Ioannis Deliyannis

ORCID: 0000-0001-5397-2258
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Multimedia Communication and Technology
  • Video Analysis and Summarization
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Digital Games and Media
  • Online Learning and Analytics
  • Music Technology and Sound Studies
  • Child Development and Digital Technology
  • Innovative Teaching and Learning Methods
  • Impact of Technology on Adolescents
  • Music and Audio Processing
  • Online and Blended Learning
  • Mobile Learning in Education
  • Peer-to-Peer Network Technologies
  • Computer Graphics and Visualization Techniques
  • 3D Surveying and Cultural Heritage
  • Teaching and Learning Programming
  • Museums and Cultural Heritage
  • Artificial Intelligence in Games
  • Interactive and Immersive Displays
  • Art, Technology, and Culture
  • EEG and Brain-Computer Interfaces
  • Radio, Podcasts, and Digital Media
  • Visual Attention and Saliency Detection

Ionian University
2013-2024

Perfect Harmony Health
2024

Yaşar University
2024

National Audiovisual Institute
2024

Conservatorio di Musica Stanislao Giacomantonio
2024

East China University of Science and Technology
2022

Ruhr West University of Applied Sciences
2022

University of Huddersfield
2022

Deakin University
2019

KTH Royal Institute of Technology
2019

Multisensory technologies have paved the way for collective transfer and sharing of senses on Internet. The Human-Computer Interaction (HCI) community considers digital olfactory stimulation to be a helpful step in developing technology related multisensory communication. This article provides brief overview scent through recent electrical interfaces past commercial efforts using chemical odors. We present practical application field communication, marketing, well being. also discuss use...

10.1109/mitp.2022.3177292 article EN IT Professional 2022-05-01

In response to the transformative impact of digital technology on education, this study introduces a novel performance management framework for virtual learning environments suitable metaverse era. Based Structural Equation Modeling (SEM) approach, paper proposes comprehensive evaluative model, anchored integration Theory Planned Behavior (TPB), Unified Acceptance and Use Technology (UTAUT), Community Inquiry Framework (CoI). The model synthesizes five Key Performance Indicators...

10.3390/technologies12040053 article EN cc-by Technologies 2024-04-16

Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although impact games is their most widely ex-amined aspect, research spread thin across large number studies having little in common terms settings, samples, sub-jects. Also, there lack consensus regarding have an im-pact effectiveness. The significant problem seems to be fact assessment tools examined just few...

10.28945/4441 article EN Journal of Information Technology Education Research 2019-01-01

“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students acquire knowledge skills, while they offer wide benefits. The authors' team measured analyzed various factors related the gameplay educational content when 2D 3D serious introduced in process. main objective focused on correlation University students' views were sharing common characteristics, like gender, information...

10.4018/ijseus.2020010106 article EN International Journal of Smart Education and Urban Society 2019-11-15

During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments noticed nowadays to be delayed, educator debate about technology used in classroom effectiveness. Author’s objective explore potential factors order render modern communication devices such as mobile phones tablets suitable for schools, taking into consideration possible advantages disadvantages. In...

10.24018/ejers.2019.0.cie.1288 article EN European Journal of Engineering and Technology Research 2019-04-29

BACKGROUND: One of the most serious concerns parents, caregivers, teachers and therapists is children’s independent living, particularly those with special educational needs (SEN). Purpose-built programs for acquisition living skills are considered a priority in education settings. The main problem inefficacy detached interventions to meet as many students possible. OBJECTIVE: Our response create transmedia applications inclusive learning environments. To this end, we have taken...

10.3233/tad-200326 article EN Technology and Disability 2021-04-21

Contemporary interactive art-technology projects often employ diversified and complex sensing mechanisms. As sensor integration introduces increased hardware cost, engineering time constraints, artists are either forced to limit the intended project's functionality, increase its budget or allow more for development. This work recycled replacement (RSR) approach, designed enable use of alternative mechanisms that conform original system input-specification demands. In other words, sensors...

10.1504/ijart.2016.077235 article EN International Journal of Arts and Technology 2016-01-01

Effectiveness, efficiency, scalability, autonomy, engagement, flexibility, adaptiveness, personalization, conversationality, reflectiveness, innovation, and self-organization are some of the fundamental features smart environments. Smart environments considered a good learning practice for formal informal education; however, it is important to point out pedagogical approaches on which they based. (SLEs) underline flexibility eclectic pedagogy that places students at center any educational...

10.3390/technologies9030050 article EN cc-by Technologies 2021-07-16

The development of an interactive Internet-based TV system designed to cover the broadcasting needs for new media artwork introduces various complexities across organisation, production and interaction forefronts, as live installation art multi-sourced multimedia content poses particular presentation requirements. Our work presents discusses real-life strategies solutions employed during iMediaTV, open-source academic that permits modes be employed, extending artistic non-uniform content. We...

10.1145/2000119.2000171 article EN 2011-06-29

Τα σοβαρά παιχνίδια (ψηφιακά εκπαιδευτικά μαθησιακού σκοπού) κερδίζουν ολοένα και περισσότερο το ενδιαφέρον πολλών μελετητών της μαθησιακής διαδικασίας όλων των εκπαιδευτικών επιπέδων. Σημαντικές πτυχές εφαρμογής τους στην εκπαίδευση σχετίζονται με τα χαρακτηριστικά τους, τη συνάφειά την παιδαγωγική τις απόψεις μαθητών. Αυτή η ποσοτική έρευνα επικεντρώθηκε στα φοιτητών παιδαγωγικών τμημάτων (φύλο, επιστημονικό υπόβαθρο, προηγούμενη εμπειρία δεξιότητες ΤΠΕ) στους παράγοντες που επηρεάζουν...

10.12681/dial.20704 article EL Διάλογοι! Θεωρία και πράξη στις επιστήμες αγωγής και εκπαίδευσης 2019-12-17

This paper presents the digital tools, online platform and methodology created during implementation of BYZART, a European co-funded project for enrichment Europeana collections with heritage objects Byzantine art archaeology provided by partners project. The creation its usability are thoroughly described as well importance such tools preservation promotion world cultural heritage. Also, discusses adaptation to other projects, engagement communities in field datafication, we demonstrate how...

10.3390/info12050179 article EN cc-by Information 2021-04-22
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