Kiriakos Stefanidis

ORCID: 0000-0002-9922-1916
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About
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Research Areas
  • Nutrition, Genetics, and Disease
  • Nutritional Studies and Diet
  • Mobile Health and mHealth Applications
  • Human Pose and Action Recognition
  • Bullying, Victimization, and Aggression
  • Child Development and Digital Technology
  • Emotion and Mood Recognition
  • Digital Games and Media
  • Educational Games and Gamification
  • Diet and metabolism studies
  • Technology Adoption and User Behaviour
  • Recommender Systems and Techniques
  • Subtitles and Audiovisual Media
  • Color perception and design
  • Multimedia Communication and Technology
  • Impact of Technology on Adolescents
  • Obesity, Physical Activity, Diet
  • Digital Accessibility for Disabilities
  • Gaze Tracking and Assistive Technology
  • Artificial Intelligence in Games
  • Health and Lifestyle Studies
  • Behavioral Health and Interventions
  • Reinforcement Learning in Robotics
  • Human Motion and Animation
  • Hand Gesture Recognition Systems

Centre for Research and Technology Hellas
2016-2024

Information Technologies Institute
2016-2024

AI-based software applications for personalized nutrition have recently gained increasing attention to help users follow a healthy lifestyle. In this paper, we present knowledge-based recommendation framework that exploits an explicit dataset of expert-validated meals offer highly accurate diet plans spanning across ten user groups both subjects and participants with health conditions. The proposed advisor is built on novel architecture includes (a) qualitative layer verifying ingredient...

10.3390/nu14204435 article EN Nutrients 2022-10-21

A challenging research issue, which has recently attracted a lot of attention, is the incorporation emotion recognition technology in serious games applications, order to improve quality interaction and enhance gaming experience. To this end, paper, we present an methodology that utilizes information extracted from multimodal fusion analysis identify affective state players during gameplay scenarios. More specifically, two monomodal classifiers have been designed for extracting based on...

10.1109/ist.2016.7738265 article EN 2016-10-01

The ubiquitous nature of smartphone ownership, its broad application and usage, along with interactive delivery timely feedback are appealing for health-related behavior change interventions via mobile apps. However, users' perspectives about such apps vital in better bridging the gap between their design intention effective practical usage. In this vein, a modified technology acceptance model (mTAM) is proposed here, to explain relationship when using an AI-based app personalized nutrition...

10.3389/fnut.2022.898031 article EN cc-by Frontiers in Nutrition 2022-07-01

Abstract A healthy lifestyle comprising regular physical activity and an adequate diet is imperative for the prevention of non‐communicable diseases such as hypertension some cancers. Advances in information computer technology offer opportunity to provide personalised advice directly individual through devices smartphones or tablets. The overall aim PROTEIN project (Wilson‐Barnes et al., 2021) was develop a smartphone application that could tailored dynamic nutrition real time. However,...

10.1111/nbu.12673 article EN cc-by-nc-nd Nutrition Bulletin 2024-05-21

Amidst an ongoing debate surrounding the traditional dichotomy of whether video games are good or bad for children, in this paper we present Path Trust, a novel, prosocial game that aims at helping children understand importance teamwork and learn how when to express trustworthiness. We have created colorful, non-violent digital game, which aged 7-10 can be exposed content develop specific attitudes, such as cooperation trustworthiness, driven by fact with used improve social interactions....

10.17083/ijsg.v3i3.125 article EN cc-by-nc-nd International Journal of Serious Games 2016-09-23

Personalised nutrition could promote greater adherence to a healthy lifestyle, and thereby potentially improve health outcomes. The principal aim of the PROTEIN project was develop mobile application that delivers tailored advice adults. In this pilot study, 80 participants were recruited from general public sorted into three groups: (i) adults with poor-quality diet (PQD, n 29), (ii) iron deficiency anaemia (IDA, 11; Hb < 120 mg/L) (iii) who overweight (OW, 40; BMI 25–30 kg/m2). provided...

10.3390/proceedings2023091368 article EN cc-by 2024-02-26

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10.1017/s0029665123004135 article EN Proceedings of The Nutrition Society 2023-01-01

Personalization and maintenance of high levels engagement still remain two the main challenges in design serious games. Towards this end, paper we propose a novel adaptation approach for both online offline prosocial In paper, describe implementation an artificial intelligence driven manager, whose purpose is to direct players towards game content are most likely enjoy (measured their responses). As consequence, demonstrate how manager can be used increase chances attaining game's specific...

10.1109/vs-games.2017.8056602 article EN 2017-09-01

People with various degrees of disabilities (e.g., visually or hearing impaired) often find it difficult to access mainstream products and services thus they are excluded from enjoying audio-visual on an equal basis as people without disabilities. These feel marginalized in today's digital society unable reach their maximum potential personally, professionally socially. EasyTV aims address these issues by providing numerous that not only ease the multimedia services, but also enhance...

10.1145/3389189.3397973 article EN 2020-06-29
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