Dimitrios Darzentas

ORCID: 0000-0002-4569-4988
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Virtual Reality Applications and Impacts
  • Museums and Cultural Heritage
  • Interactive and Immersive Displays
  • Digital Games and Media
  • Image Retrieval and Classification Techniques
  • Video Analysis and Summarization
  • Persona Design and Applications
  • Impact of Technology on Adolescents
  • Data Visualization and Analytics
  • Creativity in Education and Neuroscience
  • Innovative Approaches in Technology and Social Development
  • Data Analysis and Archiving
  • Visual Attention and Saliency Detection
  • Educational Games and Gamification
  • Technology Use by Older Adults
  • Mobile Crowdsensing and Crowdsourcing
  • Advanced Image and Video Retrieval Techniques
  • Augmented Reality Applications
  • Digital Marketing and Social Media
  • Color Science and Applications
  • Archaeology and Historical Studies
  • Visual and Cognitive Learning Processes
  • Cinema and Media Studies
  • University-Industry-Government Innovation Models

Edinburgh Napier University
2023-2024

University of Nottingham
2012-2023

University of Copenhagen
2022

Roskilde University
2022

Utrecht University
2012

University of the Aegean
2010

We examine the experience of Thresholds , a virtual reality (VR) recreation world's first photographic exhibition, which has toured to multiple museums. Following method performance-led research in wild, we provide an account artist's design rationale and experiences visitors as work toured. reveal how overlaying juxtaposing physical spaces established VR architecture that underpinned extended user experience. Overlaying was used layer model onto corresponding set deliver sensations touch...

10.1145/3369394 article EN Journal on Computing and Cultural Heritage 2020-05-30

We explore how physical artefacts can be connected to digital records of where they have been, who encountered and what has happened them, this enhance their meaning utility. describe a travelling technology probe in the form an augmented acoustic guitar engaged users design conversation as it visited homes, studios, gigs, workshops lessons, revealed diversity utility its record. record was captured flexibly mapped proxy artefacts. contribute conceptual framework for accountable that...

10.1145/2858036.2858306 article EN 2016-05-05

We explore how a combination of manipulations and transitions can extend Substitutional Reality to create highly personal Virtual experience. Our design aimed meet two challenges faced by museums: the limitations object handling desire for visitors their own interpretations. Using Research-through-Design methodology, we built performance-led Mixed (MR) experience that lets museum physically handle 3D prints or scans objects share stories about them. The are recorded donated participating...

10.1145/3357236.3395459 article EN 2020-07-03

Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is the relationship between Affective Computing and Interaction. We describe Sensitive Pictures, an experience co-created with Munch art museum. Visitors choose emotions, locate associated paintings museum, story while viewing them, self-report their response. A subsequent interview a portrayal of artist employs computer vision estimate responses from facial expressions. given...

10.1145/3491102.3502080 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

We present an ethnographic study of the practice miniature wargaming in order to shed light onto complex lives physical things and ways which they acquire data footprints. take extended view practice, revealing how people invest great effort into crafting miniatures, playing with them, curating telling stories about passing them on. Throughout, we emphasise use both traditional digital technologies build rich In discussing our findings, adopt a "thing-centric" perspective that focuses on...

10.1145/2702123.2702377 article EN 2015-04-17

We explore how usage data captured from ideation cards can enable reflection on design. deployed a deck of Masters level module over two years, developing the means to capture students' designs into digital repository. created visualisations reveal relative co-occurrences as concept space and proximity (through used in common) design space. these elicit reflections perspectives students, teachers card designers. Our findings inspire ideas for extending data-driven use throughout process;...

10.1145/3290605.3300801 article EN 2019-04-29

In this paper we present our findings from an experiment designed to test the effectiveness of complex, thumbnail based layouts and interaction methods required, in video retrieval scenarios for handheld devices such as smartphones. Our evaluation explores relationship between number thumbnails (Quantity) visible on screen their discernible detail (Quality) with regards related necessary amount interaction. The results indicate that achieve a very high rate accuracy speed but nature is...

10.1145/2324796.2324849 article EN 2012-06-05

This paper presents an interactive thumbnail-based video browser for mobile devices such as smartphones featuring a touch screen. Developed part of on-going research and supported by user studies, it introduces HiStory, hierarchical storyboard design offering interface metaphor that is familiar intuitive yet supports fast effective completion Known-Item-Search tasks rapidly providing overview video's content with varying degrees granularity.

10.1145/2406367.2406389 article EN 2012-12-04

Much of academic discussion responsible innovation (RI) has focused on RI integration into research projects. In addition, significant attention also been paid to structures and policies at the policy institutional level. This article reports experiences implementation with a focus intermediate i.e. meso-level. The described here included series interviews that aimed clarify researchers' perspectives as well barriers benefits implementation. Two cases engagement projects, aim promoting RI,...

10.1080/23299460.2024.2370934 article EN cc-by Journal of Responsible Innovation 2024-07-12

In this paper we introduce a novel fuzzy vector quantization algorithm that tries to solve certain problems related the implementation of cluster analysis in quantization. The proposed method employs an objective function combines merits and crisp clustering uniform fashion. algorithm's structure encompasses two basic design strategies. first one concerns transition from mode, where each training is assigned more than codewords, mode only codeword. To accomplish this, use analytical...

10.1109/fuzzy.2010.5584446 article EN 2010-07-01

Abstract The capture and analysis of diverse data is widely recognized as being vital to the design new products services across digital economy. We focus on its use inspire co-design visitor experiences in museums a distinctive case that reveals opportunities challenges for personal data. present portfolio data-inspired visiting emerged from 3-year Research Through Design process. These include overlay virtual models physical exhibits, smartphone app creating personalized tours gifts,...

10.1017/s0890060421000317 article EN cc-by Artificial intelligence for engineering design analysis and manufacturing 2022-01-01

Gifting is socially and economically important. Studies of gifting physical objects have revealed motivations, values, the tensions between them, while HCI research has weaknesses digital explored possibilities hybrid gifting. We report an ‘in wild’ study a chocolate gift deployed as commercial product. Interviews reveal experiences receivers givers, well producer's friction points tangible benefits. how in gifts elevates grounds digital. discuss bridge tension receiver-preference...

10.1145/3577015 article EN ACM Transactions on Computer-Human Interaction 2023-01-19

We present the design of Memory Machine (MeMa), a technology probe that can store, contextualise, and document media to represent memories. accumulate vast physical digital possessions throughout our lives, making it difficult distinguish value in amassed images, albums, videos, mementos, music. One option we wanted explore via MeMa was frame personal memories as gift, turn providing way revisit, share, collate archives. deployed into participants' homes tasked them create gift involving an...

10.1145/3563657.3595962 article EN 2023-07-10

In this paper we present the creation and deployment of a concerted set Mixed Reality Technologies designed for creating engaging public experiences enhanced storytelling opportunities focused on artefacts. Under title Storytelling (MXRS) project, combined Internet Things-inspired approaches Virtual Augmented experience technologies, with 3D scanning content techniques, to create mobile adaptable tools suitable engagements industry partners, such as museums galleries. We 4 cases impact...

10.1145/3291533.3291588 article EN 2018-11-29

HCI has recently increased its interest in the domains of museums and gifting. The former is often oriented primarily towards past, while latter future, terms anticipating receiver's reactions. Our article provides a sustained well-evidenced new theoretical framework on role time-orientation design forward-oriented (gifting) experiences past-oriented (museum) settings. This Temporal Experience Design Framework develops from analysis two such studies, one smartphone app VR experience using...

10.1080/07370024.2021.1923496 article EN Human-Computer Interaction 2021-07-10

IoT products are increasingly becoming the default, with non-IoT versions of common hardware (e.g., TVs and printers) harder to find. Alongside this adoption surge, lack support, outdated security, planned obsolescence present concerning sustainability issues, contribute eWaste growth widen digital divides globally. This workshop aims discuss legal, social, technical, design aspects repair practices, engaging Ubicomp community in exploring challenges opportunities for more repairable...

10.1145/3594739.3605113 article EN 2023-10-07

We explore the interaction between digital games and human values. HCI as a field is increasingly focused on importance of engaging with broader discussions around Games are an ideal medium for reflecting social, ethical political questions. Accordingly, we propose multidisciplinary workshop to discuss existing work, consider future bring together range different epistemological perspectives.

10.1145/2793107.2810259 article EN 2015-10-05

Volunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival online in response to COVID pandemic, delivering a local pilot before scaling up nationwide. adopt an infrastructural perspective reveal two teams of defined flexible format, knitted together diverse into technical platform, operated this...

10.1145/3579498 article EN Proceedings of the ACM on Human-Computer Interaction 2023-04-14

The way consumer Internet of Things (IoT) devices are built is leading to electronic waste (eWaste) growth. This arises from planned obsolescence, bundling 'smartness' creating more routes device failure, and lacking hardware modularity repairability. Understanding how best tackle these issues requires an interdisciplinary perspective bridging design, law, the social science research. legal landscape shifting, encouraging design repairable long-lasting IoT, reducing redundancy. one-day...

10.1145/3656156.3658391 article EN Designing Interactive Systems Conference 2024-07-01

The Memory Machine is an ambitious project that aims to develop a device capture people's memories create blend of personal and factual data builds identities, contextualizes recollections. has been guided by co-production user-centred design principles ensure users' input critical role in the development technology. Through series creative workshops, we facilitated participants discuss represent their perceptions memory making recollection, towards Machine. This paper investigates how...

10.1145/3301019.3323882 article EN 2019-06-18
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