- Dementia and Cognitive Impairment Research
- Educational Games and Gamification
- Technology Use by Older Adults
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Context-Aware Activity Recognition Systems
- Museums and Cultural Heritage
- EEG and Brain-Computer Interfaces
- Cognitive Functions and Memory
- Retirement, Disability, and Employment
- Human-Automation Interaction and Safety
- Digital Mental Health Interventions
- Teaching and Learning Programming
- Technology Adoption and User Behaviour
- 3D Surveying and Cultural Heritage
- Neurobiology of Language and Bilingualism
- IoT and Edge/Fog Computing
- Digital Accessibility for Disabilities
- Tactile and Sensory Interactions
- Usability and User Interface Design
- Data Management and Algorithms
- Digital Marketing and Social Media
- Nutrition and Health in Aging
- Digital Games and Media
- Semantic Web and Ontologies
International Hellenic University
2023-2024
Centre for Research and Technology Hellas
2014-2022
China Philanthropy Research Institute
2019-2022
Information Technologies Institute
2014-2021
Hellenic Open University
2019-2021
Universitat Politècnica de Catalunya
2018
Democritus University of Thrace
2000-2017
Information Technology Institute
2014
Alexander Technological Educational Institute of Thessaloniki
2010-2013
University of Warwick
2013
Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements a museum context, this paper proposes use additional game educational core application order to enhance overall on-the-spot visitor’s experience. An agile design methodology was followed by taking into account needs small-to-medium sized real-world museums....
Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly museum content with target user groups fulfill their educational needs. This paper aims to present a systematic mapping study on modern gaming technologies applications. More specifically, focus given use of by visitors during exhibition navigation exploration museum's content. Major analysis criteria review findings include game goals,...
Background: Electroencephalography (EEG) has been used to assess brain activity while users are playing an immersive serious game. Objective: To differences in activation as measured with a non-intrusive wearable EEG device, game performance and correlations between power, global cognition, cognitively impaired non-impaired older adults, during the administration of novel self-administered game-based test, Virtual Supermarket Test (VST). Methods: 43 adults subjective cognitive decline (SCD)...
This research explores the learning outcomes of online virtual museums employing diverse technologies such as images, videos, 3D reconstructions, etc. It presents selection criteria (imageability, interactivity, navigability, personalisation, communication) five (VMs) involved in analysis, each which brings forward a prominent visualisation technology. Then, it describes methodology evaluation process, group 164 (n = 164) participants, after exploration museum websites, answered...
'PlayLOGO 3D' is a LOGO-like environment to implement Game Based Learning activities especially designed for children aged 6-13 years who learn the very basic instances related programming. Its educational effectiveness expected be shown after school students get involved in formal programming lessons using LOGO or other languages. It emphasized that need an introductory level based on their intuitive knowledge before getting with algorithmic concepts tools. This paper outlines approach for:...
Recent advancements in educational technology highlight the significance of disruptive technologies enhancing Learning Experiences (LX) a more targeted, personalized, and engaging context [...]
Along with population ageing comes the increasingly intensified phenomenon of a shrinking and workforce. Novel solutions are needed so as to help workers maintain workability productivity, along balance between work personal life, which supports them into good quality active healthy ageing. In this line, "[email protected]" project, initiated by European Union, develops novel ICT-based, personalized system support (aged 50+) designing fit for purpose environments managing flexibly their...
This research explores the learning outcomes of online virtual museums employing diverse technologies such as images, videos, 3D reconstructions, etc. It presents selection criteria (imageability, interactivity, navigability, personalisation, communication) five (VMs) involved in analysis, each which brings forward a prominent visualisation technology. Then, it describes methodology evaluation process, group 164 (n = 164) participants, after exploration museum websites, answered...
Background: The increasing number of people with dementia (PwD) drives research exploring Web-based support interventions to provide effective care for larger populations. In this concept, a platform (CAREGIVERSPRO-MMD, 620911) was designed (1) improve the quality life PwD, (2) reduce caregiver burden, (3) financial costs care, and (4) administration time health social professionals.
For consumer-oriented medical devices, the issues of rising cybersecurity threats and need end users to maintain control lead a search for effective solutions. This article presents blockchain framework devices aiming at added value, including immutability, auditability, accountability in processes such as user-device binding, registration, maintenance, alerting. The proposed solution implements set smart contracts (SC) deliver more secure services smart-home environments.
This paper presents two geometric operations--constrained curve beautification and polygonal mesh scissoring--for a sketch-based Computer-Aided Design (CAD) tool for the configuration design of automobile instrument panels.Using proposed sketchbased CAD, industrial designers mechanical engineers can work together closely to perform early-stage efficiently by drawing candidate subpanel boundaries on laser-digitized data clay model or rough CAD from sketches.The system supports operations...
The complexity of epilepsy created a fertile ground for further research in automated methods, attempting to help the epileptologists’ task. Over past years, great breakthroughs have emerged computer-aided analysis and advent Brain Computer Interface (BCI) systems has greatly facilitated seizure analysis. In this study, an evaluation window size detection is proposed. EEG signals from University Bonn was employed segmented into 24 epochs different lengths with 50% overlap each time....
The present paper presents a unified cloud-based framework for offering Ambient Assisted Living (AAL) services to elderly with cognitive impairments aiming at prolonging and supporting their independent living, through interoperable, open, personalised seamless ICT solutions. Through its cloud architecture that is based on the OSGi framework, proposed enables easy registration integration of AAL platform also easy, transparent, contextualised access all supported cognitively impaired...
This study examines thesentence processing ability of mild cognitive impairment (MCI) subtypes. In addition to standard MCI neuropsychological tests, an experimental approach was applied assess language. 133 people (93 MCI/40 controls) participated in novel computerized sentence tasks. Results presented statistically significant differences between MCI/controls andMCI subtypes (ANOVA):(a) duration F(2,92) = 19.259,p < .001) construction; (b) correct answers (F(2, 89) 8.560,p and (F2,89)...
CAREGIVERSPRO-MMD an EU H2020 funded project aims to build a digital platform focusing on people living with dementia and their caregivers, offering selection of advanced, individually tailored services enabling them live well in the community for as long possible. This paper provides outline health recommender system designed context provide interventions caregivers dementia.
Research studies provide some evidence that computing and education robotics have a positive impact on female students' engagement in Computational Thinking (CT) practices their self-efficacy for CT. Other issues raised by research concern the decontextualization of from actual lives students which causes problems under represented fields engineering, such as students. To tackle this problem, paper aimed to develop (STEM-Computational (CT)-Computing) scenarios related local communities order...
In this paper, a gamified social platform designed for people living with Dementia (PLWD) and their caregivers is presented. This constitutes support tool that strengthens self-care builds community capacity engagement at the point of care. Its architecture related to gamification aspects was be flexible scalable personalized services such as user monitoring, networking, cognitive skills training improvement adherence treatment guidelines PLWD caregivers. Advanced visual analytics reporting...
This paper presents a gamified framework designed to offer behavioural change support and treatment adherence services people living with Dementia (PLWD), their caregivers medical/social professionals. A flexible scalable ICT solution architecture was proposed highly personalized for all groups involved: cognitive skills training independent PLWD, high clinical social The outcomes of this approach are delivered through set gamification concepts running in parallel create motivation user...