- 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...
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...
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...
“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...
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...
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...
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...
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...
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...
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...
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...