Despoina Petsani

ORCID: 0000-0003-0273-6890
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About
Contact & Profiles
Research Areas
  • Technology Use by Older Adults
  • Innovative Approaches in Technology and Social Development
  • Context-Aware Activity Recognition Systems
  • Digital Mental Health Interventions
  • Persona Design and Applications
  • Stroke Rehabilitation and Recovery
  • Frailty in Older Adults
  • Dementia and Cognitive Impairment Research
  • Service and Product Innovation
  • Physical Activity and Health
  • Innovative Human-Technology Interaction
  • Mobile Health and mHealth Applications
  • Telemedicine and Telehealth Implementation
  • Health Systems, Economic Evaluations, Quality of Life
  • Mental Health Research Topics
  • Urban Planning and Valuation
  • Aging and Gerontology Research
  • Migration, Aging, and Tourism Studies
  • Mobile Crowdsensing and Crowdsourcing
  • Virtual Reality Applications and Impacts
  • Health and Well-being Studies
  • Augmented Reality Applications
  • Art Therapy and Mental Health
  • Educational Games and Gamification
  • IoT and Edge/Fog Computing

Aristotle University of Thessaloniki
2016-2024

Politecnico di Milano
2021

Universitat Politècnica de Catalunya
2021

École Centrale d'Électronique
2021

École Centrale Paris
2021

École Polytechnique Fédérale de Lausanne
2021

During the last decade, living lab and co-creation concepts have started being blended with Responsible Research Innovation approach, aiming to evaluate potential societal anticipations toward fostering an inclusive RRI behavior. Teaching concept methodologies university students has been considered as valuable for future researchers along demand of companies public sectors which turn user-center techniques inspiration develop innovative services. To this end, scientific publications...

10.1177/1460458221991204 article EN cc-by-nc Health Informatics Journal 2021-01-01

Abstract Information and Communication Technology can turn older adults’ homes into smart living environments, decreasing the need for support improving life quality. However, new technology has high uncertainty in terms of acceptance. Co-creation approaches are proposed to reach acceptability, usability satisfaction, but performance evaluations sparse. This paper aimed at presenting evaluation a hybrid approach Agile co-creation framework, specially designed large, distributed consortia...

10.1007/s12652-021-03649-0 article EN cc-by Journal of Ambient Intelligence and Humanized Computing 2022-04-09

Health and Wellbeing Living Labs are a valuable research infrastructure for exploring innovative solutions to tackle complex healthcare challenges promote overall wellbeing. A knowledge gap exists in categorizing understanding the types of ICT tools technical devices employed by Labs. Define comprehensive taxonomy that effectively categorizes organizes digital data collection intervention Lab studies. modified consensus-seeking Delphi study was conducted, starting with pre-study involving...

10.1016/j.ijmedinf.2024.105408 article EN cc-by International Journal of Medical Informatics 2024-03-11

Intending to enable a broader collaboration with the scientific community while maintaining privacy of data stored and generated in Living Labs, this paper presents Shareable Data Publishing Access Service for implemented within framework H2020 VITALISE project. Building upon previous work, significant enhancements improvements are presented architecture enabling Labs securely publish collected an internal isolated node external use. External researchers can access portal discover download...

10.3390/bdcc8060055 article EN cc-by Big Data and Cognitive Computing 2024-05-28

Ecologically valid evaluations of patient states or well-being by means new technologies is a key issue in contemporary research health and the aging population. The in-game metrics generated from interaction users with serious games (SG) can potentially be used to predict characterize user's state well-being. There currently an increasing body that investigates use measures as digital biomarkers for well-being.The aim this paper data collected during interactions SG, using values standard...

10.2196/34768 article EN cc-by JMIR Serious Games 2022-07-21

Conventional clinical cognitive assessment has its limitations, as evidenced by the environmental shortcomings of various neuropsychological tests conducted away from an older person’s everyday environment. Recent research activities have focused on transferring screening to computerized forms, well developing short for large populations impairment. The purpose this study was present exergaming platform, which widely trialed (116 participants) collect in-game metrics (built-in game...

10.3390/s21175756 article EN cc-by Sensors 2021-08-26

Preventive care and telemedicine are expected to play an important role in reducing the impact of increasingly aging global population while increasing number healthy years. Virtual coaching is a promising research area support this process. This paper presents user-centered virtual coach for older adults at home promote active independent living. It supports behavior change processes improving on cognitive, physical, social interaction nutrition areas using specific, measurable, achievable,...

10.3390/ijerph18136868 article EN International Journal of Environmental Research and Public Health 2021-06-26

CAPTAIN project (Coach Assistant via Projected and TAngible INterface) is part of a research innovation action, funded by the European Union, which aims at developing an innovative technology to help older adults overcoming frailties as they age. will develop behavioral Artificial Intelligence (AI) algorithms provide personalized advice, guidance follow-up compensate for keyage-related impairments during daily living, helping remain active independent their home. This include risk avoidance,...

10.1109/isce.2019.8901003 article EN 2019-06-01

Our work exhibits how previous projects on the Active and Healthy Ageing field have advanced to conception of CAPTAIN, a radically new approach towards increased end-user acceptance. The goal is create intuitive technology that does not require specific skills for interaction blends in with real life. CAPTAIN will be co-designed by all types stakeholders, including older adults, involved stages, from initial design delivery final system.

10.3233/shti190606 article EN Studies in health technology and informatics 2019-01-01

Prior studies have argued that the value living labs are providing is blurry. Grounded on lab experts’ opinions, study defines key proposition elements for Labs. An online workshop was arranged in which 22 experts provided a total of 208 suggestions researcher, policy maker and public authority, SME/company customer segments different Technology Readiness Level (TRL) phases. As result, following seven main categories including 31 items were identified: 1) Enhanced collaboration networking...

10.24840/2183-0606_012.003_0011 article EN cc-by Journal of Innovation Management 2024-12-23

This paper presents a virtual coach for older adults at home to support active and healthy aging, independent living. It aids users in their behavior change process improving on cognitive, physical, social interaction nutrition areas using SMART goals. To achieve an effective of the user, relies I-Change behavioral model. Using combination projectors, cameras, microphones sensors, adult's becomes augmented reality environment, where common objects are used projection sensed. Older interact...

10.1145/3395035.3425311 article EN Companion Publication of the 2020 International Conference on Multimodal Interaction 2020-10-25

Co-design supports the identification of useful features and insights for design technologies from populations such as older adults who are often neglected process. This paper presents results thinking approach consoriums' within CAPTAIN H2020 funded project aims at developing an e-coaching, home assistant. Focus is given on coaching dimensions system derived ideation session with consortium's expertise. The Ideate which was conducted through plenary face-to-face open discussion meeting, 26...

10.1145/3316782.3322765 article EN 2019-05-24

Recent research discourse has emphasized the role of ecological validity for cognitive health measurements/assessments. To this extent, serious games have been sought not only as a contemporary added value intervention and physical health, but also considered great potential in contributing on early detection deterioration when in-game metrics/analytics are evaluated. Thus, recent started investigating use built-in gameplay measures assessment tools performance indicators. This study...

10.1109/tishw.2018.8559562 article EN 2018-06-01

Living Labs are user-centered, open innovation ecosystems based on a systematic user cocreation approach, which integrates research and processes in real-life communities settings. The Horizon 2020 Project VITALISE (Virtual Health Wellbeing Lab Infrastructure) unites 19 partners across 11 countries. project aims to harmonize procedures enable effective convenient transnational virtual access key European health well-being infrastructures, governed by Labs. consortium will conduct joint...

10.2196/34567 article EN cc-by JMIR Research Protocols 2021-11-04

Virtual Health and Wellbeing Living Lab Infrastructure is a Horizon 2020 project that aims to harmonize procedures facilitate access European health well-being research infrastructures. In this context, study presents joint activity will be conducted within in the transitional care domain test validate harmonized The collection of data from various sources (information communications technology clinical patient-reported outcome measures) demonstrated capacity assess risk support decisions...

10.2196/34573 article EN cc-by JMIR Research Protocols 2021-11-04

T e-Coaches are promising intelligent systems that aims at supporting human everyday life, dispatching advices through different interfaces, such as apps, conversational interfaces and augmented reality interfaces. This workshop exploring how e-coaches might benefit from spatially time-multiplexed communication modalities (e.g., text, visual, audio, etc.) according to the context of interaction.

10.1145/3382507.3420056 article EN 2020-10-21

This paper presents a data triangulation for identifying and validating the key challenges that clinicians face when using pervasive technologies in real-life, clinical settings. The collection process comprised three phases: literature exploration, co-creation session with clinicians, pilot testing of operational system at "Hippokration" General Hospital Thessaloniki. Analysis was conducted triangulation, combining information from literature, sessions, testing. Results identified...

10.1145/3652037.3663933 article EN 2024-06-26

Stroke and traumatic brain injury (TBI) are leading causes of morbidity mortality, affecting survivors' mobility social participation. Although personalized interventions could positively impact recovery, the effectiveness such remains unclear. Open-access data repositories can provide access to multiple shared which help uncover new evidence effective interventions; however, harmonizing between different studies requires many steps make it possible given various methods collection,...

10.1145/3652037.3663931 article EN 2024-06-26
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