantinos},\n  title         = {{In the face (book) of the daily routine}},\n  booktitle     = {Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments\n- MindTrek '10},\n  year          = {2010},\n  pages         = {153--157},\n  address       = {New York, New York, USA},\n  month         = {oct},\n  publisher     = {ACM Press},\n  abstract      = {This paper investigates the uses of the popular social networking site Facebook, and the perceptions of the\nusers which derive from their Facebook experience. In the exploratory stage, 70 users generated phrases to describe the manner\nthey used Facebook. Interestingly, some users do not only describe the uses, but also mention how they perceive these uses.\nThese phrases were coded into 14 items and then clustered into 4 factors. The second stage of the study, which was addressed to\n131 Facebook users, the factor analysis that was conducted, verified the validity of the four factors: Social Connection,\nSocial Network Surfing, Wasting Time, Using Applications. Finally, the results were analyzed in order to interpret each\nfactor's impact and to enable a comparison with previous research regarding the same subject. These showed how users continue\nto primarily regard Facebook as a means of socializing with other users, but also the extent to which Facebook has become a\npart of their daily routine, something that is indicated by the impact of the "Wasting Time" factor. Further research can be\nconducted by addressing a greater number of users, selected with a less random manner and possibly with a different (cultural,\neconomical etc.) background.},\n  doi           = {10.1145/1930488.1930521},\n  url_Paper={Giannakos_2010.pdf},\n  isbn          = {9781450300117},\n  keywords      = {human-computer interaction,online interactions,social media,social networking,social networks,uses and\nperceptions},\n  mendeley-tags = {human-computer interaction,social media,social networking},\n  url           = {http://portal.acm.org/citation.cfm?id=1930488.1930521},\n}\n\n
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\n This paper investigates the uses of the popular social networking site Facebook, and the perceptions of the users which derive from their Facebook experience. In the exploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users do not only describe the uses, but also mention how they perceive these uses. These phrases were coded into 14 items and then clustered into 4 factors. The second stage of the study, which was addressed to 131 Facebook users, the factor analysis that was conducted, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time, Using Applications. Finally, the results were analyzed in order to interpret each factor's impact and to enable a comparison with previous research regarding the same subject. These showed how users continue to primarily regard Facebook as a means of socializing with other users, but also the extent to which Facebook has become a part of their daily routine, something that is indicated by the impact of the \"Wasting Time\" factor. Further research can be conducted by addressing a greater number of users, selected with a less random manner and possibly with a different (cultural, economical etc.) background.\n
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\n \n\n \n \n \n \n \n \n Shared Encounters.\n \n \n \n \n\n\n \n Willis, K. S.; Roussos, G.; Chorianopoulos, K.; and Struppek, M.,\n editors.\n \n\n\n \n\n\n\n Springer, dec 2010.\n \n\n\n\n
\n\n\n\n \n \n \"SharedPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 8 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
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@Book{Willis_2010a,\n  title         = {{Shared Encounters}},\n  publisher     = {Springer},\n  year          = {2010},\n  editor        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},\n  month         = {dec},\n  abstract      = {Every day we share encounters with others as we inhabit the space around us. In offering insights and\nknowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the\nstudy of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding\nof the nature and value of shared encounters in everyday life.Divided into four sections, each section comprises a set of\nchapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book\nitself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change\nover the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how\nthey can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George\nRoussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and '\nlast but not least ' Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part\noffer particular perspectives on the main topic and provide detailed insights from the author's own research background. A\nvaluable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be\nuseful to researchers, students and practitioners in fields ranging from computer science to urban studies.},\n  isbn          = {1848827261, 9781848827264},\n  keywords      = {book},\n  mendeley-tags = {book},\n  pages         = {311},\n  url           = {http://books.google.com/books?id=qKKFT9nIPX8C{\\&}pgis=1\nhttp://www.springerlink.com/content/978-1-84882-726-4 http://portal.acm.org/citation.cfm?id=1708075},\n}\n\n
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\n Every day we share encounters with others as we inhabit the space around us. In offering insights and knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding of the nature and value of shared encounters in everyday life.Divided into four sections, each section comprises a set of chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and ' last but not least ' Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part offer particular perspectives on the main topic and provide detailed insights from the author's own research background. A valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be useful to researchers, students and practitioners in fields ranging from computer science to urban studies.\n
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\n \n\n \n \n \n \n \n \n Introduction to the special issue on multimedia intelligent services and technologies.\n \n \n \n \n\n\n \n Yu, Z.; Lugmayr, A.; Chorianopoulos, K.; and Mei, T.\n\n\n \n\n\n\n Multimedia Systems, 16(4-5): 215–217. jun 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Introduction paper\n  \n \n \n \"IntroductionPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
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@Article{Yu_2010,\n  author        = {Yu, Zhiwen and Lugmayr, Artur and Chorianopoulos, Konstantinos and Mei, Tao},\n  title         = {{Introduction to the special issue on multimedia intelligent services and technologies}},\n  journal       = {Multimedia Systems},\n  year          = {2010},\n  volume        = {16},\n  number        = {4-5},\n  pages         = {215--217},\n  month         = {jun},\n  abstract      = {The rapid development of digital media technologies enables the emergence of novel media content types for\neCommerce, eEducation, and digital entertainment. On the other hand, the advances in communication and micro-electronics have\nled to a transition from traditional personal computer-centric to more intuitive human-centric information access modes and the\nembedment of computer systems throughout the natural environment. This type of computation is generally known as Pervasive or\nUbiquitous Computing. It can also be referred to as ambient intelligence, or talking about media environments as ambient media.\nIt allows a person to use a variety of devices and sensor networks seamlessly embedded throughout our daily life, such as\npersonal digital assistant (PDA), smart electronics, sensors, as well as personal computer, to access those media contents. The\ncombination of these two trends (emergence of media and pervasive computing) holds the potential of providing a user with\nseamless and ubiquitous access to rich and dynamic mul- timedia resources from anywhere and anytime.},\n  doi           = {10.1007/s00530-010-0198-5},\n  url_Paper={Yu_2010.pdf},\n  issn          = {0942-4962},\n  keywords      = {editorial,multimedia},\n  mendeley-tags = {editorial,multimedia},\n  publisher     = {Springer Berlin / Heidelberg},\n  url           = {http://www.springerlink.com/content/1438v73qh2725084/},\n}\n\n\n
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\n The rapid development of digital media technologies enables the emergence of novel media content types for eCommerce, eEducation, and digital entertainment. On the other hand, the advances in communication and micro-electronics have led to a transition from traditional personal computer-centric to more intuitive human-centric information access modes and the embedment of computer systems throughout the natural environment. This type of computation is generally known as Pervasive or Ubiquitous Computing. It can also be referred to as ambient intelligence, or talking about media environments as ambient media. It allows a person to use a variety of devices and sensor networks seamlessly embedded throughout our daily life, such as personal digital assistant (PDA), smart electronics, sensors, as well as personal computer, to access those media contents. The combination of these two trends (emergence of media and pervasive computing) holds the potential of providing a user with seamless and ubiquitous access to rich and dynamic mul- timedia resources from anywhere and anytime.\n
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\n \n\n \n \n \n \n \n \n Icons in mobile phones Comprehensibility differences between older and younger users.\n \n \n \n \n\n\n \n Koutsourelakis, C; and Chorianopoulos, K.\n\n\n \n\n\n\n Information Design Journal, 18(1): 22–35. 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Icons paper\n  \n \n \n \"IconsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Koutsourelakis_2010,\n  author        = {Koutsourelakis, C and Chorianopoulos, Konstantinos},\n  title         = {{Icons in mobile phones Comprehensibility differences between older and younger users}},\n  journal       = {Information Design Journal},\n  year          = {2010},\n  volume        = {18},\n  number        = {1},\n  pages         = {22--35},\n  abstract      = {Mobile phones have become a ubiquitous information and telecommunication terminal used by diverse age\ngroups. Despite research findings that indicate the special needs and skills of senior citizens, contemporary handsets offer\nlimited consideration for them. We investigated whether typical mobile phone icons are suitable for older users, as measured\nthrough unaided icon comprehension. For this purpose, we studied 38 users and evaluated 25 icons, which we captured from five\ndifferent handsets. It was found that there are significant differences in icon comprehension performance between older and\nyounger mobile phone users. We conclude that designers of mobile phone icons have to regard older user groups differently and\nwe describe the qualities of icons suitable to each one of the age groups. Finally, we highlight the need for additional\nsimilar research in different ethnic and cultural groups.},\n  doi = {10.1075/idj.18.1.03cho},\n  url_Paper={Koutsourelakis_2010.pdf},\n  keywords      = {age,human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,usability,user\nstudy},\n  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},\n  url           = {http://dx.doi.org/10.1075/idj.18.1.03cho},\n}\n\n
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\n Mobile phones have become a ubiquitous information and telecommunication terminal used by diverse age groups. Despite research findings that indicate the special needs and skills of senior citizens, contemporary handsets offer limited consideration for them. We investigated whether typical mobile phone icons are suitable for older users, as measured through unaided icon comprehension. For this purpose, we studied 38 users and evaluated 25 icons, which we captured from five different handsets. It was found that there are significant differences in icon comprehension performance between older and younger mobile phone users. We conclude that designers of mobile phone icons have to regard older user groups differently and we describe the qualities of icons suitable to each one of the age groups. Finally, we highlight the need for additional similar research in different ethnic and cultural groups.\n
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\n \n\n \n \n \n \n \n \n The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds.\n \n \n \n \n\n\n \n Banakou, D.; and Chorianopoulos, K.\n\n\n \n\n\n\n Journal of Virtual Worlds Research, 2(5). 2010.\n \n\n\n\n
\n\n\n\n \n \n \"The paper\n  \n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Banakou_2010,\n  author        = {Banakou, Domna and Chorianopoulos, Konstantinos},\n  title         = {{The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds}},\n  journal       = {Journal of Virtual Worlds Research},\n  year          = {2010},\n  volume        = {2},\n  number        = {5},\n  abstract      = {In this article, we investigate the effects of avatars appearance on user sociability in 3D virtual worlds.\nIn particular, we study gender and appearance differences in social communication preferences and behavior in virtual public\nspaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional ethnography\nfor the study of cyberspace. Although we only employed nine users who used four different avatars, we observed a cumulative of\nmore than two hundreds social encounters. We found that users with more elaborate avatars had a higher success rate in their\nsocial encounters, than those users with the default avatars. Most notably, female users selected to speak with male avatars\nmuch more frequently, when using the attractive avatar, which indicates a self-confidence effect induced by the appearance of\nthe personal avatar.},\n  doi = {10.4101/jvwr.v2i5.779},\n  url_Paper={Banakou_2010.pdf},\n  keywords      = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer\ninteraction,multimedia,self-confidence,sociability,virtual world},\n  mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world},\n  url           = {http://journals.tdl.org/jvwr/index.php/jvwr/article/view/779},\n}\n\n
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\n In this article, we investigate the effects of avatars appearance on user sociability in 3D virtual worlds. In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional ethnography for the study of cyberspace. Although we only employed nine users who used four different avatars, we observed a cumulative of more than two hundreds social encounters. We found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. Most notably, female users selected to speak with male avatars much more frequently, when using the attractive avatar, which indicates a self-confidence effect induced by the appearance of the personal avatar.\n
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\n \n\n \n \n \n \n \n \n Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users.\n \n \n \n \n\n\n \n Koutsourelakis, C; and Chorianopoulos, K.\n\n\n \n\n\n\n The Design Journal, 13(3): 313–328. 2010.\n \n\n\n\n
\n\n\n\n \n \n \"Unaided paper\n  \n \n \n \"UnaidedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@Article{Koutsourelakis_2010a,\n  author        = {Koutsourelakis, C and Chorianopoulos, Konstantinos},\n  title         = {{Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users}},\n  journal       = {The Design Journal},\n  year          = {2010},\n  volume        = {13},\n  number        = {3},\n  pages         = {313--328},\n  abstract      = {This article investigates whether the diversity of mobile phone icons has a negative effect on user\nperception, as measured through unaided icon recognition. We designed an experiment involving fifty-two young users and\nevaluated twenty-five icons from five different mobile phone handsets. It was found that there are significant differences\nbetween alternative icons used for the same mobile phone feature. Moreover, we found that original manufacturer icons performed\nbetter than those offered by the wireless operator. Simple metaphors from the real world and consistent visual depictions\nacross different handsets performed best for mobile phone icons, while abstract concepts had the lowest recognition rates.\nDesigners of mobile phone icons have to balance a trade-off between the need of the manufacturers and wireless operators to\ndifferentiate their offerings through branding, and the need of the consumers for a familiar visual language in mobile phone\nmenus.},\n  doi = {10.2752/146069210X12766130824939},\n  url_Paper={Koutsourelakis_2010a.pdf},\n  keywords      = {human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,user study},\n  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},\n  url           = {http://dx.doi.org/10.2752/146069210X12766130824939},\n}\n\n
\n
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\n This article investigates whether the diversity of mobile phone icons has a negative effect on user perception, as measured through unaided icon recognition. We designed an experiment involving fifty-two young users and evaluated twenty-five icons from five different mobile phone handsets. It was found that there are significant differences between alternative icons used for the same mobile phone feature. Moreover, we found that original manufacturer icons performed better than those offered by the wireless operator. Simple metaphors from the real world and consistent visual depictions across different handsets performed best for mobile phone icons, while abstract concepts had the lowest recognition rates. Designers of mobile phone icons have to balance a trade-off between the need of the manufacturers and wireless operators to differentiate their offerings through branding, and the need of the consumers for a familiar visual language in mobile phone menus.\n
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\n \n\n \n \n \n \n \n \n CELL: Connecting Everyday Life in an archipeLago.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Tsaknaki, V.\n\n\n \n\n\n\n In Quinn, K. I.; and Gross, T., editor(s), workshop Mind the Gap — Towards Seamless Remote Social Interaction (10th Advanced Visual Interafaces conference AVI 2010), Rome, 2010. \n \n\n\n\n
\n\n\n\n \n \n \"CELL: paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2010a,\n  author        = {Chorianopoulos, Konstantinos and Tsaknaki, Vassiliki},\n  title         = {{CELL: Connecting Everyday Life in an archipeLago}},\n  booktitle     = {workshop Mind the Gap — Towards Seamless Remote Social Interaction (10th Advanced Visual Interafaces\nconference AVI 2010)},\n  year          = {2010},\n  editor        = {Quinn, Kori Inkpen and Gross, Tom},\n  address       = {Rome},\n  abstract      = {In this paper, we explore the design of a seamless broadcast communication system that brings together the\ndistributed community of remote secondary education schools. In contrast to higher education, primary and secondary education\nestablishments should remain distributed, in order to maintain a balance of urban and rural life in the developing and the\ndeveloped world. We plan to deploy an ambient and social interactive TV platform (physical installation, authoring tools,\ninteractive content) that supports social communication in a positive way. In particular, we present the physical design and\nthe conceptual model of the system.},\n  url_Paper={Chorianopoulos_2010a.pdf},\n  keywords      = {Interaction design,computer education,human-computer interaction,multimedia,remote schools,social\nconnectedness,ubiquitous computing},\n  mendeley-tags = {computer education,human-computer interaction,multimedia,ubiquitous computing},\n}\n\n
\n
\n\n\n
\n In this paper, we explore the design of a seamless broadcast communication system that brings together the distributed community of remote secondary education schools. In contrast to higher education, primary and secondary education establishments should remain distributed, in order to maintain a balance of urban and rural life in the developing and the developed world. We plan to deploy an ambient and social interactive TV platform (physical installation, authoring tools, interactive content) that supports social communication in a positive way. In particular, we present the physical design and the conceptual model of the system.\n
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\n \n\n \n \n \n \n \n \n Delegating the visual interface between a tablet and a TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Fernández, F. J. B.; Salcines, E. G.; and de Castro Lozano , C.\n\n\n \n\n\n\n In Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10, pages 418, New York, New York, USA, may 2010. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Delegating paper\n  \n \n \n \"DelegatingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InProceedings{Chorianopoulos_2010b,\n  author        = {Chorianopoulos, Konstantinos and Fern{\\'{a}}ndez, Francisco Javier Bur{\\'{o}}n and Salcines, Enrique\nGarc{\\'{i}}a and {de Castro Lozano}, Carlos},\n  title         = {{Delegating the visual interface between a tablet and a TV}},\n  booktitle     = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10},\n  year          = {2010},\n  pages         = {418},\n  address       = {New York, New York, USA},\n  month         = {may},\n  publisher     = {ACM Press},\n  abstract      = {The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets,\nhas raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output\ndevices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then,\none significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the\ndevices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is\nappreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for\ndual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in\nthe context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities\nthat are more than the sum of the parts.},\n  doi           = {10.1145/1842993.1843096},\n  url_Paper={Chorianopoulos_2010b.pdf},\n  isbn          = {9781450300766},\n  keywords      = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing},\n  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},\n  url           = {http://portal.acm.org/citation.cfm?id=1842993.1843096},\n}\n\n
\n
\n\n\n
\n The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets, has raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output devices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then, one significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the devices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is appreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for dual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in the context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities that are more than the sum of the parts.\n
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\n \n\n \n \n \n \n \n \n Exploring everyday life in remote schools: A large-scale study with cultural probes and affinity diagrams.\n \n \n \n \n\n\n \n Spiridonidou, A.; Kampi, I.; and Chorianopoulos, K.\n\n\n \n\n\n\n In workshop on Digital Technologies and Marginalized Youth, IDC 2010., 2010. \n \n\n\n\n
\n\n\n\n \n \n \"Exploring paper\n  \n \n \n \"ExploringPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Spiridonidou_2010,\n  author        = {Spiridonidou, Antonia. and Kampi, Ioanna and Chorianopoulos, Konstantinos},\n  title         = {{Exploring everyday life in remote schools: A large-scale study with cultural probes and affinity\ndiagrams.}},\n  booktitle     = {workshop on Digital Technologies and Marginalized Youth, IDC 2010.},\n  year          = {2010},\n  abstract      = {In this paper, we describe the process of gathering data from remote schools. We employed cultural probes\nand analyzed the collected data with the use of the affinity diagrams. This study includes data gathered from more than ten\nremote schools and involved more than a hundred students and teachers in the process. This is a novelty as previous cultural\nprobes studies have been done on a small scale and have mostly considered urban environments. We found that ICT technologies\nmight not be employed as planned in remote places and that affinity diagrams are more suitable for analyzing unstructured data\n(e.g., photos, diaries) rather than semi-structured questionnaires. The results of this research provide insights for analyzing\ncultural probes from remote places.},\n  url_Paper={Spiridonidou_2010.pdf},\n  keywords      = {Remote schools,affinity diagrams,children,cultural probes,ethnography,human-computer interaction},\n  mendeley-tags = {children,ethnography,human-computer interaction},\n  url           = {http://www.cs.uiowa.edu/{~}hourcade/idc2010-myw/spiridonidou.pdf},\n}\n\n
\n
\n\n\n
\n In this paper, we describe the process of gathering data from remote schools. We employed cultural probes and analyzed the collected data with the use of the affinity diagrams. This study includes data gathered from more than ten remote schools and involved more than a hundred students and teachers in the process. This is a novelty as previous cultural probes studies have been done on a small scale and have mostly considered urban environments. We found that ICT technologies might not be employed as planned in remote places and that affinity diagrams are more suitable for analyzing unstructured data (e.g., photos, diaries) rather than semi-structured questionnaires. The results of this research provide insights for analyzing cultural probes from remote places.\n
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\n  \n 2009\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n \n The Evolution of TV Systems, Content, and Users Toward Interactivity.\n \n \n \n \n\n\n \n Cesar, P.; and Chorianopoulos, K.\n\n\n \n\n\n\n Volume 2 2009.\n \n\n\n\n
\n\n\n\n \n \n \"The paper\n  \n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@Book{Cesar_2009,\n  title         = {{The Evolution of TV Systems, Content, and Users Toward Interactivity}},\n  year          = {2009},\n  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos},\n  volume        = {2},\n  number        = {4},\n  abstract      = {Interactive TV research spans across a rather diverse body of scientific subfields. Research articles have\nappeared in several venues, such as multimedia, HCI, CSCW, UIST, user modeling, media and communication sciences. In this\nstudy, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent\nthe practices of authoring, delivering, and watching TV? For this purpose, we have reviewed the research literature, as well as\nthe industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1)\ncontent editing, (2) content sharing, and (3) content control. We propose this simple taxonomy (edit-share-control) as an\nevolutionary step over the established hierarchical produce-deliver-consume paradigm. Moreover, we demonstrate how each\ndisciplinary effort has contributed to and why the full potential of interactive TV has not yet been fulfilled. Finally, we\ndescribe how interdisciplinary approaches could provide solutions to some notable contemporary research issues.},\n  booktitle     = {Foundations and Trends{\\textregistered} in Human-Computer Interaction},\n  doi           = {10.1561/1100000008},\n  url_Paper={Cesar_2009.pdf},\n  isbn          = {978-1-60198-256-8},\n  issn          = {1551-3955},\n  keywords      = {book,human-computer interaction,interactive TV,multimedia,survey,ubiquitous computing},\n  mendeley-tags = {book,human-computer interaction,multimedia,ubiquitous computing},\n  pages         = {95},\n  url           = {http://www.nowpublishers.com/product.aspx?product=HCI{\\&}doi=1100000008},\n}\n
\n
\n\n\n
\n Interactive TV research spans across a rather diverse body of scientific subfields. Research articles have appeared in several venues, such as multimedia, HCI, CSCW, UIST, user modeling, media and communication sciences. In this study, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of authoring, delivering, and watching TV? For this purpose, we have reviewed the research literature, as well as the industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1) content editing, (2) content sharing, and (3) content control. We propose this simple taxonomy (edit-share-control) as an evolutionary step over the established hierarchical produce-deliver-consume paradigm. Moreover, we demonstrate how each disciplinary effort has contributed to and why the full potential of interactive TV has not yet been fulfilled. Finally, we describe how interdisciplinary approaches could provide solutions to some notable contemporary research issues.\n
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\n \n\n \n \n \n \n \n \n Personalized Advertising Methods in Digital Interactive Television.\n \n \n \n \n\n\n \n Lekakos, G.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Pagani, M., editor(s), Encyclopedia of Multimedia Technology and Neworking, pages 1142–1147. IGI Press, 3rd edition, 2009.\n \n\n\n\n
\n\n\n\n \n \n \"Personalized paper\n  \n \n \n \"PersonalizedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InCollection{Lekakos_2009,\n  author        = {Lekakos, George and Chorianopoulos, Konstantinos},\n  title         = {{Personalized Advertising Methods in Digital Interactive Television}},\n  booktitle     = {Encyclopedia of Multimedia Technology and Neworking},\n  publisher     = {IGI Press},\n  year          = {2009},\n  editor        = {Pagani, Margherita},\n  pages         = {1142--1147},\n  edition       = {3rd},\n  abstract      = {The ability to deliver personalized advertising messages has long been a major objective in marketing since\nit allows marketers to meet heterogeneous consumer needs and target their messages more effectively (Arens {\\&} Bovee, 1994).\nHowever, traditional one-to-many marketing approaches applied in mass media suffer from their inability to meet this objective\n(Dibb, 1998; Hoffman {\\&} Novak, 1997). In order to increase the efficiency of their strategy, marketers identify homogeneous\ngroups of consumers (market segmentation) which they target according to their marketing objectives. Thus, market segmentation\nhas become the most important marketing tool for targeting purposes (McBurnie {\\&} Clutterbuck, 1998), also utilized in the TV\nadvertising domain in conjunction with domain-specific features such as time zones and/or program typologies. However, this\nstrategy has admittedly little to offer towards the ultimate goal of one-to-one communication, since the targeted unit is the\nsegment rather than the individual consumer, and therefore individual needs cannot be satisfied. In the broadcasting television\nadvertising domain, media coverage either exceeds the targeted market segment or leaves potential customers without exposure to\nthe message, thus reducing its cost effectiveness (Belch {\\&} Belch, 1995). At the same time, TV viewers have to deal with a\nvast amount of available advertising information. The issue of information overload, typical in information theoretic terms, is\nalso experienced in the case of TV advertisements as advertising clutter, which has been identified as one of the significant\nfactors associated with the negative attitude of viewers towards advertising and can have a negative impact on television\nadvertisement recall or recognition (Mord {\\&} Gilson, 1985). Relevant surveys reveal that 80{\\%} of the viewers feel that\nthere is “too much advertising in television” (Elliott {\\&} Speck, 1998), while more than 75{\\%} of consumers are not happy\nwith the broadcasted advertisements (Hawkins, Best, {\\&} Coney, 1998 ). Current target marketing methods are limited in their\nability to efficiently target consumers at the individual level, particularly in mass media such as television. Thus,\npersonalization of advertisements provides marketers with the opportunity to increase advertising effectiveness by targeting\nconsumers who are most likely to respond positively to the advertising message. The present article investigates appropriate\npersonalization methods for the domain of digital television advertisements by examining relevant methods utilized for\npersonalized Web applications. In addition, it is concerned with the design of the interactive elements of a typical 30-second\nadvertisement in support of the personalization process. The two objectives of this article are interrelated: the selection of\na personalization technique affects the design of interactive advertisements since it indicates the type of interaction data\nthat should be collected in order to enable personalization. The next section of this article opens up the discussion on\npersonalization from a theoretical point of view and in the following section specific personalization techniques are compared.\nNext, the types of interaction data required to achieve personalization are discussed and the article concludes with further\ndiscussion and conclusions.},\n  doi           = {10.4018/978-1-60566-014-1.ch155},\n  url_Paper={Lekakos_2009.pdf},\n  isbn          = {9781605660158},\n  keywords      = {TV,interactive advertising,multimedia,personalized advertising,user modelling},\n  mendeley-tags = {interactive advertising,multimedia,user modelling},\n  url           = {http://www.igi-global.com/bookstore/Chapter.aspx?TitleId=17529},\n}\n\n
\n
\n\n\n
\n The ability to deliver personalized advertising messages has long been a major objective in marketing since it allows marketers to meet heterogeneous consumer needs and target their messages more effectively (Arens & Bovee, 1994). However, traditional one-to-many marketing approaches applied in mass media suffer from their inability to meet this objective (Dibb, 1998; Hoffman & Novak, 1997). In order to increase the efficiency of their strategy, marketers identify homogeneous groups of consumers (market segmentation) which they target according to their marketing objectives. Thus, market segmentation has become the most important marketing tool for targeting purposes (McBurnie & Clutterbuck, 1998), also utilized in the TV advertising domain in conjunction with domain-specific features such as time zones and/or program typologies. However, this strategy has admittedly little to offer towards the ultimate goal of one-to-one communication, since the targeted unit is the segment rather than the individual consumer, and therefore individual needs cannot be satisfied. In the broadcasting television advertising domain, media coverage either exceeds the targeted market segment or leaves potential customers without exposure to the message, thus reducing its cost effectiveness (Belch & Belch, 1995). At the same time, TV viewers have to deal with a vast amount of available advertising information. The issue of information overload, typical in information theoretic terms, is also experienced in the case of TV advertisements as advertising clutter, which has been identified as one of the significant factors associated with the negative attitude of viewers towards advertising and can have a negative impact on television advertisement recall or recognition (Mord & Gilson, 1985). Relevant surveys reveal that 80% of the viewers feel that there is “too much advertising in television” (Elliott & Speck, 1998), while more than 75% of consumers are not happy with the broadcasted advertisements (Hawkins, Best, & Coney, 1998 ). Current target marketing methods are limited in their ability to efficiently target consumers at the individual level, particularly in mass media such as television. Thus, personalization of advertisements provides marketers with the opportunity to increase advertising effectiveness by targeting consumers who are most likely to respond positively to the advertising message. The present article investigates appropriate personalization methods for the domain of digital television advertisements by examining relevant methods utilized for personalized Web applications. In addition, it is concerned with the design of the interactive elements of a typical 30-second advertisement in support of the personalization process. The two objectives of this article are interrelated: the selection of a personalization technique affects the design of interactive advertisements since it indicates the type of interaction data that should be collected in order to enable personalization. The next section of this article opens up the discussion on personalization from a theoretical point of view and in the following section specific personalization techniques are compared. Next, the types of interaction data required to achieve personalization are discussed and the article concludes with further discussion and conclusions.\n
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\n \n\n \n \n \n \n \n \n Evaluating the social effects of distant education beyond the desktop computer.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In 5th International Conference on Open and Distance Learning (ICODL), pages 117–121, Athens, 2009. Hellenic Open University Press\n \n\n\n\n
\n\n\n\n \n \n \"Evaluating paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2009,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Evaluating the social effects of distant education beyond the desktop computer}},\n  booktitle     = {5th International Conference on Open and Distance Learning (ICODL)},\n  year          = {2009},\n  pages         = {117--121},\n  address       = {Athens},\n  publisher     = {Hellenic Open University Press},\n  abstract      = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass\ncommunication system that brings together a physically distributed educational community. There is a significant body of\nrelated research, but no integrated approach. In particular, previous academic research has not been evaluated with casual\nusers in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance\ncommunication systems on everyday life, such as community identity, community awareness, and civic participation have not been\ndocumented. For this purpose, we plan to deploy an ambient and social interactive TV platform that supports social\ncommunication between remote and isolated schools. Here, we describe tools and techniques for a systematic longitudinal\nevaluation of the social effects of the media communication system on an educational setting.},\n  url_Paper={Chorianopoulos_2009.pdf},\n  keywords      = {Children,computer education,computer mediated communication,human-computer\ninteraction,installation,longitudinal,multimedia,remote schools,sustainability,ubiquitous computing,well being},\n  mendeley-tags = {computer education,computer mediated communication,human-computer\ninteraction,installation,multimedia,ubiquitous computing},\n}\n\n
\n
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\n In this article, we explore the methodological aspects for the longitudinal evaluation of a mass communication system that brings together a physically distributed educational community. There is a significant body of related research, but no integrated approach. In particular, previous academic research has not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance communication systems on everyday life, such as community identity, community awareness, and civic participation have not been documented. For this purpose, we plan to deploy an ambient and social interactive TV platform that supports social communication between remote and isolated schools. Here, we describe tools and techniques for a systematic longitudinal evaluation of the social effects of the media communication system on an educational setting.\n
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\n \n\n \n \n \n \n \n \n Taking Social TV beyond chatting: How the TV viewer adds value to the Network.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Cesar, P.\n\n\n \n\n\n\n In MCIS 2009., pages 39, Athens, 2009. \n \n\n\n\n
\n\n\n\n \n \n \"Taking paper\n  \n \n \n \"TakingPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2009a,\n  author        = {Chorianopoulos, Konstantinos and Cesar, Pablo},\n  title         = {{Taking Social TV beyond chatting: How the TV viewer adds value to the Network}},\n  booktitle     = {MCIS 2009.},\n  year          = {2009},\n  pages         = {39},\n  address       = {Athens},\n  abstract      = {In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research\narea: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular\ndisciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that\nbuilds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance\nof chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and\nhighlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further\nresearch in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way.},\n  url_Paper={Chorianopoulos_2009a.pdf},\n  keywords      = {Interactive TV,Internet TV,Networked TV,Social TV,computer mediated communication,human-computer\ninteraction,multimedia},\n  mendeley-tags = {computer mediated communication,human-computer interaction,multimedia},\n  url           = {http://aisel.aisnet.org/mcis2009/39/},\n}\n\n
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\n In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way.\n
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\n \n\n \n \n \n \n \n \n Avatars Appearance and Social Behavior in Online Virtual Worlds.\n \n \n \n \n\n\n \n Banakou, D.; Chorianopoulos, K.; and Anagnostou, K.\n\n\n \n\n\n\n In 2009 13th Panhellenic Conference on Informatics, pages 207–211, sep 2009. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Avatars paper\n  \n \n \n \"AvatarsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Banakou_2009,\n  author        = {Banakou, Domna and Chorianopoulos, Konstantinos and Anagnostou, Kostas},\n  title         = {{Avatars Appearance and Social Behavior in Online Virtual Worlds}},\n  booktitle     = {2009 13th Panhellenic Conference on Informatics},\n  year          = {2009},\n  pages         = {207--211},\n  month         = {sep},\n  publisher     = {IEEE},\n  abstract      = {In this article, we investigate the effects of avatars appearance on user social behavior in online virtual\nworlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public\nspaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnography for\nthe study of cyberspace. We employed nine users who used four different avatars and we observed a cumulative of more than two\nhundreds social encounters. The results of the study indicate that avatars appearance is an important factor in determining the\nsocial communication patterns between users in online 3D worlds. In particular, we found that users with more elaborate avatars\nhad a higher success rate in their social encounters, than those users with the default avatars. The implications of this study\nraise several issues for the design of avatars, as well as for the study of social communication in online 3D worlds.},\n  doi           = {10.1109/PCI.2009.9},\n  url_Paper={Banakou_2009.pdf},\n  isbn          = {978-0-7695-3788-7},\n  keywords      = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer\ninteraction,multimedia,self-confidence,sociability,virtual world},\n  mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world},\n  url           = {http://www.computer.org/portal/web/csdl/doi/10.1109/PCI.2009.9},\n}\n\n
\n
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\n In this article, we investigate the effects of avatars appearance on user social behavior in online virtual worlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnography for the study of cyberspace. We employed nine users who used four different avatars and we observed a cumulative of more than two hundreds social encounters. The results of the study indicate that avatars appearance is an important factor in determining the social communication patterns between users in online 3D worlds. In particular, we found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. The implications of this study raise several issues for the design of avatars, as well as for the study of social communication in online 3D worlds.\n
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\n \n\n \n \n \n \n \n \n Social Interactive Television: Immersive Shared Experiences and Perspectives (Premier Reference Source).\n \n \n \n \n\n\n \n Cesar, P.; Geerts, D.; and Chorianopoulos, K.,\n editors.\n \n\n\n \n\n\n\n IGI Global, 2009.\n \n\n\n\n
\n\n\n\n \n \n \"SocialPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@Book{Cesar_2009a,\n  title         = {{Social Interactive Television: Immersive Shared Experiences and Perspectives (Premier Reference Source)}},\n  publisher     = {IGI Global},\n  year          = {2009},\n  editor        = {Cesar, Pablo and Geerts, David and Chorianopoulos, Konstantinos},\n  abstract      = {Television, since its invention, has been considered to be a social link between people. Continually\nenhanced by innovation, the next frontier for this technological phenomenon will focus on the actual natural capabilities of\nthe medium. Social Interactive Television: Immersive Shared Experiences and Perspectives combines academic and industry\nresearch to provide the first publication of its kind to discuss the future emergence of experiences and services through\ninteractive television. Concentrating on system and interaction design, as well as evaluation methods that focus on social\nexperiences around interactive television, this book provides practitioners, academicians, researchers, and developers with the\nmost relevant, current, and interesting findings on the topic.},\n  isbn          = {1605666564},\n  keywords      = {book,human-computer interaction,multimedia},\n  mendeley-tags = {book,human-computer interaction,multimedia},\n  pages         = {362},\n  url           = {http://www.amazon.com/Social-Interactive-Television-Experiences-Perspectives/dp/1605666564},\n}\n\n
\n
\n\n\n
\n Television, since its invention, has been considered to be a social link between people. Continually enhanced by innovation, the next frontier for this technological phenomenon will focus on the actual natural capabilities of the medium. Social Interactive Television: Immersive Shared Experiences and Perspectives combines academic and industry research to provide the first publication of its kind to discuss the future emergence of experiences and services through interactive television. Concentrating on system and interaction design, as well as evaluation methods that focus on social experiences around interactive television, this book provides practitioners, academicians, researchers, and developers with the most relevant, current, and interesting findings on the topic.\n
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\n \n\n \n \n \n \n \n \n A cultural probes study on video sharing and social communication on the internet.\n \n \n \n \n\n\n \n Oumard, M.; Mirza, D.; Kroy, J.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts - DIMEA '08, of DIMEA '08, pages 142–148, New York, New York, USA, 2008. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"A paper\n  \n \n \n \"APaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Oumard_2008,\n  author        = {Oumard, Marieke and Mirza, Diana and Kroy, Juliane and Chorianopoulos, Konstantinos},\n  title         = {{A cultural probes study on video sharing and social communication on the internet}},\n  booktitle     = {Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts -\nDIMEA '08},\n  year          = {2008},\n  series        = {DIMEA '08},\n  pages         = {142--148},\n  address       = {New York, New York, USA},\n  publisher     = {ACM Press},\n  abstract      = {The focus of this article is the link between video sharing and interpersonal communication on the internet.\nPrevious works on social television systems belong to two categories: 1) studies on how collocated groups of viewers socialize\nwhile watching TV, and 2) studies on novel Social TV applications (e.g. experimental set-ups) and devices (e.g. ambient\ndisplays) that provide technological support for TV sociability over a distance. The main shortcoming of those studies is that\nthey have not considered the dominant contemporary method of Social TV. Early adopters of technology have been watching and\nsharing video online. We employed cultural probes in order to gain in-depth information about the social aspect of video\nsharing on the internet. Our sample consisted of six heavy users of internet video, watching an average of at least one hour of\ninternet video a day. In particular, we explored how they are integrating video into their daily social communication\npractices. We found that internet video is shared and discussed with distant friends. Moreover, the results of the study\nindicate several opportunities and threats for the development of integrated mass and interpersonal communication applications\nand services.},\n  doi           = {10.1145/1413634.1413664},\n  url_Paper={Oumard_2008.pdf},\n  isbn          = {9781605582481},\n  keywords      = {computer mediated communication,cultural probes,entertainment,ethnography,human-computer\ninteraction,internet video,multimedia,online communication,user study},\n  mendeley-tags = {computer mediated communication,entertainment,ethnography,human-computer interaction,multimedia},\n  url           = {http://doi.acm.org/10.1145/1413634.1413664},\n}\n\n
\n
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\n The focus of this article is the link between video sharing and interpersonal communication on the internet. Previous works on social television systems belong to two categories: 1) studies on how collocated groups of viewers socialize while watching TV, and 2) studies on novel Social TV applications (e.g. experimental set-ups) and devices (e.g. ambient displays) that provide technological support for TV sociability over a distance. The main shortcoming of those studies is that they have not considered the dominant contemporary method of Social TV. Early adopters of technology have been watching and sharing video online. We employed cultural probes in order to gain in-depth information about the social aspect of video sharing on the internet. Our sample consisted of six heavy users of internet video, watching an average of at least one hour of internet video a day. In particular, we explored how they are integrating video into their daily social communication practices. We found that internet video is shared and discussed with distant friends. Moreover, the results of the study indicate several opportunities and threats for the development of integrated mass and interpersonal communication applications and services.\n
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\n \n\n \n \n \n \n \n \n Connecting remote educational spaces with mediated presence.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Eckardt, F., editor(s), Mediacity: Situations, Practices, and Encounters., pages 227–244. Berlin, Frank & Ti edition, 2008.\n \n\n\n\n
\n\n\n\n \n \n \"Connecting paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InCollection{Chorianopoulos_2008c,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Connecting remote educational spaces with mediated presence}},\n  booktitle     = {Mediacity: Situations, Practices, and Encounters.},\n  year          = {2008},\n  editor        = {Eckardt, Frank},\n  pages         = {227--244},\n  address       = {Berlin},\n  edition       = {Frank {\\&} Ti},\n  abstract      = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass\ncommunication system that brings together a physically distributed educational community. There is a significant body of\nrelated research, but no integrated approach. In the 70's and 80's, early video-art installations have explored the links\nbetween television, architectural space and community identity. During the 90's and onwards, the artistic inspiration has\ncaught on with research labs, which developed several distant communication systems. Nevertheless, previous academic research\nhas not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most\ninteresting effects of distance communication systems on everyday life, such as community identity, community awareness, and\ncivic participation have not been documented. We plan to deploy an ambient and social interactive TV platform that supports\nsocial communication in a positive way. In particular, we describe materials, tools and techniques for a systematic\nlongitudinal evaluation of the social effects of the media communication system on an educational setting. Furthermore, we\nframe this research program in the wider context of media and architecture academic enquiry.},\n  url_Paper={Chorianopoulos_2008c.pdf},\n  keywords      = {architectural space,community,computer education,computer mediated\ncommunication,creativity,installation,media studies,sociability},\n  mendeley-tags = {community,computer education,computer mediated communication},\n}\n\n
\n
\n\n\n
\n In this article, we explore the methodological aspects for the longitudinal evaluation of a mass communication system that brings together a physically distributed educational community. There is a significant body of related research, but no integrated approach. In the 70's and 80's, early video-art installations have explored the links between television, architectural space and community identity. During the 90's and onwards, the artistic inspiration has caught on with research labs, which developed several distant communication systems. Nevertheless, previous academic research has not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance communication systems on everyday life, such as community identity, community awareness, and civic participation have not been documented. We plan to deploy an ambient and social interactive TV platform that supports social communication in a positive way. In particular, we describe materials, tools and techniques for a systematic longitudinal evaluation of the social effects of the media communication system on an educational setting. Furthermore, we frame this research program in the wider context of media and architecture academic enquiry.\n
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\n \n\n \n \n \n \n \n \n Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices.\n \n \n \n \n\n\n \n Riecke, R.; Juers, A.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Tscheligi, M.; Obrist, M.; and Lugmayr, A., editor(s), Proceedings of the 6th European conference on Changing Television Environments, volume 5066, of Lecture Notes in Computer Science, pages 268–272, Berlin, Heidelberg, 2008. Springer Berlin Heidelberg\n \n\n\n\n
\n\n\n\n \n \n \"Interaction paper\n  \n \n \n \"InteractionPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InProceedings{Riecke_2008,\n  author        = {Riecke, Ralph and Juers, Alex and Chorianopoulos, Konstantinos},\n  title         = {{Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices}},\n  booktitle     = {Proceedings of the 6th European conference on Changing Television Environments},\n  year          = {2008},\n  editor        = {Tscheligi, Manfred and Obrist, Marianna and Lugmayr, Artur},\n  volume        = {5066},\n  series        = {Lecture Notes in Computer Science},\n  pages         = {268--272},\n  address       = {Berlin, Heidelberg},\n  publisher     = {Springer Berlin Heidelberg},\n  abstract      = {The aim of this work is to study the usability of voting on music TV channels. We asked subjects to perform\na voting-task on two different music TV shows. The results indicate, that 1) there are small differences in acceptance and\nunderstanding of the voting-instructions between users and non-users, 2) the mobile phone is a familiar and the most preferred\nvoting-device and 3) sociability features is a way to support the pricing model of voting services for entertainment\napplications in TV.},\n  doi           = {10.1007/978-3-540-69478-6},\n  url_Paper={Riecke_2008.pdf},\n  isbn          = {978-3-540-69477-9},\n  issn          = {0302-9743},\n  keywords      = {Usability,human-computer interaction,interactive TV,media studies,mobile phone,music TV,voting},\n  mendeley-tags = {human-computer interaction,media studies},\n  url           = {http://dx.doi.org/10.1007/978-3-540-69478-6{\\_}36},\n}\n\n
\n
\n\n\n
\n The aim of this work is to study the usability of voting on music TV channels. We asked subjects to perform a voting-task on two different music TV shows. The results indicate, that 1) there are small differences in acceptance and understanding of the voting-instructions between users and non-users, 2) the mobile phone is a familiar and the most preferred voting-device and 3) sociability features is a way to support the pricing model of voting services for entertainment applications in TV.\n
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\n \n\n \n \n \n \n \n \n Interactivity and user participation in the television lifecycle.\n \n \n \n \n\n\n \n Cesar, P.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Proceeding of the 1st international conference on Designing interactive user experiences for TV and video - uxtv '08, pages 125–128, New York, New York, USA, oct 2008. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Interactivity paper\n  \n \n \n \"InteractivityPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InProceedings{Cesar_2008b,\n  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos},\n  title         = {{Interactivity and user participation in the television lifecycle}},\n  booktitle     = {Proceeding of the 1st international conference on Designing interactive user experiences for TV and video -\nuxtv '08},\n  year          = {2008},\n  pages         = {125--128},\n  address       = {New York, New York, USA},\n  month         = {oct},\n  publisher     = {ACM Press},\n  abstract      = {Interactive TV research encompasses a rather diverse body of work (e.g. multimedia, HCI, CSCW, UIST, user\nmodeling, media studies) that has accumulated over the past 20 years. In this article, we highlight the state-of-the-art and\nconsider two basic issues: What is interactive TV research? Can it help us reinvent the practices of creating, sharing and\nwatching TV? We survey the literature and identify three concepts that have been inherent in interactive TV research: 1)\ninteractive TV as content creation, 2) interactive TV as a content and experience sharing process, and 3) interactive TV as\ncontrol of audiovisual content. We propose this simple taxonomy (create-share-control) as an evolutionary step over the\ntraditional hierarchical produce-distribute-consume paradigm. Moreover, we highlight the importance of sociability in all\nphases of the create-share-control model.},\n  doi           = {10.1145/1453805.1453830},\n  url_Paper={Cesar_2008b.pdf},\n  isbn          = {9781605581002},\n  keywords      = {human-computer interaction,interactive television,interactivity,multimedia,research survey,social\ntv,taxonomy,user participation},\n  mendeley-tags = {human-computer interaction,multimedia},\n  url           = {http://portal.acm.org/citation.cfm?id=1453805.1453830},\n}\n\n
\n
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\n Interactive TV research encompasses a rather diverse body of work (e.g. multimedia, HCI, CSCW, UIST, user modeling, media studies) that has accumulated over the past 20 years. In this article, we highlight the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of creating, sharing and watching TV? We survey the literature and identify three concepts that have been inherent in interactive TV research: 1) interactive TV as content creation, 2) interactive TV as a content and experience sharing process, and 3) interactive TV as control of audiovisual content. We propose this simple taxonomy (create-share-control) as an evolutionary step over the traditional hierarchical produce-distribute-consume paradigm. Moreover, we highlight the importance of sociability in all phases of the create-share-control model.\n
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\n \n\n \n \n \n \n \n \n MEDIACITY. Situations, Practices and Encounters.\n \n \n \n \n\n\n \n Eckardt, F.; Geelhaar, J.; Colini, L.; Willis, K. S.; Chorianopoulos, K.; and Hennig, R.,\n editors.\n \n\n\n \n\n\n\n Frank & Timme GmbH, 2008.\n \n\n\n\n
\n\n\n\n \n \n \"MEDIACITY.Paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@Book{Eckardt_2008,\n  title         = {{MEDIACITY. Situations, Practices and Encounters}},\n  publisher     = {Frank {\\&} Timme GmbH},\n  year          = {2008},\n  editor        = {Eckardt, Frank and Geelhaar, Jens and Colini, Laura and Willis, Katharine S. and Chorianopoulos,\nKonstantinos and Hennig, Ralf},\n  abstract      = {MEDIACITY – Situations, Practices and Encounters investigates how the social settings and spaces of the city\nare created, experienced and practiced through the use and presence of new media. It takes the position that new media enables\ndifferent settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists\nfrom disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a\ncritical reflection on the processes, methods and impacts of technologies in urban space.},\n  isbn          = {3865961827},\n  keywords      = {architecture,book,media studies,urban studies},\n  mendeley-tags = {architecture,media studies,urban studies},\n  pages         = {439},\n  url           = {http://www.amazon.com/MEDIACITY-Situations-Practices-Encounters-Eckardt/dp/3865961827},\n}\n\n
\n
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\n MEDIACITY – Situations, Practices and Encounters investigates how the social settings and spaces of the city are created, experienced and practiced through the use and presence of new media. It takes the position that new media enables different settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists from disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a critical reflection on the processes, methods and impacts of technologies in urban space.\n
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\n \n\n \n \n \n \n \n \n Social television and user interaction.\n \n \n \n \n\n\n \n Cesar, P.; Chorianopoulos, K.; and Jensen, J. F.\n\n\n \n\n\n\n Computers in Entertainment, 6(1): 1. may 2008.\n \n\n\n\n
\n\n\n\n \n \n \"Social paper\n  \n \n \n \"SocialPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@Article{Cesar_2008,\n  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos and Jensen, Jens F.},\n  title         = {{Social television and user interaction}},\n  journal       = {Computers in Entertainment},\n  year          = {2008},\n  volume        = {6},\n  number        = {1},\n  pages         = {1},\n  month         = {may},\n  abstract      = {At first glance, the notion of social interactive television seems to be a tautology. Television watching\nhas always been a social activity. People watch television together in their living rooms, and outside their homes they talk\nabout last night's football match; and even call each other to recommend an interesting program. Unfortunately, until recently,\nresearch on social interactive television has been scarce. One limiting factor for the development of innovative services for\nthe home is the interactive technology behind user interaction, which was limited to the remote control. Fortunately, a number\nof studies concentrate on extending interactive methods, for example by using contextual information. This article reviews the\nstate of the art in these two directions: the social aspects of television and user interaction. We conclude with a research\nagenda for further research, which might transform current interactive television services into shared experiences.},\n  doi           = {10.1145/1350843.1350847},\n  url_Paper={Cesar_2008.pdf},\n  issn          = {15443574},\n  keywords      = {human-computer interaction,interactive digital television,multimedia,set-top box,social\ncommunications,social interactive television,user interaction},\n  mendeley-tags = {human-computer interaction,multimedia},\n  url           = {http://portal.acm.org/citation.cfm?id=1350843.1350847},\n}\n\n
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\n At first glance, the notion of social interactive television seems to be a tautology. Television watching has always been a social activity. People watch television together in their living rooms, and outside their homes they talk about last night's football match; and even call each other to recommend an interesting program. Unfortunately, until recently, research on social interactive television has been scarce. One limiting factor for the development of innovative services for the home is the interactive technology behind user interaction, which was limited to the remote control. Fortunately, a number of studies concentrate on extending interactive methods, for example by using contextual information. This article reviews the state of the art in these two directions: the social aspects of television and user interaction. We conclude with a research agenda for further research, which might transform current interactive television services into shared experiences.\n
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\n \n\n \n \n \n \n \n \n Introduction to Social TV: Enhancing the Shared Experience with Interactive TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Lekakos, G.\n\n\n \n\n\n\n International Journal of Human-Computer Interaction, 24(2): 113–120. feb 2008.\n \n\n\n\n
\n\n\n\n \n \n \"Introduction paper\n  \n \n \n \"IntroductionPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2008,\n  author        = {Chorianopoulos, Konstantinos and Lekakos, George},\n  title         = {{Introduction to Social TV: Enhancing the Shared Experience with Interactive TV}},\n  journal       = {International Journal of Human-Computer Interaction},\n  year          = {2008},\n  volume        = {24},\n  number        = {2},\n  pages         = {113--120},\n  month         = {feb},\n  abstract      = {Previous research on the social impact of communication technologies has followed two distinct directions\nand has considered independently either the interpersonal communication or the mass communication. In this context, the\nhuman–computer interaction aspects of integrated media and social communication are examined. The design of Social TV systems\nthat support interpersonal communication, which is motivated by mass media consumption and which takes place within colocated\ngroups or over distance, is explored. In terms of the temporal dimension, Social TV might be synchronous, which happens in real\ntime, or asynchronous, which happens with a time difference. This article provides an overview of research findings and\noutlines evaluation methods and user requirements for usability and sociability in interactive TV.},\n  doi           = {10.1080/10447310701821574},\n  url_Paper={Chorianopoulos_2008.pdf},\n  issn          = {1044-7318},\n  keywords      = {Social TV,computer mediated communication,human-computer interaction,interactive\nTV,multimedia,survey,ubiquitous computing},\n  mendeley-tags = {computer mediated communication,human-computer interaction,multimedia,ubiquitous computing},\n  publisher     = {Taylor {\\&} Francis},\n  url           = {http://www.informaworld.com/10.1080/10447310701821574},\n}\n\n
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\n Previous research on the social impact of communication technologies has followed two distinct directions and has considered independently either the interpersonal communication or the mass communication. In this context, the human–computer interaction aspects of integrated media and social communication are examined. The design of Social TV systems that support interpersonal communication, which is motivated by mass media consumption and which takes place within colocated groups or over distance, is explored. In terms of the temporal dimension, Social TV might be synchronous, which happens in real time, or asynchronous, which happens with a time difference. This article provides an overview of research findings and outlines evaluation methods and user requirements for usability and sociability in interactive TV.\n
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\n \n\n \n \n \n \n \n \n Multimedia systems, languages, and infrastructures for interactive television.\n \n \n \n \n\n\n \n Cesar, P.; Bulterman, D. C. A.; Chorianopoulos, K.; and Jensen, J. F.\n\n\n \n\n\n\n Multimedia Systems, 14(2): 71–72. mar 2008.\n \n\n\n\n
\n\n\n\n \n \n \"Multimedia paper\n  \n \n \n \"MultimediaPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Cesar_2008a,\n  author        = {Cesar, Pablo and Bulterman, Dick C. A. and Chorianopoulos, Konstantinos and Jensen, Jens F.},\n  title         = {{Multimedia systems, languages, and infrastructures for interactive television}},\n  journal       = {Multimedia Systems},\n  year          = {2008},\n  volume        = {14},\n  number        = {2},\n  pages         = {71--72},\n  month         = {mar},\n  doi           = {10.1007/s00530-008-0115-3},\n  url_Paper={Cesar_2008a.pdf},\n  issn          = {0942-4962},\n  keywords      = {editorial,human-computer interaction,multimedia},\n  mendeley-tags = {human-computer interaction,multimedia},\n  publisher     = {Springer Berlin / Heidelberg},\n  url           = {http://www.springerlink.com/content/n3333760t1510081/},\n}\n\n
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\n \n\n \n \n \n \n \n \n Personalized and mobile digital TV applications.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n Multimedia Tools and Applications, 36(1-2): 1–10. jan 2008.\n \n\n\n\n
\n\n\n\n \n \n \"Personalized paper\n  \n \n \n \"PersonalizedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2008b,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Personalized and mobile digital TV applications}},\n  journal       = {Multimedia Tools and Applications},\n  year          = {2008},\n  volume        = {36},\n  number        = {1-2},\n  pages         = {1--10},\n  month         = {jan},\n  abstract      = {The introduction of mobile and broadband networks in complement to the existing satellite, cable, and\nterrestrial platforms, opens new opportunities for interactive TV (ITV) applications. In addition, the widespread adoption of\nmultimedia computing has enabled the processing of TV content on personal devices such as mobile phones and PCs. The above\ndevelopments raise novel issues and require the adoption of new multimedia standards and application frameworks. In particular,\nthe explosion in the amount of available TV channels over digital television platforms (broadcast or internet protocol) makes\nsearching and locating interesting content a cumbersome task. In this context, personalization research is concerned with the\nadaptation of content (e.g. movies, news, advertisements). Personalization is achieved with the employment of algorithms and\ndata collection schemes that predict and recommend to television viewers content that match their interests. In addition, the\ndistribution of TV content to mobile devices over broadband wireless raises the issue of video quality. Video quality depends\non many aspects of the video encoding systems, such as bit rate and algorithms that model human perception of video on small\nscreens. In this article, we examine contemporary research in personalized and mobile digital TV applications. Moreover, we\npresent a critical survey of the most prominent research and provide directions for further research in personalized and mobile\ndigital TV (DTV) applications.},\n  doi           = {10.1007/s11042-006-0081-8},\n  url_Paper={Chorianopoulos_2008b.pdf},\n  issn          = {1380-7501},\n  keywords      = {DigitalTV,InteractiveTV,MobileTV,Personalization,multimedia,ubiquitous computing},\n  mendeley-tags = {multimedia,ubiquitous computing},\n  publisher     = {Springer Netherlands},\n  url           = {http://www.springerlink.com/content/7878817pj6106hx1/},\n}\n\n
\n
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\n The introduction of mobile and broadband networks in complement to the existing satellite, cable, and terrestrial platforms, opens new opportunities for interactive TV (ITV) applications. In addition, the widespread adoption of multimedia computing has enabled the processing of TV content on personal devices such as mobile phones and PCs. The above developments raise novel issues and require the adoption of new multimedia standards and application frameworks. In particular, the explosion in the amount of available TV channels over digital television platforms (broadcast or internet protocol) makes searching and locating interesting content a cumbersome task. In this context, personalization research is concerned with the adaptation of content (e.g. movies, news, advertisements). Personalization is achieved with the employment of algorithms and data collection schemes that predict and recommend to television viewers content that match their interests. In addition, the distribution of TV content to mobile devices over broadband wireless raises the issue of video quality. Video quality depends on many aspects of the video encoding systems, such as bit rate and algorithms that model human perception of video on small screens. In this article, we examine contemporary research in personalized and mobile digital TV applications. Moreover, we present a critical survey of the most prominent research and provide directions for further research in personalized and mobile digital TV (DTV) applications.\n
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\n \n\n \n \n \n \n \n \n User Interface Design Principles for Interactive Television Applications.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n International Journal of Human-Computer Interaction, 24(6): 556–573. aug 2008.\n \n\n\n\n
\n\n\n\n \n \n \"User paper\n  \n \n \n \"UserPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2008a,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{User Interface Design Principles for Interactive Television Applications}},\n  journal       = {International Journal of Human-Computer Interaction},\n  year          = {2008},\n  volume        = {24},\n  number        = {6},\n  pages         = {556--573},\n  month         = {aug},\n  abstract      = {Interactive Television (ITV) applications gratify entertainment needs and leisure activities in a relaxed\ndomestic context. Then, the mentality of efficiency and task completion implied by many user interface heuristics may not be\nsuitable for design and expert evaluation of ITV. In line with the contemporary movement towards the design of the user\nexperience of computing systems, a set of design principles for ITV applications has been developed. Instead of information\ntechnology, the field of communication science was explored, which has accumulated an extensive theory of TV usage and viewer\nbehavior. For the empirical validation, the principles were employed in the design of an interactive music TV application. The\nresults suggest that a small set of generic principles could support the systematic design of ITV applications and produce a\ndesign rationale that is traceable and comparable to alternative solutions, during the process of early product development. In\naddition, the principles could be refined into specific guidelines and further employed to support expert evaluation\ntechniques.},\n  doi           = {10.1080/10447310802205750},\n  url_Paper={Chorianopoulos_2008a.pdf},\n  issn          = {1044-7318},\n  keywords      = {design principles,human-computer interaction,interactive TV,multimedia,usability},\n  mendeley-tags = {human-computer interaction,multimedia},\n  publisher     = {Taylor {\\&} Francis},\n  url           = {http://www.informaworld.com/10.1080/10447310802205750},\n}\n\n
\n
\n\n\n
\n Interactive Television (ITV) applications gratify entertainment needs and leisure activities in a relaxed domestic context. Then, the mentality of efficiency and task completion implied by many user interface heuristics may not be suitable for design and expert evaluation of ITV. In line with the contemporary movement towards the design of the user experience of computing systems, a set of design principles for ITV applications has been developed. Instead of information technology, the field of communication science was explored, which has accumulated an extensive theory of TV usage and viewer behavior. For the empirical validation, the principles were employed in the design of an interactive music TV application. The results suggest that a small set of generic principles could support the systematic design of ITV applications and produce a design rationale that is traceable and comparable to alternative solutions, during the process of early product development. In addition, the principles could be refined into specific guidelines and further employed to support expert evaluation techniques.\n
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\n  \n 2007\n \n \n (10)\n \n \n
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\n \n\n \n \n \n \n \n \n Ambient and social TV: a conceptual design that connects everyday life in a sporadic community.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In 3rd IET International Conference on Intelligent Environments, 2007. IE 07., pages 585–588, Ulm, 2007. \n \n\n\n\n
\n\n\n\n \n \n \"Ambient paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2007b,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Ambient and social TV: a conceptual design that connects everyday life in a sporadic community}},\n  booktitle     = {3rd IET International Conference on Intelligent Environments, 2007. IE 07.},\n  year          = {2007},\n  pages         = {585--588},\n  address       = {Ulm},\n  abstract      = {In this research program, we explore the relationship between television use, architectural space, and\ncommunity identity. In particular, we discuss the conceptual design of a system that brings together the physically distributed\nacademic community (students, academic and administrative staff) of the University of the Aegean. We propose the employment of\nnetworked interactive video installations in everyday places (e.g. cafeteria, halls) of the university. In this paper, we\nexplore previous related research and we discuss design issues and approaches for the case of the University of the Aegean.},\n  url_Paper={Chorianopoulos_2007b.pdf},\n  issn          = {0537-9989},\n  keywords      = {Locative media,ambient TV,awareness,community,human-computer interaction,multimedia,presence,shared\nexperience,social TV},\n  mendeley-tags = {community,human-computer interaction,multimedia},\n  shorttitle    = {Intelligent Environments, 2007. IE 07. 3rd IET Int},\n}\n\n
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\n In this research program, we explore the relationship between television use, architectural space, and community identity. In particular, we discuss the conceptual design of a system that brings together the physically distributed academic community (students, academic and administrative staff) of the University of the Aegean. We propose the employment of networked interactive video installations in everyday places (e.g. cafeteria, halls) of the university. In this paper, we explore previous related research and we discuss design issues and approaches for the case of the University of the Aegean.\n
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\n \n\n \n \n \n \n \n \n Interactive TV design that blends seamlessly with everyday life.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In Proceedings of the 9th conference on User interfaces for all, of ERCIM'06, pages 43–57, Berlin, 2007. Springer-Verlag\n \n\n\n\n
\n\n\n\n \n \n \"Interactive paper\n  \n \n \n \"InteractivePaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2007c,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Interactive TV design that blends seamlessly with everyday life}},\n  booktitle     = {Proceedings of the 9th conference on User interfaces for all},\n  year          = {2007},\n  series        = {ERCIM'06},\n  pages         = {43--57},\n  address       = {Berlin},\n  publisher     = {Springer-Verlag},\n  abstract      = {Television use does not require high skill or effort, which is ideal as a paradigm of use for ambient user\ninterfaces. In this paper, universal access in ambient intelligence is modeled after the use of TV in everyday life. Instead of\nconsidering television only as a content medium and the focus of user activity, an alternative approach is to consider\ntelevision use as a secondary function to other activities, such as socializing, domestic chores, leisure pursuits. For this\npurpose, the requirements for ambient user interactivity with TV are organized in a small set of design principles. The design\nprinciples have been selected, analyzed and synthesized from readings in previous works on media and ethnographic studies about\ntelevision, and everyday life. It is suggested that universal access in ambient intelligence is promoted by considering design\nprinciples such as opportunistic interaction, user participation, group interactions, and multiple levels of attention to the\nuser interface. Finally, the principles have been tested in the design of a user interface for interactive music television.\nThis preliminary case suggests that the proposed principles facilitate the design of user interfaces that blend seamlessly with\neveryday life.},\n  url_Paper={Chorianopoulos_2007c.pdf},\n  isbn          = {978-3-540-71024-0},\n  keywords      = {ambient ITV,design principles,human-computer interaction,interactive TV,media\nstudies,metaphors,multimedia,paradigm of use,ubiquitous computing},\n  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},\n  url           = {http://www.springerlink.com/content/q45n0397l27m626l/},\n}\n\n
\n
\n\n\n
\n Television use does not require high skill or effort, which is ideal as a paradigm of use for ambient user interfaces. In this paper, universal access in ambient intelligence is modeled after the use of TV in everyday life. Instead of considering television only as a content medium and the focus of user activity, an alternative approach is to consider television use as a secondary function to other activities, such as socializing, domestic chores, leisure pursuits. For this purpose, the requirements for ambient user interactivity with TV are organized in a small set of design principles. The design principles have been selected, analyzed and synthesized from readings in previous works on media and ethnographic studies about television, and everyday life. It is suggested that universal access in ambient intelligence is promoted by considering design principles such as opportunistic interaction, user participation, group interactions, and multiple levels of attention to the user interface. Finally, the principles have been tested in the design of a user interface for interactive music television. This preliminary case suggests that the proposed principles facilitate the design of user interfaces that blend seamlessly with everyday life.\n
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\n \n\n \n \n \n \n \n \n City of collision: an interactive video installation to inform and engage.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Rieniets, T\n\n\n \n\n\n\n In IET Conference Publications, volume 2007, pages 502 – 509, 2007. \n \n\n\n\n
\n\n\n\n \n \n \"City paper\n  \n \n \n \"CityPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2007d,\n  author        = {Chorianopoulos, Konstantinos and Rieniets, T},\n  title         = {{City of collision: an interactive video installation to inform and engage}},\n  booktitle     = {IET Conference Publications},\n  year          = {2007},\n  volume        = {2007},\n  number        = {CP531},\n  pages         = {502 -- 509},\n  abstract      = {This article describes an interactive video installation that was developed to inform and engage people\nabout one of the most upsetting geopolitical issues of our time: The Israeli-Palestinian conflict. Several layers of maps\ninformation have been employed into a computer application, which was programmed with the open source tool Processing. The\nvideo installation was chosen as a medium, to achieve the following aims: 1) The visualization and communication of the\nIsraeli-Palestinian conflict, and 2) the application of ambient intelligence technology into artistic works. In this article,\nwe present the requirements, concepts and design decisions for an interactive video installation that has been tested in the\nlab. Moreover, we provide a reflection on the creative process and the collaboration between different disciplines, such as\narchitecture, urban planning, cartography, computer engineering and media studies. Finally, we outline the plan to evaluate the\nperformance of the system and the impact of the interactive video installation during an exhibition.},\n  doi = {10.1007/978-1-84882-727-1_5},\n  url_Paper={Chorianopoulos_2007d.pdf},\n  keywords      = {Interaction design,Processing,architectural space,architecture,art,creativity,engagement,human-computer\ninteraction,installation,multimedia,ubiquitous computing,urban conflict},\n  mendeley-tags = {art,human-computer interaction,multimedia,ubiquitous computing},\n  url           = {http://dx.doi.org/10.1049/cp:20070415},\n}\n\n
\n
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\n This article describes an interactive video installation that was developed to inform and engage people about one of the most upsetting geopolitical issues of our time: The Israeli-Palestinian conflict. Several layers of maps information have been employed into a computer application, which was programmed with the open source tool Processing. The video installation was chosen as a medium, to achieve the following aims: 1) The visualization and communication of the Israeli-Palestinian conflict, and 2) the application of ambient intelligence technology into artistic works. In this article, we present the requirements, concepts and design decisions for an interactive video installation that has been tested in the lab. Moreover, we provide a reflection on the creative process and the collaboration between different disciplines, such as architecture, urban planning, cartography, computer engineering and media studies. Finally, we outline the plan to evaluate the performance of the system and the impact of the interactive video installation during an exhibition.\n
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\n \n\n \n \n \n \n \n \n Interactive TV: A Shared Experience.\n \n \n \n \n\n\n \n Cesar, P.; Chorianopoulos, K.; and Jensen, J. F.,\n editors.\n \n\n\n \n\n\n\n Springer, 2007.\n \n\n\n\n
\n\n\n\n \n \n \"InteractivePaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@Book{Cesar_2007,\n  title         = {{Interactive TV: A Shared Experience}},\n  publisher     = {Springer},\n  year          = {2007},\n  editor        = {Cesar, Pablo and Chorianopoulos, Konstantinos and Jensen, Jens F.},\n  abstract      = {This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television,\nEuroITV 2007, held in Amsterdam, The Netherlands in May 2007. The 24 revised full papers were carefully reviewed and selected\nfrom 80 submissions. The volume combines papers from academia and industry covering a wide range of areas such as media\nstudies, audiovisual design, multimedia, human-computer interaction, and management. The papers are organized in topical\nsections on social TV systems, user studies, the future of TV, social TV evaluation, personalization, and mobile TV.},\n  booktitle     = {5th European Conference on interactive video and television (EuroITV 2007)},\n  isbn          = {354072558X},\n  keywords      = {book,proceedings},\n  mendeley-tags = {book},\n  pages         = {236},\n  url           = {http://www.springerlink.com/content/p55uq2648571/},\n}\n\n
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\n This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television, EuroITV 2007, held in Amsterdam, The Netherlands in May 2007. The 24 revised full papers were carefully reviewed and selected from 80 submissions. The volume combines papers from academia and industry covering a wide range of areas such as media studies, audiovisual design, multimedia, human-computer interaction, and management. The papers are organized in topical sections on social TV systems, user studies, the future of TV, social TV evaluation, personalization, and mobile TV.\n
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\n \n\n \n \n \n \n \n \n Interactive Digital Television: Technologies and Applications.\n \n \n \n \n\n\n \n Lekakos, G.; Chorianopoulos, K.; ; and Doukidis, G.,\n editors.\n \n\n\n \n\n\n\n IGI Publishing, 2007.\n \n\n\n\n
\n\n\n\n \n \n \"InteractivePaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
\n
@Book{Lekakos_2007,\n  title         = {{Interactive Digital Television: Technologies and Applications}},\n  publisher     = {IGI Publishing},\n  year          = {2007},\n  editor        = {Lekakos, George and Chorianopoulos, Konstantinos and and Doukidis, George},\n  abstract      = {This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television,\nEuroITV 2007, held in Amsterdam, The Netherlands, May 2007. The volume covers a wide range of areas such as media studies,\naudiovisual design, multimedia, HCI, and management. The papers are organized in topical sections on social TV systems, user\nstudies, the future of TV, social TV evaluation, personalization, and mobile TV.},\n  isbn          = {1599043610},\n  keywords      = {book,proceedings},\n  mendeley-tags = {proceedings},\n  pages         = {355},\n  url           = {http://portal.acm.org/citation.cfm?id=1535380},\n}\n\n
\n
\n\n\n
\n This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television, EuroITV 2007, held in Amsterdam, The Netherlands, May 2007. The volume covers a wide range of areas such as media studies, audiovisual design, multimedia, HCI, and management. The papers are organized in topical sections on social TV systems, user studies, the future of TV, social TV evaluation, personalization, and mobile TV.\n
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\n \n\n \n \n \n \n \n \n Methods and Applications in Interactive Broadcasting.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Lekakos, G.\n\n\n \n\n\n\n Journal of Virtual Reality and Broadcasting, 4: 8. 2007.\n \n\n\n\n
\n\n\n\n \n \n \"Methods paper\n  \n \n \n \"MethodsPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2007a,\n  author        = {Chorianopoulos, Konstantinos and Lekakos, George},\n  title         = {{Methods and Applications in Interactive Broadcasting}},\n  journal       = {Journal of Virtual Reality and Broadcasting},\n  year          = {2007},\n  volume        = {4},\n  pages         = {8},\n  abstract      = {Interactive TV technology has been addressed in many previous works, but there is sparse research on the\ntopic of interactive content broadcasting and how to support the production process. In this article, the interactive\nbroadcasting process is broadly defined to include studio technology and digital TV applications at consumer set-top boxes. In\nparticular, augmented reality studio technology employs smart-projectors as light sources and blends real scenes with\ninteractive computer graphics that are controlled at end-user terminals. Moreover, TV producer-friendly multimedia authoring\ntools empower the development of novel TV formats. Finally, the support for user-contributed content raises the potential to\nrevolutionize the hierarchical TV production process, by introducing the viewer as part of content delivery chain.},\n  url_Paper={Chorianopoulos_2007a.pdf},\n  keywords      = {Broadcasting,Interactive TV,broadcast,editorial,iTV,multimedia,survey},\n  mendeley-tags = {broadcast,editorial,multimedia,survey},\n  url           = {http://www.jvrb.org/4.2007/1093/},\n}\n\n
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\n Interactive TV technology has been addressed in many previous works, but there is sparse research on the topic of interactive content broadcasting and how to support the production process. In this article, the interactive broadcasting process is broadly defined to include studio technology and digital TV applications at consumer set-top boxes. In particular, augmented reality studio technology employs smart-projectors as light sources and blends real scenes with interactive computer graphics that are controlled at end-user terminals. Moreover, TV producer-friendly multimedia authoring tools empower the development of novel TV formats. Finally, the support for user-contributed content raises the potential to revolutionize the hierarchical TV production process, by introducing the viewer as part of content delivery chain.\n
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\n \n\n \n \n \n \n \n \n Learn and play with interactive TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Lekakos, G.\n\n\n \n\n\n\n Computers in Entertainment, 5(2): 4. apr 2007.\n \n\n\n\n
\n\n\n\n \n \n \"Learn paper\n  \n \n \n \"LearnPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 4 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2007f,\n  author        = {Chorianopoulos, Konstantinos and Lekakos, George},\n  title         = {{Learn and play with interactive TV}},\n  journal       = {Computers in Entertainment},\n  year          = {2007},\n  volume        = {5},\n  number        = {2},\n  pages         = {4},\n  month         = {apr},\n  abstract      = {Despite the criticism concerning the value of TV content, research reveals several worthwhile aspects -- one\nof them is the opportunity to learn. In this article we explore the characteristics of interactive TV applications that\nfacilitate education and interactive entertainment. In doing so we analyze research methods and empirical results from\nexperimental and field studies. The findings suggest that interactive TV applications provide support for education and\nentertainment for children and young people, as well as continuous education for all. In particular, interactive TV is\nespecially suitable for (1) informal learning and (2) for engaging and motivating its audience. We conclude with an agenda for\nfuture interactive TV research in entertainment and education.},\n  address       = {New York},\n  doi           = {10.1145/1279540.1279544},\n  url_Paper={Chorianopoulos_2007f.pdf},\n  issn          = {15443574},\n  keywords      = {computer education,entertainment,human-computer interaction,interactive TV,interactive\ntelevision,multimedia,set-top box,study,survey,user interface},\n  mendeley-tags = {computer education,entertainment,human-computer interaction,multimedia,survey},\n  publisher     = {ACM},\n  url           = {http://doi.acm.org/10.1145/1279540.1279544},\n}\n
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\n Despite the criticism concerning the value of TV content, research reveals several worthwhile aspects – one of them is the opportunity to learn. In this article we explore the characteristics of interactive TV applications that facilitate education and interactive entertainment. In doing so we analyze research methods and empirical results from experimental and field studies. The findings suggest that interactive TV applications provide support for education and entertainment for children and young people, as well as continuous education for all. In particular, interactive TV is especially suitable for (1) informal learning and (2) for engaging and motivating its audience. We conclude with an agenda for future interactive TV research in entertainment and education.\n
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\n \n\n \n \n \n \n \n \n Coping with TiVo: Opportunities of the networked digital video recorder.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n Telematics and Informatics, 24(1): 48–58. feb 2007.\n \n\n\n\n
\n\n\n\n \n \n \"Coping paper\n  \n \n \n \"CopingPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2007,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{Coping with TiVo: Opportunities of the networked digital video recorder}},\n  journal       = {Telematics and Informatics},\n  year          = {2007},\n  volume        = {24},\n  number        = {1},\n  pages         = {48--58},\n  month         = {feb},\n  abstract      = {Despite the progressive switch to digital TV, there has not been any significant change to the value chain\nof the TV industry. At the same time, the introduction of novel information and communication technologies, such as the digital\nvideo recorder (DVR) and efficient Peer-to-Peer (P2P) content distribution, have been regarded as a threat to the established\nbroadcast business players. Previous research has described these threats and has suggested competitive strategies, but it has\nnot investigated the opportunities. This work aims to identify a framework of new business models that take advantage of the\nnetworked DVR. For this purpose, we examined the TV literature from diverse academic disciplines, such as mass communication,\ncomputer engineering and advertising research. We have also collaborated with network and multimedia engineers, with\nbroadcasters, and we examined novel interactive television (ITV) prototypes. The findings suggest that the networked DVR could\nbe exploited to provide personalized channels and that the dynamic advertising insertion could be introduced as an effective\nadvertising format. In the light of these findings, the TV industry should consider the pro-active adoption and facilitation of\nthe networked DVR infrastructure.},\n  address       = {Tarrytown},\n  doi           = {10.1016/j.tele.2005.12.003},\n  url_Paper={Chorianopoulos_2007.pdf},\n  issn          = {07365853},\n  keywords      = {TV,TiVo,broadcast,business,business model,content management,digital interactive TV,media\ntechnology,software technology},\n  mendeley-tags = {TV,broadcast,business,media technology,software technology},\n  publisher     = {Pergamon Press, Inc.},\n  url           = {http://dx.doi.org/10.1016/j.tele.2005.12.003},\n}\n\n
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\n Despite the progressive switch to digital TV, there has not been any significant change to the value chain of the TV industry. At the same time, the introduction of novel information and communication technologies, such as the digital video recorder (DVR) and efficient Peer-to-Peer (P2P) content distribution, have been regarded as a threat to the established broadcast business players. Previous research has described these threats and has suggested competitive strategies, but it has not investigated the opportunities. This work aims to identify a framework of new business models that take advantage of the networked DVR. For this purpose, we examined the TV literature from diverse academic disciplines, such as mass communication, computer engineering and advertising research. We have also collaborated with network and multimedia engineers, with broadcasters, and we examined novel interactive television (ITV) prototypes. The findings suggest that the networked DVR could be exploited to provide personalized channels and that the dynamic advertising insertion could be introduced as an effective advertising format. In the light of these findings, the TV industry should consider the pro-active adoption and facilitation of the networked DVR infrastructure.\n
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\n \n\n \n \n \n \n \n \n Content-Enriched Communication: Supporting the Social Uses of TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n Communications Network Journal, 6(1): 23–30. 2007.\n \n\n\n\n
\n\n\n\n \n \n \"Content-Enriched paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2007e,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Content-Enriched Communication: Supporting the Social Uses of TV}},\n  journal       = {Communications Network Journal},\n  year          = {2007},\n  volume        = {6},\n  number        = {1},\n  pages         = {23--30},\n  abstract      = {The technological difference between the broadcast and the telecommunications industries has imposed an\nartificial distinction between content distribution and interpersonal communication. As a result, content has to be distributed\nand consumed through broadband, unidirectional and inflexible TV channels, while interpersonal communication takes place over\nlow-bandwidth bidirectional channels. The convergence of platforms offers many opportunities for integrated content and\ncommunication services, which we refer to as content-enriched communication.},\n  url_Paper={Chorianopoulos_2007e.pdf},\n  keywords      = {Social TV,broadcast,computer mediated communication,convergence,interactive\nTV,multimedia,survey,telecommunication},\n  mendeley-tags = {computer mediated communication,multimedia},\n}\n\n
\n
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\n The technological difference between the broadcast and the telecommunications industries has imposed an artificial distinction between content distribution and interpersonal communication. As a result, content has to be distributed and consumed through broadband, unidirectional and inflexible TV channels, while interpersonal communication takes place over low-bandwidth bidirectional channels. The convergence of platforms offers many opportunities for integrated content and communication services, which we refer to as content-enriched communication.\n
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\n \n\n \n \n \n \n \n \n Shared encounters workshop.\n \n \n \n \n\n\n \n Willis, K. S.; Chorianopoulos, K.; Struppek, M.; and Roussos, G.\n\n\n \n\n\n\n In CHI '07 extended abstracts on Human factors in computing systems - CHI '07, of CHI '07, pages 2881–2884, New York, New York, USA, 2007. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Shared paper\n  \n \n \n \"SharedPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@InProceedings{Willis_2007,\n  author        = {Willis, Katharine S. and Chorianopoulos, Konstantinos and Struppek, Mirjam and Roussos, George},\n  title         = {{Shared encounters workshop}},\n  booktitle     = {CHI '07 extended abstracts on Human factors in computing systems - CHI '07},\n  year          = {2007},\n  series        = {CHI '07},\n  pages         = {2881--2884},\n  address       = {New York, New York, USA},\n  publisher     = {ACM Press},\n  abstract      = {Our everyday lives are characterised by encounters, some are fleeting and ephemeral and others are more\nenduring and meaningful exchanges. Shared encounters are the glue of social networks and have a socializing effect in terms of\nmutual understanding, empathy, respect and thus tolerance towards others. The quality and characteristics of such encounters\nare affected by the setting, or situation in which they occur. In a world shaped by communication technologies, non-place-based\nnetworks often coexist alongside to the traditional local face-to-face social networks. As these multiple and distinct on and\noff-line communities tend to carry out their activities in more and more distinct and sophisticated spaces, a lack of coherency\nand fragmentation emerges in the sense of a shared space of community. Open public space with its streets, parks and squares\nplays an important role in providing space for shared encounters among and between these coexisting networks. Mobile and\nubiquitous technologies enable social encounters located in public space, albeit not confined to fixed settings, whilst also\noffering sharing of experiences from non-place based networks. We will look at how to create or support the conditions for\nmeaningful and persisting shared encounters. In particular we propose to explore how technologies can be appropriated for\nshared interactions that can occur spontaneously and playfully and in doing so re-inhabit and connect place-based social\nnetworks.},\n  doi           = {10.1145/1240866.1241101},\n  url_Paper={Willis_2007.pdf},\n  isbn          = {9781595936424},\n  keywords      = {community,encounter,human-computer interaction,interaction,mobile and ubiquitous\ntechnologies,shared,situated,space,ubiquitous computing},\n  mendeley-tags = {community,human-computer interaction,ubiquitous computing},\n  url           = {http://doi.acm.org/10.1145/1240866.1241101},\n}\n\n
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\n Our everyday lives are characterised by encounters, some are fleeting and ephemeral and others are more enduring and meaningful exchanges. Shared encounters are the glue of social networks and have a socializing effect in terms of mutual understanding, empathy, respect and thus tolerance towards others. The quality and characteristics of such encounters are affected by the setting, or situation in which they occur. In a world shaped by communication technologies, non-place-based networks often coexist alongside to the traditional local face-to-face social networks. As these multiple and distinct on and off-line communities tend to carry out their activities in more and more distinct and sophisticated spaces, a lack of coherency and fragmentation emerges in the sense of a shared space of community. Open public space with its streets, parks and squares plays an important role in providing space for shared encounters among and between these coexisting networks. Mobile and ubiquitous technologies enable social encounters located in public space, albeit not confined to fixed settings, whilst also offering sharing of experiences from non-place based networks. We will look at how to create or support the conditions for meaningful and persisting shared encounters. In particular we propose to explore how technologies can be appropriated for shared interactions that can occur spontaneously and playfully and in doing so re-inhabit and connect place-based social networks.\n
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\n  \n 2006\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n \n User interface evaluation of interactive TV: a media studies perspective.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n Universal Access in the Information Society, 5(2): 209–218. may 2006.\n \n\n\n\n
\n\n\n\n \n \n \"User paper\n  \n \n \n \"UserPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2006,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{User interface evaluation of interactive TV: a media studies perspective}},\n  journal       = {Universal Access in the Information Society},\n  year          = {2006},\n  volume        = {5},\n  number        = {2},\n  pages         = {209--218},\n  month         = {may},\n  abstract      = {A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment\npurposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate\nfor the assessment of such applications. In this paper, we argue that unless ITV applications are evaluated with consideration\nfor the ordinary TV viewer, they are going to be appropriate only for the computer literate user, thus excluding the TV\naudience from easy access to information society services. The field of media studies has accumulated an extensive theory of TV\nand associated methods. We applied the corresponding findings in the domain of ITV to examine how universal access to ITV\napplications can be obtained. By combining these results with emerging affective quality theories for interactive products, we\npropose a UI evaluation framework for ITV applications.},\n  doi           = {10.1007/s10209-006-0032-1},\n  url_Paper={Chorianopoulos_2006.pdf},\n  issn          = {1615-5289},\n  keywords      = {Affective quality,Evaluation,Interactive television,Media studies,Methodology,User\ninterface,affective,human-computer interaction,ubiquitous computing},\n  mendeley-tags = {affective,human-computer interaction,ubiquitous computing},\n  publisher     = {Springer Berlin / Heidelberg},\n  url           = {http://www.springerlink.com/content/a24626572258gp6p/},\n}\n\n
\n
\n\n\n
\n A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment purposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate for the assessment of such applications. In this paper, we argue that unless ITV applications are evaluated with consideration for the ordinary TV viewer, they are going to be appropriate only for the computer literate user, thus excluding the TV audience from easy access to information society services. The field of media studies has accumulated an extensive theory of TV and associated methods. We applied the corresponding findings in the domain of ITV to examine how universal access to ITV applications can be obtained. By combining these results with emerging affective quality theories for interactive products, we propose a UI evaluation framework for ITV applications.\n
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\n \n\n \n \n \n \n \n \n Animated Character Likeability Revisited: The Case of Interactive TV.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n Journal of Usability Studies, 1(4): 171–184. 2006.\n \n\n\n\n
\n\n\n\n \n \n \"Animated paper\n  \n \n \n \"AnimatedPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2006a,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{Animated Character Likeability Revisited: The Case of Interactive TV}},\n  journal       = {Journal of Usability Studies},\n  year          = {2006},\n  volume        = {1},\n  number        = {4},\n  pages         = {171--184},\n  abstract      = {Animated characters have been a popular research theme, but the respective desktop applications have not\nbeen well-received by end-users. The objective of this study was to evaluate the use of an animated character for presenting\ninformation and navigating music videos within an interactive television (ITV) application. Information was displayed over\nmusic video clips with two alternative user interfaces: 1) semi-transparent information overlays, 2) an animated character. For\nthis purpose, the differences between ITV and desktop computing motivated the adaptation of the traditional usability\nevaluation techniques. The evaluation revealed that users reported higher affective quality with the animated character user\ninterface. Although the success of animated characters in desktop productivity applications has been limited, there is growing\nevidence that animated characters might be viable in a domestic environment for leisure activities, such as interactive TV.},\n  url_Paper={Chorianopoulos_2006a.pdf},\n  keywords      = {affective quality,agent,animated character,entertainment,human-computer interaction,interactive\ntv,multimedia,music video},\n  mendeley-tags = {entertainment,human-computer interaction,multimedia},\n  url           =\n{http://www.usabilityprofessionals.org/upa{\\_}publications/jus/2006{\\_}august/chorianopoulos{\\_}animated{\\_}character{\\_}likeability.html},\n}\n\n
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\n Animated characters have been a popular research theme, but the respective desktop applications have not been well-received by end-users. The objective of this study was to evaluate the use of an animated character for presenting information and navigating music videos within an interactive television (ITV) application. Information was displayed over music video clips with two alternative user interfaces: 1) semi-transparent information overlays, 2) an animated character. For this purpose, the differences between ITV and desktop computing motivated the adaptation of the traditional usability evaluation techniques. The evaluation revealed that users reported higher affective quality with the animated character user interface. Although the success of animated characters in desktop productivity applications has been limited, there is growing evidence that animated characters might be viable in a domestic environment for leisure activities, such as interactive TV.\n
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\n \n\n \n \n \n \n \n \n Dousing for Dummies : methods for raising public awareness of ambient communications.\n \n \n \n \n\n\n \n Teran, M.; Chorianopoulos, K.; Willis, K. S.; and Colini, L.\n\n\n \n\n\n\n In Adjunct Proceedings of British Human Computer Interaction conference 2006, 11-15 September 2006, London., pages 1–3, 2006. \n \n\n\n\n
\n\n\n\n \n \n \"Dousing paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Teran_2006,\n  author        = {Teran, Michelle and Chorianopoulos, Konstantinos and Willis, Katharine S. and Colini, Laura},\n  title         = {{Dousing for Dummies : methods for raising public awareness of ambient communications}},\n  booktitle     = {Adjunct Proceedings of British Human Computer Interaction conference 2006, 11-15 September 2006, London.},\n  year          = {2006},\n  pages         = {1--3},\n  abstract      = {In this paper, we present a series of methods developed by the artist, Michelle Teran, for raising awareness\nofinvisible spaces created by public wireless communication technologies. These methods include public performance, w here\nparticipation is through a series of walks through the city, and workshops where participants engage in the design implications\nthrough a process oflocating, examining and documenting some ofthese invisible networks. Overall, we explore methods and\nstrategies for engaging the public, how to create awareness ofthe limitations oftheir perception of communications technologies\nand techniques that facilitate the debate on the opportunities that these invisible yet rich in meaning invisible spaces might\nraise.},\n  url_Paper={Teran_2006.pdf},\n  keywords      = {CCTV,WiFi,architecture,art,awareness,citizen science,community,creativity,invisible\nnetworks,privacy,ubiquitous computing,urban space},\n  mendeley-tags = {architecture,art,citizen science,community,creativity,ubiquitous computing},\n}\n\n
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\n In this paper, we present a series of methods developed by the artist, Michelle Teran, for raising awareness ofinvisible spaces created by public wireless communication technologies. These methods include public performance, w here participation is through a series of walks through the city, and workshops where participants engage in the design implications through a process oflocating, examining and documenting some ofthese invisible networks. Overall, we explore methods and strategies for engaging the public, how to create awareness ofthe limitations oftheir perception of communications technologies and techniques that facilitate the debate on the opportunities that these invisible yet rich in meaning invisible spaces might raise.\n
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\n  \n 2005\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n \n Cross Media Digital Rights Management for Online Music Stores.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Barria, J.; Regner, T.; and Pitt, J.\n\n\n \n\n\n\n In First International Conference on Automated Production of Cross Media Content for Multi-Channel Distribution (AXMEDIS'05), pages 257–260, Washington, 2005. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Cross paper\n  \n \n \n \"CrossPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2005,\n  author        = {Chorianopoulos, Konstantinos and Barria, J. and Regner, T. and Pitt, J.},\n  title         = {{Cross Media Digital Rights Management for Online Music Stores}},\n  booktitle     = {First International Conference on Automated Production of Cross Media Content for Multi-Channel Distribution\n(AXMEDIS'05)},\n  year          = {2005},\n  pages         = {257--260},\n  address       = {Washington},\n  publisher     = {IEEE},\n  abstract      = {Digital music consumers have to choose between illegal file swapping services and online music stores. The\nlatter impose various restrictions to the established music consumption behaviour, such as limitations on the number of devices\nand proprietary music formats. We describe a business model that is based on a liberal management of music rights, instead of\nthe dominant restrictions of access. The proposed business model facilitates the free flow of music content between different\nclient devices (PC, mobile phone, portable player) and between heterogeneous networks (Web, P2P, wireless, broadcast), but it\ncontrols the flow of rights for added value music bundles. The business model is presented over two stages of the customer\nactivity cycle and along the revenue, process and technology elements.},\n  doi           = {10.1109/AXMEDIS.2005.16},\n  url_Paper={Chorianopoulos_2005.pdf},\n  isbn          = {0-7695-2348-X},\n  keywords      = {business,business model,copyright,cross-media,digital rights,media technology,mp3,music,social media},\n  mendeley-tags = {business,copyright,media technology,social media},\n  url           = {http://portal.acm.org/citation.cfm?id=1114279.1114356},\n}\n\n
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\n Digital music consumers have to choose between illegal file swapping services and online music stores. The latter impose various restrictions to the established music consumption behaviour, such as limitations on the number of devices and proprietary music formats. We describe a business model that is based on a liberal management of music rights, instead of the dominant restrictions of access. The proposed business model facilitates the free flow of music content between different client devices (PC, mobile phone, portable player) and between heterogeneous networks (Web, P2P, wireless, broadcast), but it controls the flow of rights for added value music bundles. The business model is presented over two stages of the customer activity cycle and along the revenue, process and technology elements.\n
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\n  \n 2004\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n \n User interface development for interactive television: extending a commercial DTV platform to the virtual channel API.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n Computers & Graphics, 28(2): 157–166. apr 2004.\n \n\n\n\n
\n\n\n\n \n \n \"User paper\n  \n \n \n \"UserPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2004a,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{User interface development for interactive television: extending a commercial DTV platform to the virtual\nchannel API}},\n  journal       = {Computers {\\&} Graphics},\n  year          = {2004},\n  volume        = {28},\n  number        = {2},\n  pages         = {157--166},\n  month         = {apr},\n  abstract      = {We explore the generation of interactive computer graphics at digital set-top boxes in place of the fixed\ngraphics that were embedded to the television video before the broadcast. This direction raises new requirements for user\ninterface development, since the graphics are merged with video at each set-top box dynamically, without the traditional\nquality control from the television producers. Besides the technical issues, interactive computer graphics for television\nshould be evaluated by television viewers. We employ an animated character in an interactive music television application that\nwas evaluated by consumers, and was developed using the Virtual Channel Control Library, a custom high-level API, that was\nbuilt using Microsoft Windows and TV technologies.},\n  doi           = {10.1016/j.cag.2003.12.004},\n  url_Paper={Chorianopoulos_2004a.pdf},\n  keywords      = {Animated character,Digitalset-top box,Music video clip,TiVo,User\ninterface,interactive,interface,multimedia,programming,toolkit,tv,user},\n  mendeley-tags = {interactive,interface,multimedia,programming,toolkit,tv,user},\n  type          = {Journal article},\n  url           = {http://dx.doi.org/10.1016/j.cag.2003.12.004},\n}\n\n
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\n We explore the generation of interactive computer graphics at digital set-top boxes in place of the fixed graphics that were embedded to the television video before the broadcast. This direction raises new requirements for user interface development, since the graphics are merged with video at each set-top box dynamically, without the traditional quality control from the television producers. Besides the technical issues, interactive computer graphics for television should be evaluated by television viewers. We employ an animated character in an interactive music television application that was evaluated by consumers, and was developed using the Virtual Channel Control Library, a custom high-level API, that was built using Microsoft Windows and TV technologies.\n
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\n \n\n \n \n \n \n \n \n Affective usability evaluation for an interactive music television channel.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n Comput. Entertain., 2(3): 14–14. jul 2004.\n \n\n\n\n
\n\n\n\n \n \n \"Affective paper\n  \n \n \n \"AffectivePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 3 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@Article{Chorianopoulos_2004b,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{Affective usability evaluation for an interactive music television channel}},\n  journal       = {Comput. Entertain.},\n  year          = {2004},\n  volume        = {2},\n  number        = {3},\n  pages         = {14--14},\n  month         = {jul},\n  abstract      = {Computer-mediated television brings new requirements for user interface design and evaluation, since\ninteractive television applications are deployed in a relaxed domestic setting and aim to gratify the need for entertainment.\nDigital video recorders, the generation of custom computer graphics on each digital set-top box, and the introduction of new\nadvertising formats are important issues for research and practice. We explore the employment of an animated character and the\ndynamic insertion of advertising in the design of an intuitive user interface for interactive music-video television. We found\nthat the animated character and the skippable videoclip feature seamlessly enhanced consumer satisfaction, as shown by\naffective usability questionnaires.},\n  doi           = {10.1145/1027154.1027177},\n  url_Paper={Chorianopoulos_2004b.pdf},\n  issn          = {1544-3574},\n  keywords      = {Interactive television,TiVo,advertising,affective,affective usability,animated\ncharacter,entertainment,human-computer interaction,multimedia,music video,set-top box,ubiquitous computing,user interface},\n  mendeley-tags = {advertising,affective,entertainment,human-computer interaction,multimedia,ubiquitous computing},\n  publisher     = {ACM Press},\n  type          = {Journal article},\n  url           = {http://portal.acm.org/citation.cfm?id=1027177},\n}\n
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\n Computer-mediated television brings new requirements for user interface design and evaluation, since interactive television applications are deployed in a relaxed domestic setting and aim to gratify the need for entertainment. Digital video recorders, the generation of custom computer graphics on each digital set-top box, and the introduction of new advertising formats are important issues for research and practice. We explore the employment of an animated character and the dynamic insertion of advertising in the design of an intuitive user interface for interactive music-video television. We found that the animated character and the skippable videoclip feature seamlessly enhanced consumer satisfaction, as shown by affective usability questionnaires.\n
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\n \n\n \n \n \n \n \n Αμφίδρομα Κανάλια Τηλεόρασης: Μοντέλο σχεδίασης, υλοποίηση, και αξιολόγηση της συναισθηματικής ποιότητας της διεπαφής με το χρήστη.\n \n \n \n\n\n \n Χωριανόπουλος, Κ.\n\n\n \n\n\n\n Ph.D. Thesis, Οικονομικό Πανεπιστήμιο Αθήνας, 2004.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@PhdThesis{Chorianopoulos_2004,\n  author        = {Χωριανόπουλος, Κωνσταντίνος},\n  title         = {{Αμφίδρομα Κανάλια Τηλεόρασης: Μοντέλο\n  σχεδίασης, υλοποίηση, και αξιολόγηση της συναισθηματικής ποιότητας της\n  διεπαφής με το χρήστη}},\n  school        = {Οικονομικό Πανεπιστήμιο Αθήνας},\n  year          = {2004},\n  pages         = {198},\n}\n\n
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\n  \n 2003\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n \n Needs and gratifications for interactive TV implications for designers.\n \n \n \n \n\n\n \n Livaditi, J.; Vassilopoulou, K.; Lougos, C.; and Chorianopoulos, K.\n\n\n \n\n\n\n In 36th Annual Hawaii International Conference on System Sciences, 2003. Proceedings of the, pages 9 pp., jan 2003. IEEE\n \n\n\n\n
\n\n\n\n \n \n \"Needs paper\n  \n \n \n \"NeedsPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 2 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Livaditi_2003,\n  author        = {Livaditi, J. and Vassilopoulou, K. and Lougos, C. and Chorianopoulos, Konstantinos},\n  title         = {{Needs and gratifications for interactive TV implications for designers}},\n  booktitle     = {36th Annual Hawaii International Conference on System Sciences, 2003. Proceedings of the},\n  year          = {2003},\n  pages         = {9 pp.},\n  month         = {jan},\n  publisher     = {IEEE},\n  abstract      = {This paper uses the well-established ?uses and gratifications? theory in order to understand and categorize\nviewers? needs in the context of digital TV applications. The results of this analysis unveil that such needs can either be\nritualized or instrumental. Furthermore, the uses and gratifications theory was applied in order to formulate a questionnaire\nto which 68 current users of digital TV responded. The results of this empirical study reveal that applications most suitable\nfor the interactive television environment should aim at the gratification of ritualized needs, such as entertainment and\ncommunication. Therefore, applications that appeal to instrumental needs, such as information and transactions should be\nincluded as add-ons to entertainment and communication services. Finally, the implications of this analysis for the design of\ninteractive television applications are exploited.},\n  doi           = {10.1109/HICSS.2003.1174237},\n  url_Paper={Livaditi_2003.pdf},\n  isbn          = {0-7695-1874-5},\n  keywords      = {broadcast,digital TV,interactive TV applications,media content,media studies,uses and gratifications\ntheory},\n  mendeley-tags = {broadcast,digital TV,media studies},\n  url           = {http://www.computer.org/portal/web/csdl/doi/10.1109/HICSS.2003.1174237},\n}\n\n
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\n This paper uses the well-established ?uses and gratifications? theory in order to understand and categorize viewers? needs in the context of digital TV applications. The results of this analysis unveil that such needs can either be ritualized or instrumental. Furthermore, the uses and gratifications theory was applied in order to formulate a questionnaire to which 68 current users of digital TV responded. The results of this empirical study reveal that applications most suitable for the interactive television environment should aim at the gratification of ritualized needs, such as entertainment and communication. Therefore, applications that appeal to instrumental needs, such as information and transactions should be included as add-ons to entertainment and communication services. Finally, the implications of this analysis for the design of interactive television applications are exploited.\n
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\n \n\n \n \n \n \n \n \n Intelligent user interfaces in the living room.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Lekakos, G.; and Spinellis, D.\n\n\n \n\n\n\n In Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03, pages 230–232, New York, New York, USA, 2003. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"Intelligent paper\n  \n \n \n \"IntelligentPaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2003a,\n  author        = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis},\n  title         = {{Intelligent user interfaces in the living room}},\n  booktitle     = {Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03},\n  year          = {2003},\n  pages         = {230--232},\n  address       = {New York, New York, USA},\n  publisher     = {ACM Press},\n  abstract      = {The purpose of this paper is to present our experience from the design of a personalized television\napplication, and the implications for the design of interactive television applications in general. Personalized advertising is\na gentle introduction to interactive television applications through a push paradigm that is closer to the established patterns\nof television use. While personalization is a practice widely used on the Internet, applying personalization techniques over\ndigital television infrastructures presents significant obstacles, which we address with explicit design moves},\n  doi           = {10.1145/604045.604083},\n  url_Paper={Chorianopoulos_2003a.pdf},\n  isbn          = {1581135866},\n  keywords      = {Digital television,advertising,human-computer\ninteraction,interactive,interface,personalization,tv,usability,user modelling},\n  mendeley-tags = {human-computer interaction,interactive,interface,personalization,tv,usability,user modelling},\n  type          = {Conference proceedings (article)},\n  url           = {http://portal.acm.org/citation.cfm?doid=604045.604083},\n}\n\n
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\n The purpose of this paper is to present our experience from the design of a personalized television application, and the implications for the design of interactive television applications in general. Personalized advertising is a gentle introduction to interactive television applications through a push paradigm that is closer to the established patterns of television use. While personalization is a practice widely used on the Internet, applying personalization techniques over digital television infrastructures presents significant obstacles, which we address with explicit design moves\n
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\n \n\n \n \n \n \n \n \n A Metaphor for Personalized Television Programming.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n In Carbonelle, N.; and Staphanidis, C., editor(s), Universal Access. Theoretical Perspectives, Practice, and Experience, pages 187–194, 2003. Springer-Verlag\n \n\n\n\n
\n\n\n\n \n \n \"A paper\n  \n \n \n \"APaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2003c,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{A Metaphor for Personalized Television Programming}},\n  booktitle     = {Universal Access. Theoretical Perspectives, Practice, and Experience},\n  year          = {2003},\n  editor        = {Carbonelle, N. and Staphanidis, C.},\n  pages         = {187--194},\n  publisher     = {Springer-Verlag},\n  abstract      = {Traditional human-computer interaction settings involve a task-oriented approach where the human interacts\nwith an application to accomplish a particular goal. The emergence of media-rich computer-mediated leisure applications\nrequires a fresh view of the current paradigms and a careful examination of how this change of perspective affects their\nrelevance. This paper proposes a metaphor for accessing personalized television programming and suggests an approach for\nintegrating the metaphor into the design of a television user interface. The proposed metaphor is tested in the design of a\npersonalized advertising service. The results of the empirical research are discussed and the suitability of the metaphor for\nother television programs is examined.},\n  url_Paper={Chorianopoulos_2003c.pdf},\n  keywords      = {TV,advertising,broadcast,human-computer interaction,interactive,media\ntechnology,metaphor,personalization,universal access,usability},\n  mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology},\n  type          = {Conference proceedings (article)},\n  url           = {http://link.springer.de/link/service/series/0558/papers/2615/26150187.pdf},\n}\n\n
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\n Traditional human-computer interaction settings involve a task-oriented approach where the human interacts with an application to accomplish a particular goal. The emergence of media-rich computer-mediated leisure applications requires a fresh view of the current paradigms and a careful examination of how this change of perspective affects their relevance. This paper proposes a metaphor for accessing personalized television programming and suggests an approach for integrating the metaphor into the design of a television user interface. The proposed metaphor is tested in the design of a personalized advertising service. The results of the empirical research are discussed and the suitability of the metaphor for other television programs is examined.\n
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\n \n\n \n \n \n \n \n \n The Virtual Channel Model for Personalized Television.\n \n \n \n \n\n\n \n Chorianopoulos, K.; Lekakos, G.; and Spinellis, D.\n\n\n \n\n\n\n In Proceedings of the 1st European Conference on Interactive TV (EuroITV 2003), pages 9, 2003. \n \n\n\n\n
\n\n\n\n \n \n \"The paper\n  \n \n \n \"ThePaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2003d,\n  author        = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis},\n  title         = {{The Virtual Channel Model for Personalized Television}},\n  booktitle     = {Proceedings of the 1st European Conference on Interactive TV (EuroITV 2003)},\n  year          = {2003},\n  pages         = {9},\n  abstract      = {This research is based on the realization that the desktop computing paradigm is not appropriate for\ntelevision, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is\nproposed as a model that explains the proper design of user access to personalized television programming. The virtual channel\nis a model that aids the organization and dynamic presentation of television programming from a combination of live broadcasts,\nprerecorded content and Internet resources at each set-top box. In this paper, we describe two applications that have been used\nto validate the virtual channel model. We have employed the properties of the virtual channel model into the design of\npersonalized television advertising and interactive music video clip programming. Finally, we describe an ActiveX control that\nimplements a core set of the virtual channels features.},\n  url_Paper={Chorianopoulos_2003d.pdf},\n  keywords      = {TV,advertising,alternative computing,broadcast,design model,human-computer\ninteraction,interactive,interactive television,media technology,multimedia,music video\nclips,need,personalization,usability,user model},\n  mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology,multimedia},\n  url           = {http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.2.5918{\\&}rep=rep1{\\&}type=pdf},\n}\n\n
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\n This research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is proposed as a model that explains the proper design of user access to personalized television programming. The virtual channel is a model that aids the organization and dynamic presentation of television programming from a combination of live broadcasts, prerecorded content and Internet resources at each set-top box. In this paper, we describe two applications that have been used to validate the virtual channel model. We have employed the properties of the virtual channel model into the design of personalized television advertising and interactive music video clip programming. Finally, we describe an ActiveX control that implements a core set of the virtual channels features.\n
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\n \n\n \n \n \n \n \n \n Usability design for the home media station.\n \n \n \n \n\n\n \n Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n In Proceedings of the 10th HCI International Conference, pages 439–443, 2003. \n \n\n\n\n
\n\n\n\n \n \n \"Usability paper\n  \n \n \n \"UsabilityPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2003b,\n  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{Usability design for the home media station}},\n  booktitle     = {Proceedings of the 10th HCI International Conference},\n  year          = {2003},\n  pages         = {439--443},\n  abstract      = {Abstract A different usability design approach is needed for the emerging class of home infotainment\nappliances, collectively referred to as the home media station (HMS). Mass- media theory, consumer electronics engineering,\ncontent creation and content distribution ... $\\backslash$n},\n  url_Paper={Chorianopoulos_2003b.pdf},\n  keywords      = {human-computer interaction,multimedia},\n  mendeley-tags = {human-computer interaction,multimedia},\n  url           = {http://www.dmst.aueb.gr/dds/pubs/conf/2003-HCI-HMS/html/CS03.pdf},\n}\n\n
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\n Abstract A different usability design approach is needed for the emerging class of home infotainment appliances, collectively referred to as the home media station (HMS). Mass- media theory, consumer electronics engineering, content creation and content distribution ... $\\$n\n
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\n \n\n \n \n \n \n \n \n The digital set-top box as a virtual channel provider.\n \n \n \n \n\n\n \n Chorianopoulos, K.\n\n\n \n\n\n\n In CHI '03 extended abstracts on Human factors in computing systems (CHI '03), pages 666–667, 2003. ACM Press\n \n\n\n\n
\n\n\n\n \n \n \"The paper\n  \n \n \n \"ThePaper\n  \n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Chorianopoulos_2003,\n  author        = {Chorianopoulos, Konstantinos},\n  title         = {{The digital set-top box as a virtual channel provider}},\n  booktitle     = {CHI '03 extended abstracts on Human factors in computing systems (CHI '03)},\n  year          = {2003},\n  pages         = {666--667},\n  publisher     = {ACM Press},\n  abstract      = {This research is based on the realization that the desktop computing paradigm is not appropriate for\ntelevision, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is a\nmodel that aids the organization and dynamic presentation of digital television programming from a combination of live\nbroadcasts, prerecorded content and Internet resources at each set-top box. The goal is to design the respective framework of\nuser interface patterns that consider the affective nature of television usability and facilitate the diversity of viewing\nsituations.},\n  doi           = {10.1145/765891.765919},\n  url_Paper={Chorianopoulos_2003.pdf},\n  isbn          = {1581136374},\n  keywords      = {Digital television,affective,conceptual,design,human-computer\ninteraction,interactive,interface,model,multimedia,tv,ubiquitous computing,usability,user,user interface},\n  mendeley-tags = {conceptual,design,human-computer interaction,interactive,interface,model,multimedia,tv,ubiquitous\ncomputing,user},\n  type          = {Conference proceedings (article)},\n  url           = {http://portal.acm.org/citation.cfm?id=765919},\n}\n
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\n This research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is a model that aids the organization and dynamic presentation of digital television programming from a combination of live broadcasts, prerecorded content and Internet resources at each set-top box. The goal is to design the respective framework of user interface patterns that consider the affective nature of television usability and facilitate the diversity of viewing situations.\n
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\n  \n 2001\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n \n An integrated approach to interactive and personalized TV advertising.\n \n \n \n \n\n\n \n Lekakos, G.; Papakyriakopoulos, D.; and Chorianopoulos, K.\n\n\n \n\n\n\n In Personalized TV 01, 2001. \n \n\n\n\n
\n\n\n\n \n \n \"An paper\n  \n \n \n \"AnPaper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Lekakos_2001,\n  author        = {Lekakos, George and Papakyriakopoulos, Dimitris and Chorianopoulos, Konstantinos},\n  title         = {{An integrated approach to interactive and personalized TV advertising}},\n  booktitle     = {Personalized TV 01},\n  year          = {2001},\n  abstract      = {Following the case of the Internet, Interactive TV can be expected to revolutionise marketing practices and\nlead to a paradigm shift in the way advertising is developed, conducted, and analysed. Interactive TV, combines the appeal and\nmass audience of traditional TV with the interactive features such as those currently available on the Web and offers new\npossibilities for the viewer, who can directly access relevant information and other services being just one-click away. In\nthis context, personalisation of advertisements refers to the use of technology and viewer information in order to tailor\ncommercials and their respective interactive content to each individual viewer profile. In this paper we deal with the topic of\nadvertising over digital interactive TV and describe a specific approach to the delivery of personalised interactive\nadvertisement content to viewers based on their individual profile, focusing on the necessary architecture, mechanisms and user\ninterface issues which reveal a challenging research domain.},\n  url_Paper={Lekakos_2001.pdf},\n  keywords      = {advertising,interactive TV,personalization,usability,user modelling},\n  mendeley-tags = {user modelling},\n  url           = {http://www.di.unito.it/{~}liliana/UM01/lekakos.pdf},\n}\n\n
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\n Following the case of the Internet, Interactive TV can be expected to revolutionise marketing practices and lead to a paradigm shift in the way advertising is developed, conducted, and analysed. Interactive TV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available on the Web and offers new possibilities for the viewer, who can directly access relevant information and other services being just one-click away. In this context, personalisation of advertisements refers to the use of technology and viewer information in order to tailor commercials and their respective interactive content to each individual viewer profile. In this paper we deal with the topic of advertising over digital interactive TV and describe a specific approach to the delivery of personalised interactive advertisement content to viewers based on their individual profile, focusing on the necessary architecture, mechanisms and user interface issues which reveal a challenging research domain.\n
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\n \n\n \n \n \n \n \n \n Advanced Techniques for Personalized Advertising in a Digital TV Environment: The iMEDIA System.\n \n \n \n \n\n\n \n Bozios, T.; Lekakos, G.; Skoularidou, V.; and Chorianopoulos, K.\n\n\n \n\n\n\n In eBusiness and eWork Conference, pages 1025–1031, 2001. Citeseer\n \n\n\n\n
\n\n\n\n \n \n \"Advanced paper\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@InProceedings{Bozios_2001,\n  author        = {Bozios, Theodoros and Lekakos, George and Skoularidou, Victoria and Chorianopoulos, Konstantinos},\n  title         = {{Advanced Techniques for Personalized Advertising in a Digital TV Environment: The iMEDIA System}},\n  booktitle       = {eBusiness and eWork Conference},\n  year          = {2001},\n  pages         = {1025--1031},\n  abstract      = {This paper presents the innovative approach of the IST project iMEDIA towards Consumer Clustering and\nTargeted Advertising in a Digital TV Environment. iMEDIA covers the need of Advertising Companies to identify broad classes of\nTV viewers who will respond similarly to marketing actions, and thus develop their target advertising techniques. The consumers\nare equipped with a settop box (STB) with storage facilities and a modem. The definition of consumer profiles and clusters is\nbased on demographics, preferences, and analysis of the consumer interactions with the TV, which are tracked automatically. In\norder to protect consumers' identities, consumer data are stored locally on the STB and the classification of a consumer in a\nspecific cluster takes place at the client side. Consumer data from the consumers, who permit it, is periodically transferred\nto the Server where Data Mining techniques are applied. The extracted consumer behavioral rules associate the clusters with\nconsumer profiles and interaction/navigational data and are sent through the broadcast channel to the consumers' STBs for the\nclassification of each consumer and the playback of the advertisements that match consumer interests.},\n  url_Paper={Bozios_2001.pdf},\n  keywords      = {advertising,interactive TV,personalization,software architecture,software technology,user modelling},\n  mendeley-tags = {software technology,user modelling},\n  publisher     = {Citeseer},\n}\n\n
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\n This paper presents the innovative approach of the IST project iMEDIA towards Consumer Clustering and Targeted Advertising in a Digital TV Environment. iMEDIA covers the need of Advertising Companies to identify broad classes of TV viewers who will respond similarly to marketing actions, and thus develop their target advertising techniques. The consumers are equipped with a settop box (STB) with storage facilities and a modem. The definition of consumer profiles and clusters is based on demographics, preferences, and analysis of the consumer interactions with the TV, which are tracked automatically. In order to protect consumers' identities, consumer data are stored locally on the STB and the classification of a consumer in a specific cluster takes place at the client side. Consumer data from the consumers, who permit it, is periodically transferred to the Server where Data Mining techniques are applied. The extracted consumer behavioral rules associate the clusters with consumer profiles and interaction/navigational data and are sent through the broadcast channel to the consumers' STBs for the classification of each consumer and the playback of the advertisements that match consumer interests.\n
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\n \n\n \n \n \n \n \n \n Information Systems in the Living Room: A Case Study of Personalized Interactive TV Design.\n \n \n \n \n\n\n \n Lekakos, G.; Chorianopoulos, K.; and Spinellis, D.\n\n\n \n\n\n\n In ECIS 2001, pages 319–329, 2001. \n \n\n\n\n
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@InProceedings{Lekakos_2001a,\n  author        = {Lekakos, George and Chorianopoulos, Konstantinos and Spinellis, Diomidis},\n  title         = {{Information Systems in the Living Room: A Case Study of Personalized Interactive TV Design}},\n  booktitle     = {ECIS 2001},\n  year          = {2001},\n  pages         = {319--329},\n  abstract      = {The birth of the World Wide Web (WWW) in 1993, particularly its graphical user interface, offered marketers\nopportunities that were previously unimaginable. The WWW allows advanced marketing activities and more particularly interactive\nmarketing, as the user is actively involved in responding to the vendor's promotion campaign. Interactive TV, also referred to\nas iTV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available\non the Web. Although personalisation is a practice used widely on the Internet by many sites, applying personalisation\ntechniques over interactive television presents a number of difficulties. In this paper we focus on the design and testing\nprocess of the User Interface (UI) for the Interactive {\\&} Personalized Advertisement TV viewer. We argue that there are a lot\nof challenges involved in the designing of interactive TV applications. These are related with the differences of the medium\nfrom the traditional PC based Information Systems in terms of input and output devices, viewing environment, number of users\nand low level of expertise in PC usage.},\n  url_Paper={Lekakos_2001a.pdf},\n  keywords      = {advertising,entertainment,human-computer interaction,interactive TV,personalization,usability,user\nmodelling},\n  mendeley-tags = {entertainment,human-computer interaction,user modelling},\n  url           = {http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1067{\\&}context=ecis2001},\n}\n\n
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\n The birth of the World Wide Web (WWW) in 1993, particularly its graphical user interface, offered marketers opportunities that were previously unimaginable. The WWW allows advanced marketing activities and more particularly interactive marketing, as the user is actively involved in responding to the vendor's promotion campaign. Interactive TV, also referred to as iTV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available on the Web. Although personalisation is a practice used widely on the Internet by many sites, applying personalisation techniques over interactive television presents a number of difficulties. In this paper we focus on the design and testing process of the User Interface (UI) for the Interactive & Personalized Advertisement TV viewer. We argue that there are a lot of challenges involved in the designing of interactive TV applications. These are related with the differences of the medium from the traditional PC based Information Systems in terms of input and output devices, viewing environment, number of users and low level of expertise in PC usage.\n
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\n \n\n \n \n \n \n \n Σχεδίαση της διεπαφής με το χρήστη και αξιολόγηση της ευχρηστίας για εφαρμογές αμφίδρομης διαφήμισης στην ψηφιακή τηλεόραση.\n \n \n \n\n\n \n Χωριανόπουλος, Κ.\n\n\n \n\n\n\n 2001.\n \n\n\n\n
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@MScThesis{Chorianopoulos_2001,\n  author        = {Χωριανόπουλος, Κωνσταντίνος},\n  title         = {{Σχεδίαση της διεπαφής με το χρήστη και\n  αξιολόγηση της ευχρηστίας για εφαρμογές αμφίδρομης διαφήμισης στην\n  ψηφιακή τηλεόραση}},\n  school        = {Οικονομικό Πανεπιστήμιο Αθήνας},\n  year          = {2001},\n  pages         = {140},\n}\n\n
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\n  \n 1999\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Σύστημα για την ανάπτυξη εφαρμογών γεωγραφικής πληροφόρησης στον παγκόσμιο ιστό.\n \n \n \n\n\n \n Χωριανόπουλος, Κ.\n\n\n \n\n\n\n 1999.\n \n\n\n\n
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@MScThesis{Chorianopoulos_1999,\n  author        = {Χωριανόπουλος, Κωνσταντίνος},\n  title         = {{Σύστημα για την ανάπτυξη εφαρμογών\n  γεωγραφικής πληροφόρησης στον παγκόσμιο ιστό}},\n  school        = {Πολυτεχνείο Κρήτης},\n  year          = {1999},\n  pages         = {115},\n}\n
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