Nikolaos Avouris

ORCID: 0000-0001-5408-1844
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About
Contact & Profiles
Research Areas
  • Innovative Teaching and Learning Methods
  • Usability and User Interface Design
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Innovative Human-Technology Interaction
  • Online and Blended Learning
  • E-Learning and Knowledge Management
  • Augmented Reality Applications
  • User Authentication and Security Systems
  • Open Education and E-Learning
  • Mobile Learning in Education
  • Interactive and Immersive Displays
  • Visual and Cognitive Learning Processes
  • Educational Tools and Methods
  • Multi-Agent Systems and Negotiation
  • Gaze Tracking and Assistive Technology
  • Knowledge Management and Sharing
  • Context-Aware Activity Recognition Systems
  • Learning Styles and Cognitive Differences
  • Advanced Text Analysis Techniques
  • Personal Information Management and User Behavior
  • Data Mining Algorithms and Applications
  • Advanced Database Systems and Queries
  • Data Visualization and Analytics
  • Digital Games and Media

University of Patras
2015-2024

Human Computer Interaction (Switzerland)
2006-2016

University of Rome Tor Vergata
2013

Joint Research Centre
1988-1995

National Technical University of Athens
1993

Classification problems with uneven class distributions present several difficulties during the training as well evaluation process of classifiers. A classification problem such characteristics has resulted from a data mining project where objective was to predict customer insolvency. Using set insolvency problem, we study alternative methodologies, which have been reported better suit specific this type problem. Three different but equally important directions are examined: (a) performance...

10.1080/08839510500313653 article EN Applied Artificial Intelligence 2006-04-30

This paper includes a review of mobile applications used in museum environments, focusing on the notion context and its constituent dimensions. Museums are representative example which influences interaction. During visit, visitors interact with exhibits through devices. We argue that, effective interaction design needs to take into consideration multiple dimensions context. Since is often misinterpreted, superficially or poorly defined, we attempt analyze number existing this perspective....

10.1145/1085777.1085803 article EN 2005-09-19

Recent research provides evidence that individual differences in human cognitive styles affect user performance and experience diverse application domains. However, state-of-the-art elicitation methods of require researchers to apply explicit, in-lab, time-consuming "paper-and-pencil" techniques, rendering real-time integration styles? impractical interactive system design. Aiming elaborate an implicit method styles, this paper reports two feasibility studies based on eye-tracking...

10.1145/3079628.3079690 article EN 2017-07-07

A "Completely Automated Public Turing test to tell Computers and Humans Apart" (CAPTCHA) is a mechanism widely used nowadays for protection of web applications, interfaces, services from malicious users. questionnaire-based survey combined with real usage scenario native-language CAPTCHA was conducted in order investigate several aspects that affect end-user perceptions related the quality CAPTCHA. total 210 participants age between 19 64 participated during May July 2010. The results...

10.1145/1978942.1979325 article EN 2011-05-07

In this paper, we describe the experience of designing a collaborative learning activity for traditional historical/cultural museum. The activity, based on Mystery in Museum story, involves collaboration small groups students through mobile handheld devices. An application has been built that permits authoring such activities, while usability evaluation study was performed revealed some limitations design. reported findings can be use to those interested following similar approaches cultural...

10.1145/1085777.1085843 article EN 2005-09-19

Visual attention, search, processing and comprehension are important cognitive tasks during a graphical password composition activity. Aiming to shed light on whether individual differences visual behavior affect the strength of created passwords, we conducted an eye-tracking study (N=36), adopted accredited style theory interpret results. The analysis revealed that users with different styles followed patterns which affected passwords. Motivated, by results first study, introduced adaptive...

10.1145/3173574.3173661 article EN 2018-04-19

Although problem-based learning (PBL) has many advantages, it often fails to connect the real world outside classroom. The integration with laboratory setting and use of information communication technologies (ICTs) have been proposed address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are 3D collaborative that could act as complementary or alternative worlds for implementation PBL activities offering low-cost, safe, always available environments. aim study...

10.14742/ajet.2164 article EN cc-by-nc-nd Australasian Journal of Educational Technology 2016-03-23

10.1023/a:1020309927987 article EN Education and Information Technologies 2002-01-01

This paper presents a comprehensive review of state-of-the-art research works in knowledge-based user authentication, covering the security and usability aspects most prominent authentication schemes; text-, pin- graphical-based. From perspective, we analyze current threats from service provider perspective. Furthermore, based on practices policies, summarize discuss their strengths widely applied metrics. point view, present each scheme regards with task performance experience. The analysis...

10.1145/3003733.3003764 article EN 2016-11-10

Abstract Effective evaluation of educational software is a key issue for successful introduction advanced tools in the curriculum. This paper focuses on our experience developing and evaluating tool computer‐assisted teaching engineering laboratory courses. Various categories softwares that can be used courses are described. An example such experimental system also provided. Finally issues techniques relating with usability instructional described examples application these during design use...

10.1002/cae.1001 article EN Computer Applications in Engineering Education 2001-01-01

In this paper, we describe two educational games mediated by mobile technology which were designed for use in the context of a traditional historical museum young children. Our analysis focuses on principles design, and envisaged interaction between exhibits The main argument paper is that can support play with -instead just viewing them more way--and spectrum children be broadened enriched.

10.1145/1551788.1551837 article EN 2009-06-03

Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that players explore museum and link abstract concepts with physical artefacts using device. focus of this is on interaction design process subsequent observations made during field evaluation game. Design principles guide development such are presented concern playfulness,...

10.4018/jmhci.2010040104 article EN International Journal of Mobile Human Computer Interaction 2010-04-01

Effective and efficient approaches are required in order to develop maintain cultural heritage applications services that meet user requirements expectations. This is particularly relevant mobile which support diverse usage scenarios among a variety of stakeholders contexts use. In this context, promising approach engage non-technical experts using end authoring tools for creating heritage. To end, plethora such has been proposed. paper, we provide survey by emphasizing on allow users assign...

10.1109/iisa.2015.7388029 article EN 2015-07-01

Abstract The worldwide shift to distance learning at Higher Education Institutions (HEIs) during the COVID-19 global pandemic has raised several concerns about credibility of online academic activities, especially regarding student identity management. Traditional frameworks cannot guarantee authenticity enrolled student, which requires instructors manually verify their identities, a time-consuming task that compromises quality. This article presents comprehensive review existing efforts...

10.1186/s40561-023-00255-9 article EN cc-by Smart Learning Environments 2023-07-26

Recent research provides evidence that individual differences on human cognitive strategies affect user performance and experience in diverse application domains. However, state-of-the-art elicitation methods of require from researchers to apply explicit, in-lab, time-consuming "paper-and-pencil" techniques, compromising real-time integration interactive system design. Aiming elaborate an implicit framework strategies, this paper reports in-lab eye-tracking study, which embraced sixty seven...

10.1145/3027063.3053106 article EN 2017-05-01

Stimulated by a large number of different theories on human cognitive processing, suggesting that individuals have habitual approaches in retrieving, recalling, processing and storing information, this paper investigates the effect field dependence/independence with regards to game players' performance context cultural heritage game. Thirty two participants took part an in-lab study were classified as dependent or independent based style elicitation instrument. Quantitative analysis methods...

10.1145/2967934.2968107 article EN 2016-10-11
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