text:
@Book{Cesar_2009,
  title         = {{The Evolution of TV Systems, Content, and Users Toward Interactivity}},
  year          = {2009},
  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos},
  volume        = {2},
  number        = {4},
  abstract      = {Interactive TV research spans across a rather diverse body of scientific subfields. Research articles have
appeared in several venues, such as multimedia, HCI, CSCW, UIST, user modeling, media and communication sciences. In this
study, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent
the practices of authoring, delivering, and watching TV? For this purpose, we have reviewed the research literature, as well as
the industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1)
content editing, (2) content sharing, and (3) content control. We propose this simple taxonomy (edit-share-control) as an
evolutionary step over the established hierarchical produce-deliver-consume paradigm. Moreover, we demonstrate how each
disciplinary effort has contributed to and why the full potential of interactive TV has not yet been fulfilled. Finally, we
describe how interdisciplinary approaches could provide solutions to some notable contemporary research issues.},
  booktitle     = {Foundations and Trends{\textregistered} in Human-Computer Interaction},
  doi           = {10.1561/1100000008},
  link          = {Cesar_2009.pdf},
  isbn          = {978-1-60198-256-8},
  issn          = {1551-3955},
  keywords      = {book,human-computer interaction,interactive TV,multimedia,survey,ubiquitous computing},
  mendeley-tags = {book,human-computer interaction,multimedia,ubiquitous computing},
  pages         = {95},
  url           = {http://www.nowpublishers.com/product.aspx?product=HCI{\&}doi=1100000008},
}
@InCollection{Lekakos_2009,
  author        = {Lekakos, George and Chorianopoulos, Konstantinos},
  title         = {{Personalized Advertising Methods in Digital Interactive Television}},
  booktitle     = {Encyclopedia of Multimedia Technology and Neworking},
  publisher     = {IGI Press},
  year          = {2009},
  editor        = {Pagani, Margherita},
  pages         = {1142--1147},
  edition       = {3rd},
  abstract      = {The ability to deliver personalized advertising messages has long been a major objective in marketing since
it allows marketers to meet heterogeneous consumer needs and target their messages more effectively (Arens {\&} Bovee, 1994).
However, traditional one-to-many marketing approaches applied in mass media suffer from their inability to meet this objective
(Dibb, 1998; Hoffman {\&} Novak, 1997). In order to increase the efficiency of their strategy, marketers identify homogeneous
groups of consumers (market segmentation) which they target according to their marketing objectives. Thus, market segmentation
has become the most important marketing tool for targeting purposes (McBurnie {\&} Clutterbuck, 1998), also utilized in the TV
advertising domain in conjunction with domain-specific features such as time zones and/or program typologies. However, this
strategy has admittedly little to offer towards the ultimate goal of one-to-one communication, since the targeted unit is the
segment rather than the individual consumer, and therefore individual needs cannot be satisfied. In the broadcasting television
advertising domain, media coverage either exceeds the targeted market segment or leaves potential customers without exposure to
the message, thus reducing its cost effectiveness (Belch {\&} Belch, 1995). At the same time, TV viewers have to deal with a
vast amount of available advertising information. The issue of information overload, typical in information theoretic terms, is
also experienced in the case of TV advertisements as advertising clutter, which has been identified as one of the significant
factors associated with the negative attitude of viewers towards advertising and can have a negative impact on television
advertisement recall or recognition (Mord {\&} Gilson, 1985). Relevant surveys reveal that 80{\%} of the viewers feel that
there is “too much advertising in television” (Elliott {\&} Speck, 1998), while more than 75{\%} of consumers are not happy
with the broadcasted advertisements (Hawkins, Best, {\&} Coney, 1998 ). Current target marketing methods are limited in their
ability to efficiently target consumers at the individual level, particularly in mass media such as television. Thus,
personalization of advertisements provides marketers with the opportunity to increase advertising effectiveness by targeting
consumers who are most likely to respond positively to the advertising message. The present article investigates appropriate
personalization methods for the domain of digital television advertisements by examining relevant methods utilized for
personalized Web applications. In addition, it is concerned with the design of the interactive elements of a typical 30-second
advertisement in support of the personalization process. The two objectives of this article are interrelated: the selection of
a personalization technique affects the design of interactive advertisements since it indicates the type of interaction data
that should be collected in order to enable personalization. The next section of this article opens up the discussion on
personalization from a theoretical point of view and in the following section specific personalization techniques are compared.
Next, the types of interaction data required to achieve personalization are discussed and the article concludes with further
discussion and conclusions.},
  doi           = {10.4018/978-1-60566-014-1.ch155},
  link          = {Lekakos_2009.pdf},
  isbn          = {9781605660158},
  keywords      = {TV,interactive advertising,multimedia,personalized advertising,user modelling},
  mendeley-tags = {interactive advertising,multimedia,user modelling},
  url           = {http://www.igi-global.com/bookstore/Chapter.aspx?TitleId=17529},
}

@InCollection{Chorianopoulos_2010d,
  author        = {Chorianopoulos, Konstantinos and Rieniets, T},
  title         = {{Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication}},
  booktitle     = {Shared Encounters},
  publisher     = {Springer},
  year          = {2010},
  chapter       = {5},
  pages         = {81--98},
  edition       = {1},
  abstract      = {This chapter describes the design and development of an interactive video installation that allows
participants to explore a map narrative, and engage in group interactions through a shared screen. For this purpose, several
layers of cartographic information were employed in a computer application, which was programmed with motion-tracking libraries
in the open source tool processing. The interactive video installation has been chosen as a medium to achieve the following
aims: (1) The visualization of urban-conflict as an interactive map narrative, and (2) the encouragement of social encounters
through a shared screen. The development process begins with the design of interaction between the system and the participants,
as well as between the participants themselves. Then we map the interaction design concepts into multimedia and architectural
design. Finally, we provide a discussion on the creative process and the collaboration between different disciplines, such as
architecture, urban planning, cartography, computer engineering, and media studies.},
  link          = {Chorianopoulos_2010d.pdf},
  keywords      = {architectural space,architecture,collaboration,creativity,human-computer
interaction,installation,multimedia,processing,surface,ubiquitous computing},
  mendeley-tags = {human-computer interaction,multimedia,surface,ubiquitous computing},
  url           = {http://www.springerlink.com/content/u657l6240x2058k2/},
}

@InCollection{Willis_2010,
  author        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
  title         = {{Shared Encounters}},
  booktitle     = {Shared Encounters},
  publisher     = {Springer London},
  year          = {2010},
  editor        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
  series        = {Computer Supported Cooperative Work},
  chapter       = {1},
  pages         = {1--15},
  address       = {London},
  abstract      = {The approach often adopted by Human Computer Interaction (HCI) focuses on exchanges between a person and the
interface of a device situated within a specific context of use. This view is increasingly challenged by the complex and
dynamic world of the physical and social environment integrated with ubiquitous technologies, which requires an alternative
view that sees people creating settings which frame and structure their encounters. As a result, in recent years, HCI
researchers have recognized the need for social and physical data to be gathered and interpreted, but have often been
frustrated in their attempts to codify and make sense of the complex and dynamic nature of the real world of human experience.
Developments in the early 90s such as the emergence of the field of Computer Supported Cooperative Work (CSCW), the
introduction of the concept of social navigation (Hook et al. 2003), work on ambient environments, the UbiComp conference
series as well as more theoretical positions on embodied or situated interaction (Dourish 2001, McCullough 2005) have all lead
the way to a new understanding of HCI. Another driver for this change in emphasis in HCI is the emergence of mobile and
ubiquitous computing that has brought significant changes in social and cultural practices in spatial settings. Interactions
through and with ubiquitous technologies no longer require physical co-presence and have broadened the range of possible
interactions as well as the range of settings in which these interactions can unfold. The basis for this lies in the fact that
physical distance no longer prevents many of the types of interactions and encounters that had previously been confined to
face-to-face contact. As a result, there has been much discussion on the role of spatial setting and interaction mediated
through technologies such as that on the role of space and agency in the quality of the interaction (Dourish and Harrisson
1996) and also the broader concept of the situated behavior and actions (Suchman 1987). A good deal has also been written on
the subject of social collaboration among individuals using communication devices and the conditions or features that are
required to enable such activities (Gaver 1992; Paulos and Goodman 2004; Hook et al. 2003; Churchill et al. 2004). Further
discussion has focused on the technologies themselves, assessing the social impact of the emerging forms of behavior, such as
the activities of ad hoc communities enabled through mobile technologies (Rheingold 2002), or the patterns of mobile phones'
use (Katz and Aakhus 2002). Finally, numerous applications and locative media projects (e.g., Harle and Hopper 2005) which
explore interactions through realization have been developed. These projects and research offer many useful insights, but there
still remain many questions about how to create the conditions for meaningful and persisting shared interactions in public
space. The challenge is not only to build systems that respond to rich and dynamic social and physical events, but also to
provide a structure for sustainable participation and sharing.},
  doi           = {10.1007/978-1-84882-727-1},
  link          = {Willis_2010.pdf},
  isbn          = {978-1-84882-726-4},
  keywords      = {architectural space,architecture,collaboration,community,human-computer interaction,media
technology,ubiquitous computing},
  mendeley-tags = {architecture,human-computer interaction,media technology,ubiquitous computing},
  url           = {http://www.springerlink.com/index/10.1007/978-1-84882-727-1},
}

@InCollection{Chorianopoulos_2010,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Scenarios of Use for Sociable Mobile TV}},
  booktitle     = {Mobile TV: Customizing Content and Experience},
  publisher     = {Springer London},
  year          = {2010},
  editor        = {Marcus, Aaron and Roib{\'{a}}s, Anxo Cereijo and Sala, Riccardo},
  series        = {Human-Computer Interaction Series},
  pages         = {243--254},
  address       = {London},
  abstract      = {Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave
of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market
acceptance. Although, there has been a significant body of computer-supported co-operative work (CSCW) and mobile
human–computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such
as TV. In this article, we propose three concepts that drive the main paths for research and practice in mobile and social TV:
(1) Mobile TV as a content format, (2) Mobile TV as user behavior, and (3) Mobile TV as interaction terminal. Finally, we
provide particular directions to be considered in further research in social and mobile TV.},
  doi           = {10.1007/978-1-84882-701-1},
  link          = {Chorianopoulos_2010.pdf},
  isbn          = {978-1-84882-700-4},
  keywords      = {Interactive TV,computer mediated communication,human-computer interaction,mobile,mobile
TV,multimedia,scenario,social aspects,survey},
  mendeley-tags = {human-computer interaction,mobile,multimedia,scenario,survey},
  url           = {http://www.springerlink.com/content/wj6238165759l0u2/},
}

@InCollection{Chorianopoulos_2013a,
  author        = {Chorianopoulos, Konstantinos and Shamma, David Ayman and Kennedy, Lyndon},
  title         = {{Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video}},
  booktitle     = {Social Media Retrieval},
  publisher     = {Springer},
  year          = {2013},
  editor        = {Ramzan, Naeem and van Zwol, Roelof and Lee, Jong-Seok and Cl{\"{u}}ver, Kai and Hua, Xian-Sheng},
  pages         = {3--22},
  abstract      = {Content-based video retrieval has been a very efficient technique with new video content, but it has not
regarded the increasingly dynamic interactions between users and content. We present a comprehensive survey on user-based
techniques and instrumentation for social video retrieval researchers. Community-based approaches suggest there is much to
learn about an unstructured video just by analyzing the dynamics of how it is being used. In particular, we explore three
pillars of online user activity with video content: 1) Seeking patterns within a video is linked to interesting video segments,
2) Sharing patterns between users indicate that there is a correlation between social activity and popularity of a video, and
3) Editing of live events is automated through the synchronization of audio across multiple viewpoints of the same event.
Moreover, we present three complementary research methods in social video retrieval: Experimental replication of user activity
data and signal analysis, data mining and prediction on natural user activity data, and hybrid techniques that combine robust
content-based approaches with crowd sourcing of user gener- ated content. Finally, we suggest further research directions in
the combination of richer user- and content-modeling, because it provides an attractive solution to the personalization,
navigation, and social consumption of videos.},
  link          = {Chorianopoulos_2013a.pdf},
  isbn          = {978-1-4471-4555-4},
  keywords      = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},
  mendeley-tags = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},
  url           = {http://link.springer.com/chapter/10.1007/978-1-4471-4555-4{\_}1},
  doi = {10.1007/978-1-4471-4555-4_1},
}
@inproceedings{Garneli_2021b,
  title={Employing Social Interactions of Multiplayer Role-Playing Games in a Serious Game},
  author={Garneli, Varvara and Chorianopoulos, Konstantinos},
  booktitle={International Conference on Games and Learning Alliance},
  pages={220--229},
  year={2021},
  organization={Springer},
  url={https://doi.org/10.1007/978-3-030-92182-8_21},
  link={Garneli_2021b.pdf},
  abstract={Collaborative games prompt players to work together, communicating, coordinating, and assisting each other; such features make them suitable for learning purposes. Although several suggestions have been made to design serious collaborative games, the RPGs’ social interactions have not yet been explored in the context of science learning. This study evaluated a multiplayer game that integrates chemistry content in the gameplay mechanics of adventure games and RPGs. Twelve game testers participated in the evaluation process, constructing five groups: two groups of three persons and three groups of two. The players downloaded and installed the game on their computers, and then they played it. The results from the qualitative data confirmed that the clearly defined rules system facilitated teamwork through constant coordination and communication, making playing a pleasant experience. In addition, each player progressed his/her character through individual activities, promoting active collaboration in the missions’ accomplishment. Thus, the social character of RPGs has the potential to support the design of collaborative learning settings.},
}

@inproceedings{Kamilakis_2021,
author = {Kamilakis, Manousos and Batoglou, Evangelia and Chorianopoulos, Konstantinos},
title = {Pedestrian Path Making: Create on Mobile and Edit on Desktop},
year = {2021},
isbn = {9781450385787},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3489410.3489431},
link={Kamilakis_2021.pdf},
abstract = {Collaborative mapmaking provides an opportunity for aggregating and maintaining the knowledge of convenient and enjoyable pedestrian paths into a map which visualizes them in a way that supports positive walking experience. In this work, we present two versions of a pedestrian mapmaking application, one for desktop and one for mobile use. A field experiment was conducted in which the applications were used by volunteers and their experience was inquired in order to gain insights into how they interact with each of them. The results suggested the integration of the applications into one system enabling the desirable workflow of editing of paths on the desktop application which were recorded with the mobile. Moreover, map matching recorded paths seems helpful for mobile users, reducing the need for a posteriori correction of paths. Further research could strengthen the collaboration of desktop and mobile mapmaking interfaces, as well as improve the mobile interaction for sketching paths.},
booktitle = {CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter},
articleno = {21},
numpages = {5}
}

@inproceedings{Merkrouris_2021,
author = {Merkouris, Alexandros and Garneli, Varvara and Chorianopoulos, Konstantinos},
title = {Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag Game},
year = {2021},
isbn = {9781450385787},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3489410.3489422},
link={Merkouris_2021.pdf},
abstract = {Game-based competitive or cooperative robotics activities constitute an effective approach to exploit the child-robot interaction perspective. However, in most game-based robotics activities robots act autonomously to achieve the goal. In this work, we aim to promote the child-robot interaction aspect through a multiplayer game where one team of robots and humans collaborates to compete with another team of humans and cobots. We describe the design of an open space that will allow children to gain access, locally and remotely, and program robotic agents to play the traditional “Capture the Flag” game in a physical stadium-arena. Through this space, we intend to teach robotics, while programming human-robot interfaces, within a computer-supported game-based learning environment. We give insights on the initial design of such an open space and the educational benefits of its use in the comprehension of abstract computational and STEM concepts.},
booktitle = {CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter},
articleno = {12},
numpages = {5}
}

@inproceedings{Alexandrakis_2020b,
author = {Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},
title = {Implicit Factors Related to Greek Older Adults’ Perceived Usability of Online Technologies: An Exploratory Study},
year = {2020},
isbn = {9781450377737},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3389189.3393741},
doi = {10.1145/3389189.3393741},
link = {Alexandrakis_2020b.pdf},
booktitle = {Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments},
articleno = {23},
numpages = {4},
abstract = {Our experiences are neither independent of the tools we use nor of our perceptions. Culture can also affect people's conceptions upon a variety of issues, ranging from feelings of loneliness to technology usability. As for the latter, it seems that Greek older adults make use of web technologies much less than the majority of their peers in Europe. Based on the fact that psychosocial attributes can also affect technology usage, this exploratory quantitative research is an attempt to focus on the implicit factors related to Greek older adults' usability ratings of web technologies. For this aim, a web 2.0 storytelling prototype has been demonstrated to 112 participants and an online questionnaire was applied for data collection. According to findings, older adults' loneliness and future time perspective were associated with system usability, whereas their chronological age did not have any statistically significant relationship with usability. These outcomes, which are extensively discussed, contribute to the limited literature in the field by studying the interactions between older people's psychosocial attributes and their perceived usability of online technologies.},
keywords = {older adults, chronological age, future time perspective, loneliness, usability},
location = {Corfu, Greece},
series = {PETRA ’20}
}

@InProceedings{Garneli_2019c,
author="Garneli, Varvara
and Sotides, Christos
and Patiniotis, Konstantinos
and Deliyannis, Ioannis
and Chorianopoulos, Konstantinos",
editor="Liapis, Antonios
and Yannakakis, Georgios N.
and Gentile, Manuel
and Ninaus, Manuel",
title="Designing a 2D Platform Game with Mathematics Curriculum",
booktitle="Games and Learning Alliance",
year="2019",
publisher="Springer International Publishing",
address="Cham",
pages="42--51",
doi="10.1007/978-3-030-34350-7_5",
link = {Garneli_2019c.pdf},
abstract="New technologies and media aim at triggering student interest in mathematics and at making learning an entertaining process. However, playful math games need to provide learners with a better experience, which is connected with an engaging gameplay. Popular game mechanics could be used in order to integrate learning in the playing activities. This research employs the Super Mario game format for the design of a playful educational serious game in the context of math education. Mario Maths is addressed to students of 12 and 13 years old and aims to the practice of divisibility criteria. Mario collects numbers instead of coins that must be exactly divided with the number - target, avoiding or eliminating the wrong answers. A wrong choice transports Mario to a subterranean world which informs him for his mistake, but with no influence on the final goal achievement according to a constructive error and trial method. In the end of each track, the player is taking feedback of his effort in a self-assessment process. Mario Maths was developed to be used as a complementary educational tool for students who might be attracted from such forms of media. (https://github.com/ionio-seriousgames/mario-maths).",
isbn="978-3-030-34350-7"
}

@inproceedings{Alexandrakis_2019,
author="Alexandrakis, Diogenis
and Chorianopoulos, Konstantinos
and Tselios, Nikolaos",
editor="Lamas, David
and Loizides, Fernando
and Nacke, Lennart
and Petrie, Helen
and Winckler, Marco
and Zaphiris, Panayiotis",
title="Insights on Older Adults' Attitudes and Behavior Through the Participatory Design of an Online Storytelling Platform",
booktitle="Human-Computer Interaction -- INTERACT 2019",
year="2019",
publisher="Springer International Publishing",
address="Cham",
pages="465--474",
doi = {10.1007/978-3-030-29381-9_29},
link = {Alexandrakis_2019.pdf},
abstract="While digital technology adoption by older adults rises constantly, the design of new technologies often overlooks the culture of the end users, which, in turn, has an impact on the acceptance and use by many of them. Based on the fact that technology adoption by this age group in Greece remains low, compared to the vast majority of the EU countries, our goal in this paper is to gain further insights into the user requirements of older adults as web 2.0 storytellers in order for designers to better address their needs. For this purpose, we implemented participatory design with five older adults in Greece over a twelve-week period, combined with an evolutionary prototyping approach, as we noticed during our sessions that our participants had a difficulty in envisioning and proposing novel technologies. In order to analyze and interpret the feedback that we collected during the design sessions, the digital storytelling sessions and the in-depth interviews, we made use of the Activity Theory, as well as age-related and self-presentation frameworks. Through probing our participants' usage and design preferences of the storytelling platform, we came up with a set of attributes and motives that seem to expound their online choices. Issues of loneliness and social inclusion, generativity and computer mediated communication, among others, have emerged. Additionally, differences and similarities with findings from other studies have been indicated.",
isbn="978-3-030-29381-9"
}

@inproceedings{Kamilakis_2019,
author="Kamilakis, Manousos
and Chorianopoulos, Konstantinos",
editor="Lamas, David
and Loizides, Fernando
and Nacke, Lennart
and Petrie, Helen
and Winckler, Marco
and Zaphiris, Panayiotis",
title="Mobile Mapmaking: A Field Study of Gamification and Cartographic Editing",
booktitle="Human-Computer Interaction -- INTERACT 2019",
year="2019",
publisher="Springer International Publishing",
address="Cham",
pages="427--435",
doi = {10.1007/978-3-030-29384-0_26},
link = {Kamilakis_2019.pdf},
abstract="Digital mapmaking has traditionally been a desktop computing activity with dedicated graphical (native or web) applications that strongly depend on the precision of mouse input. In addition, digital mapmaking also has a strong pillar on field observations, which have remained a separate task to the final mapmaking. In this work, we present to users a mobile application that combines the strengths of graphical mapmaking user interfaces with the actual geographical context into an integrated and collaborative user interface. In particular, the application implements three representative mobile mapmaking tasks (path recording, path editing and path reviewing) and includes gamification elements. A field experiment was conducted with thirty-six participants for two twenty-day periods during which they were asked to provide information about the pedestrian network of an urban region using the app. The results from questionnaire responses and contribution data showed that most users prefer recording their path, which is also the work with the lowest interaction. Moreover, gamification did not bring the expected results and the more difficult tasks were undertaken by few devoted users. Further research is needed to examine how interface design could better engage committed users in the aforementioned mapmaking task types.",
isbn="978-3-030-29384-0"
}

@inproceedings{Vassilakis_2019,
 abstract = {Digital games designed for children and adolescents in the Diabetics Education (DE) context aim at positively influencing diabetics' behavior or teaching DE knowledge and skills. Previous work has not considered playful learning of difficult content, such as the Carbohydrate Counting Method, which involves counting the number of carbohydrate grams in a meal and matching that to the appropriate dose of insulin in order to manage the blood glucose levels. Sugar Mario was designed to have a familiar and simple gameplay based on classical platform video games, such as Super Mario, Donkey Kong, and other similar games. The carbohydrate counting method was seamlessly integrated in the gameplay in order to provide an educating, entertaining, and compelling experience to diabetics of all ages, even family members and friends. Our implementation suggests that a classic and engaging platform video game is malleable to the infusion of serious content without significant dilution of the gameplay. Notably, a diabetic person has designed Sugar Mario and the source code has been shared online for inspection and contribution by interested parties.},
 author = {Vassilakis, Nikolaos and Garneli, Varvara and Patiniotis, Konstantinos and Deliyannis, Ioannis and Chorianopoulos, Konstantinos},
 title = {Adapting a Classic Platform Video Game to the Carbohydrate Counting Method for Insulin-Dependent Diabetics},
 booktitle = {Proceedings of the 5th EAI International Conference on Smart Objects and Technologies for Social Good},
 series = {GoodTechs '19},
 year = {2019},
 isbn = {978-1-4503-6261-0},
 location = {Valencia, Spain},
 pages = {149--154},
 numpages = {6},
 link = {Vassilakis_2019.pdf},
 doi = {10.1145/3342428.3342681},
 publisher = {ACM},
 address = {New York, NY, USA},
 keywords = {Carbohydrate Counting Method, Diabetes Education, Health Games, Serious Game},
}

@inproceedings{Deliyannis_2018,
  abstract={The proliferation of smartphones with video recording and action cameras has empowered users to effortlessly capture everyday moments and activities in video format. This process often results into long video sequences that need to be edited down and summarized in order to be properly archived, shared within social media, or simply projected to family and friends. For those who do not possess video-editing skills, isolating the most appropriate moments is a difficult and time-consuming task. This work presents "ActionTrip", a system that provides gestural user interaction during video-capture, in order to seamlessly tag personal points of interest. In addition, the system captures contextual information about nearby landmarks and information from social networking systems. This combination of personal with social preferences has enabled a single-step final editing process, which presents to the user a small list of points interest (public landmarks and personal preferences), instead of the actual recorded video that might be very long to comprehend. The benefits of this system have been demonstrated through a small-scale case study during the visit and tour in a European city.},
  title={ActionTrip: automating egocentric video production through gestural interaction and landmark awareness},
  author={Deliyannis, Ioannis and Symianakis, Sifis and Chorianopoulos, Konstantinos},
  booktitle={Proceedings of the 22nd Pan-Hellenic Conference on Informatics},
  pages={127--132},
  year={2018},
  organization={ACM},
  link={Deliyannis_2018},
  doi={10.1145/3291533.3291585},
}

@inproceedings{Merkouris_2018,
  abstract={Contemporary research has introduced educational robotics in the classroom, but there are few studies about the effects of alternative embodied interaction modalities on computational thinking and science education. Twenty-six middle school students were asked to program interfaces for controlling the heading and speed of a robot using two types of embodied interaction modalities. We compared touch and full-body gestures to autonomous control, which does not require any embodied interaction. We assessed the development of their computational thinking skills by analyzing the projects they created during a problem-solving task and examined their understandings of science concepts related to kinematics. We found that novice students preferred full-body interfaces, while advanced students moved to more disembodied and abstract computational thinking. These findings might be applied to focus computing and science education activities to the right age and abilities groups of students.},
  title={Programming touch and full-body interaction with a remotely controlled robot in a secondary education STEM course},
  author={Merkouris, Alexandros and Chorianopoulos, Konstantinos},
  booktitle={Proceedings of the 22nd Pan-Hellenic Conference on Informatics},
  pages={225--229},
  year={2018},
  organization={ACM},
  link={Merkouris_2018},
  doi={10.1145/3291533.3291537},
}

@inproceedings{Merkouris_2017a,
abstract = {Embodiment within robotics can serve as an innovative approach to attracting students to computer programming. Nevertheless, there is a limited number of empirical studies in authentic classroom environments to support this assumption. In this study, we explored the synergy between embodied learning and educational robotics through a series of programming activities. Thirty-six middle school students were asked to create applications for controlling a robot using diverse interaction modalities, such as touch, speech, hand and full body gestures. We measured students' preferences, views, and intentions. Further- more, we evaluated students' interaction modalities selections during a semi- open problem-solving task. The results revealed that students felt more confident about their programming skills after the activities. Moreover, participants chose interfaces that were attractive to them and congruent to the programming tasks.},
author = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},
booktitle = {International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017)},
doi = {10.1007/978-3-319-75175-7_45},
link = {Merkouris_2017a.pdf},
keywords = {children,computer education,educational robotics,embodied learning,embodiment,experiment,human-robot interaction,input,interaction,robots},
mendeley-tags = {computing education,embodiment,input,interaction,robots},
pages = {146--153},
title = {{Programming Human-Robot Interactions in Middle School : The Role of Mobile Input Modalities in Embodied Learning}},
publisher = {Springer},
month = {november},
year = {2017}
}

@InProceedings{Merkouris_2015,
  author        = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},
  title         = {{Introducing Computer Programming to Children through Robotic and Wearable Devices}},
  booktitle     = {WiPSCE 2015: The 10th Workshop in Primary and Secondary Computing Education},
  year          = {2015},
  address       = {London},
  publisher     = {ACM},
  abstract      = {Learning to program in computer code has been considered one of the pillars of contemporary education with
benefits that reach well beyond the skills required by the computing industry, into creativity and self-expression.
Nevertheless, the execution of computer programs usually takes place on a traditional desktop computer, which has a limited
repertoire of input and output interfaces to engage with the user. On the other hand, pedagogy has emphasized that physical
representations and tangible interactive objects benefit learning especially for young students. In this work, we explore the
benefits of learning to code for ubiquitous computers, such as robots and wearable computers, in comparison to programming for
the desktop computer. For this purpose, thirty-six students participated in a within groups study that involved three types of
tangibility at the target computer platform: 1) desktop with Scratch, 2) wearable with Arduino LilyPad, and 3) robotic with
Lego Mindstorms. Regardless of the target platform, we employed the same desktop visual programming environment (MIT Scratch,
Modkit and Enchanting) and we measured emotional engagement and assessed students' programming skills. We found that students
expressed more positive emotions while programming with the robotic rather than the desktop computer. Furthermore, tangible
computing platforms didn't affect dramatically students' performance in computational thinking.},
  doi           = {10.1145/2818314.2818342},
  link          = {Merkouris_2015.pdf},
  keywords      = {children,computer education,embodiment,experiment,learning,programming,robot,ubiquitous computing,wearable},
  mendeley-tags = {computer education,programming,ubiquitous computing},
}

@InProceedings{Leftheriotis_2015a,
  author        = {Leftheriotis, Ioannis and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Interaction Space of Chords on a Vertical Multi-touch Screen}},
  booktitle     = {Proceedings of the 2015 International Conference on Interactive Tabletops {\&} Surfaces - ITS '15},
  year          = {2015},
  pages         = {355--360},
  address       = {New York, New York, USA},
  month         = {nov},
  publisher     = {ACM Press},
  abstract      = {Despite the increasing use of Multi-Touch (MT) capable devices, novel interaction techniques need to be
examined in order to swift from a single-touch WIMP interaction paradigm to a MT one.In this work, we focus on chord
interaction on vertical MT screens. Chord is the simultaneous touch of more than one finger on the MT screen. Based on a user
experiment with 12 users, we explore the positioning - interaction space of the chord technique, by investigating a relation
among the type of the chord (number of fingers) and the position on the screen that the chord was applied. The empirical
results have indicated an interaction pattern that demonstrates a significant relation between the type of the chord that was
applied (number of fingers) and its position on the screen. Our results show that as the number of fingers needed for a chord
increases, the nearer from the bottom left of the screen this chord is to be applied. Notably, our results give evidence of the
fact that there is a threshold (five-finger-chord) beyond which the above relation is not strong.},
  doi           = {10.1145/2817721.2823506},
  link          = {Leftheriotis_2015a.pdf},
  isbn          = {9781450338998},
  keywords      = {action windows,chords,interaction area,interaction distance,multi-touch,software technology,vertical
screen},
  mendeley-tags = {multi-touch,software technology},
  url           = {http://dl.acm.org/citation.cfm?id=2817721.2823506},
}

@InProceedings{Kravvaris_2015,
  author        = {Kravvaris, Dimitrios and Kermanidis, Katia Lida and Chorianopoulos, Konstantinos},
  title         = {{Ranking educational videos: The impact of social presence}},
  booktitle     = {2015 IEEE 9th International Conference on Research Challenges in Information Science (RCIS)},
  year          = {2015},
  pages         = {342--350},
  month         = {may},
  publisher     = {IEEE},
  abstract      = {The information conveyed via the social media, in addition to the content data, also contains social
characteristics that come from the social network users. A special interesting data category concerns the data that come from
the natural language present in the social media mainly in the form of video. Our study focuses on the speech content of the
videos in the form of transcript and the opinion of the social network users that have watched them. The representation of
content data is made through a vector space model that uses cosine similarity measure for the relevant ranking of the
transcripts. In order for the ranking to be more comprehensive we suggest the addition of a new parameter that of social weight
during the procedure, which will reflect the users' opinion. There is an analytic presentation of the method being suggested;
all the possible cases are being examined and the rules that define the new ranking are put forward. Furthermore, we apply this
method to video lectures derived from YouTube. The findings of the experiments show that the addition of the social weight
parameter reflects the users' views without changing to great extent the content based ranking of the video lectures. Finally,
a user evaluation experiment was carried out and showed that the ranking procedure that includes the social weight parameter is
closer to the users' ranking preferences.},
  doi           = {10.1109/RCIS.2015.7128895},
  link          = {Kravvaris_2015.pdf},
  isbn          = {978-1-4673-6630-4},
  keywords      = {Informatics,Media,Natural languages,Proposals,Videos,YouTube,computer aided instruction,content based
ranking,content data,cosine similarity,cosine similarity measure,educational video,mean average precision,natural
language,natural language processing,ranking,social characteristics,social media,social network users,social networking
(online),social weight parameter,speech content,user opinion,user ranking preferences,vector space model,video analytics,video
lectures,video signal processing},
  mendeley-tags = {video analytics,video lectures},
  shorttitle    = {Research Challenges in Information Science (RCIS),},
  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7128895},
}

@InProceedings{Giannakos_2015a,
  author        = {Giannakos, Michail N. and Garneli, Varvara and Chorianopoulos, Konstantinos},
  title         = {{Exploring the Importance of Making in an Educational Game Design}},
  booktitle     = {ICEC 2015},
  year          = {2015},
  address       = {Trondheim, Norway},
  publisher     = {Springer},
  abstract      = {Educational games have been employed in many settings as a means to engage young students. Different genres
and applications of games have been used to improve learning experience. The design or making of games in learning activities
has been linked to teaching of new skills. Within this paper we explore and discuss the differences of involving young students
into the game design and development process compared to just playing an educational game. In particular, we designed an
educational math-game and an activity that involves children in playing or modifying the game, and we performed a between
groups experiment with sixty students of the second grade of middle school (12 to 13 years old). Students formed three
equivalent groups of twenty. The first group played the game, the second engaged with re-designing and modifying the game and
the third (control) group solved the same exercises (with the educational game) on paper. The results showed that the making
group exhibits certain attitudinal benefits. Hence, our findings suggest that learning through games should include more than
just playing a well-designed game, it should also consider the involvement of students with various making affordances.},
  link          = {Giannakos_2015a.pdf},
  keywords      = {computing education,education,empirical evaluation,interaction design,learning,serious games,video game},
  mendeley-tags = {computing education,education,learning,serious games,video game},
  doi = {10.1007/978-3-319-24589-8_28},
}

@InProceedings{Garneli_2015a,
  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos},
  title         = {{Computing education in K-12 schools: A review of the literature}},
  booktitle     = {2015 IEEE Global Engineering Education Conference (EDUCON)},
  year          = {2015},
  pages         = {543--551},
  month         = {mar},
  publisher     = {IEEE},
  abstract      = {During the last few years, the focus of computer science education (CSE) in primary and secondary schools
(shortly K-12) have reached a significant turning point. This study reviews the published papers on the field of K-12 computing
education in order to summarize the findings, guide future studies and give reflections for the major achievements in the area
of CSE in K-12 schools. 47 peer-reviewed articles were collected from a systematic literature search and analyzed, based on a
categorization of their main elements. Programming tools, educational context, and instructional methods are the main examined
categories of this research. Results of this survey show the direction of CSE in schools research during the last years and
summarized the benefits as well as the challenges. In particular, we analyzed the selected papers from the perspective of the
various instructional methods aiming at introducing and enhancing learning, using several programming tools and educational
context in K-12 CSE. Despite the challenges, the findings suggest that implementing computing lessons in K-12 education could
be an enjoyable and effective learning experience. In addition, we suggest ways to facilitate deep learning and deal with
various implications of the formal and informal education. Encouraging students to create their own projects or solve problems
should be a significant part of the learning process.},
  doi           = {10.1109/EDUCON.2015.7096023},
  link          = {Garneli_2015a.pdf},
  isbn          = {978-1-4799-1908-6},
  keywords      = {CSE,Computer languages,Context,Education,Games,K-12 Education,K-12 computing education,K-12
schools,Programming profession,Visualization,computer aided instruction,computer education,computer programming,computer
science education,computing lesson implementation,educational context,educational institutions,formal education,informal
education,instructional methods,learning process,primary schools,programming,programming pedagogy,programming tools,secondary
schools},
  language      = {English},
  mendeley-tags = {computer education,programming},
  url           = {http://ieeexplore.ieee.org/articleDetails.jsp?arnumber=7096023},
}

@InProceedings{Chorianopoulos_2014a,
  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},
  title         = {{Design Principles for Serious Games in Mathematics}},
  booktitle     = {Proceedings of the 18th Panhellenic Conference on Informatics - PCI '14},
  year          = {2014},
  pages         = {1--5},
  address       = {New York, New York, USA},
  month         = {oct},
  publisher     = {ACM Press},
  abstract      = {Although there has been a lot of interest in the employment of video games in education, there are no clear
design guidelines. In this work, after surveying previous work in video game design, we highlighted three design principles: 1)
engage the students with a story and a hero, 2) employ familiar game mechanics from popular video games, and 3) provide
constructive trial and error gameplay for learning. As an illustrating example of those principles, we designed a video game
that teaches addition and subtraction of signed numbers. Finally, we outline several more serious games that have adopted the
above design principles. The results should be useful for designers, teachers, and researchers who work in the area of serious
games for learning. Further research should extend and experimentally validate these principles according to the discipline and
the learning style of students.},
  doi           = {10.1145/2645791.2645843},
  link          = {Chorianopoulos_2014a.pdf},
  isbn          = {9781450328975},
  keywords      = {Design,Design Principles,Education,Interaction Design,Learning,Mathematics,Serious Games},
  mendeley-tags = {Design,Education,Serious Games},
  url           = {http://dl.acm.org/citation.cfm?id=2645791.2645843},
}

@InProceedings{Giannakos_2014a,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Chrisochoides, Nikos},
  title         = {{Collecting and making sense of video learning analytics}},
  booktitle     = {2014 IEEE Frontiers in Education Conference (FIE) Proceedings},
  year          = {2014},
  pages         = {1--7},
  month         = {oct},
  publisher     = {IEEE},
  abstract      = {Teachers have employed online video as an element of their instructional media portfolio, alongside with
books, slides, notes, etc. In comparison to other instructional media, online video affords more opportunities for recording of
student navigation on a video lecture. Video analytics might provide insights into student learning performance and inform the
improvement of teaching tactics. Nevertheless, those analytics are not accessible to learning stakeholders, such as researchers
and educators, mainly because online video platforms do not share broadly the interactions of the users with their systems. As
a remedy, we have designed an open-access video analytics system and employed it in a video-assisted course. In this paper, we
present a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In
particular, we collected and analyzed students' video navigation, learning performance, and attitudes, and we provide the
lessons learned for further development and refinement of video-assisted courses and practices.},
  doi           = {10.1109/FIE.2014.7044485},
  link          = {Giannakos_2014a.pdf},
  isbn          = {978-1-4799-3922-0},
  keywords      = {Data visualization,Educational institutions,Learning Analytics,Media,Navigation,Open Learning System,Time
series analysis,Uniform resource locators,User Interactions,Video Lecture,analytics,learning,video},
  mendeley-tags = {analytics,learning,video},
  shorttitle    = {Frontiers in Education Conference (FIE), 2014 IEEE},
  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7044485},
}

@InProceedings{Chorianopoulos_2014d,
  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos and Reed, Scott},
  title         = {{Open Service for Video Learning Analytics}},
  booktitle     = {2014 IEEE 14th International Conference on Advanced Learning Technologies},
  year          = {2014},
  pages         = {28--30},
  month         = {jul},
  publisher     = {IEEE},
  abstract      = {Video learning analytics are not open to education stakeholders, such as researchers and teachers, because
online video platforms do not share the interactions of the users with their systems. Nevertheless, video learning analytics
are necessary to all researchers and teachers that need to understand and improve the effectiveness of the video lecture
pedagogy. In this paper, we present an open video learning analytics service, which is freely accessible online. The video
learning analytics service (named Social Skip) facilitates the analysis of video learning behavior by capturing learners'
interactions with the video player (e.g., seek/scrub, play, pause). The service empowers any researcher or teacher to create a
custom video-based experiment by selecting: 1) a video lecture from You Tube, 2) quiz questions from Google Drive, and 3)
custom video player buttons. The open video analytics system has been validated through dozens of user studies, which produced
thousands of video interactions. In this study, we present an indicative example, which highlights the usability and usefulness
of the system. In addition to interaction frequencies, the system models the captured data as a learner activity time series.
Further research should consider user modeling and personalization in order to dynamically respond to the interactivity of
students with video lectures.},
  doi           = {10.1109/ICALT.2014.19},
  link          = {Chorianopoulos_2014d.pdf},
  isbn          = {978-1-4799-4038-7},
  keywords      = {Analytics,Data visualization,Educational institutions,Google,Google Drive,Learning Analytics,Linked
Data,Open Learning System,Open Source,Streaming media,Time series analysis,User Interactions,Video,Video Analytics,Video
Lecture,YouTube,computer aided instruction,custom video player buttons,education stakeholders,learner activity time
series,online video platforms,open video learning analytics service,quiz questions,time series,video lecture,video lecture
pedagogy,video player,video streaming},
  mendeley-tags = {Analytics,Linked Data,Open Source,Video},
  shorttitle    = {Advanced Learning Technologies (ICALT), 2014 IEEE},
  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6901389},
}

@InProceedings{Makris_2013,
  author        = {Makris, Dimosthenis and Euaggelopoulos, Kleomenis and Chorianopoulos, Konstantinos and Giannakos, Michail
N.},
  title         = {{Could you help me to change the variables ? Comparing instruction to encouragement for teaching
programming}},
  booktitle     = {WiPSCE '13, November 11-13, 2013, Aarhus, Denmark},
  year          = {2013},
  abstract      = {Computer programming has become an important skill and it can be taught from early school years. Previous
research has developed and evaluated several visual programming tools that are suitable for computer education in schools.
However, little is known about how pedagogic styles affect student attitudes towards learning computer programming. This paper
reports on a preliminary study on the influence of alternative teaching styles on student's enjoyment and attitude towards
computing. Two groups of twelve students each were asked to revise a computer game. The traditional instruction group was
provided with detailed information, while the encouragement group was asked to help the teacher to change the variables of the
game. The results indicate that an encouraging pedagogic style promotes more positive attitudes towards computer programming
and more self-confidence than traditional instruction. Further research should repeat the experiment across several weeks for
more programming concepts and should also assess the cognitive benefits.},
  link          = {Makris_2013.pdf},
  isbn          = {9781450324557},
  keywords      = {Computational thinking,Computer education,Programming,Scratch,Secondary education,computer
education,confidence,encouragement,learning,programming,teaching},
  mendeley-tags = {computer education,learning,programming,teaching},
  doi = {10.1145/2532748.2532761},
}

@InProceedings{Ilioudi_2013,
  author        = {Ilioudi, Christina and Chorianopoulos, Konstantinos and Giannakos, Michail N.},
  title         = {{Comparing the camera shot styles of video lectures: Close-up versus broad framing of whiteboard and
lecturer}},
  booktitle     = {7th International Conference in Open and Distance Learning 2013},
  year          = {2013},
  editor        = {Lionarakis, Antonis},
  pages         = {1--7},
  address       = {Athens},
  abstract      = {Many educational organizations are motivated to create and share instructional videos, but there are no
guidelines about the presentation styles. In practice, the presentation style of video lectures ranges from simple video
capturing of classroom teaching, up to highly elaborate authoring of video presentations that include close-ups and video-cuts
of instructors, slides, animations, and interactive drawing boards. In particular, there is limited research about the effects
of each presentation style on student learning performance and attitudes. In this work, we examine the effects of video
presentation styles in supporting the teaching of mathematics in the secondary education. In addition to a control group that
studied through a paper-book, two groups of students attended two distinct styles of video lectures: 1) video capture of class
teaching (Talking head style), and 2) close-up video capture of an interactive drawing board with voice-over (Khan style). The
participants of our study consisted of 36 students (15 boys and 21 girls, 16 years old), who received the respective three
treatments (paper book, talking head, khan style), over the course of three math modules in three weeks' time. We found that
learning effects show up only after the second week and that the Talking Head style was more effective than the book for
complex topics.},
  link          = {Ilioudi_2013.pdf},
  keywords      = {MOOC,Video,e-learning,enjoyment,khan style,performance,playfulness,satisfaction,talking head
lectures,teaching,technology-enhnanced learning},
  mendeley-tags = {MOOC,e-learning,teaching,technology-enhnanced learning},
}

@InProceedings{Garneli_2013,
  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Learning by Playing and Learning by Making}},
  booktitle     = {4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on
25-27 September 2013.},
  year          = {2013},
  pages         = {76--85},
  abstract      = {Serious video games have been proposed as a means to engage students with the Science, Technology,
Engineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching
practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in
making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups
experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced
with a serious game in three different ways. The first group played the storytelling game, the second played the same game but
with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced
traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by
engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar
studies with a focus on involving students in serious game modification, over longer periods of time and for additional
curriculum topics.},
  link          = {Garneli_2013.pdf},
  keywords      = {CS education,Scratch,behaviorism,children,code engagement,computer
education,constructivism,education,human-computer interaction,learning,making,playing,programming environment,serious
game,storytelling element},
  mendeley-tags = {Scratch,children,computer education,education,human-computer interaction,learning,making,playing},
  doi = {10.1007/978-3-642-40790-1_8},
}

@InProceedings{Rautiainen_2013,
  author        = {Rautiainen, Mika and Heikkinen, Arto and Sarvanko, Jouni and Chorianopoulos, Konstantinos and Kostakos,
Vassilis and Ylianttila, Mika},
  title         = {{Time shifting patterns in browsing and search behavior for catch-up TV on the web}},
  booktitle     = {Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13},
  year          = {2013},
  pages         = {117--120},
  address       = {New York, New York, USA},
  month         = {jun},
  publisher     = {ACM Press},
  abstract      = {Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited
information about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two
distinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based
on a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user
sessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were
typically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically
more than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV
content. Further research should develop the user experience for content-based TV access and explore the sharing patterns of
archival TV content on social networks.},
  doi           = {10.1145/2465958.2465965},
  link          = {Rautiainen_2013.pdf},
  isbn          = {9781450319515},
  keywords      = {TV,TiVo,catch-up tv,content-based retrieval,human-computer interaction,information
retrieval,multimedia,navigation,software technology,user behavior,video},
  mendeley-tags = {TV,TiVo,human-computer interaction,information retrieval,multimedia,navigation,software technology,video},
  url           = {http://dl.acm.org/citation.cfm?id=2465958.2465965},
}

@InProceedings{Mikalef_2012,
  author        = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum}},
  booktitle     = {ICEC 2012},
  year          = {2012},
  editor        = {Herrlich, Marc and Malaka, Rainer and Masuch, Maic},
  volume        = {7522},
  series        = {Lecture Notes in Computer Science},
  pages         = {553--561},
  address       = {Berlin, Heidelberg},
  publisher     = {Springer},
  abstract      = {Educators and museum curators have recognized the value of interactivity, but it remains unclear what is the
right level of interactivity in informal learning settings, such as museums. In this study, we explore the effect of in-
creasing levels of interactivity on learning performance and students' intention for future museum visits. We developed an
educational mobile application based on QR codes and quiz software, in order to augment visual arts comprehension during a
visit to an art gallery. In addition to the mobile-based version of the game, a paper-based version was also employed followed
by a controlled experiment. A total of 60 lyceum students (between 15 and 16 years old) participated in a between-groups
evaluation that compared the performance of three levels of interactivity (passive guided tour, paper-based, mobile-based), as
well as the perceptions among the groups. The results indicate that the mobile-based student group had higher performance in
the post-assessment when compared with the paper-based one. Notably, perceived interest for the game affects students'
perceptions for a future museum visit. Further research should consider the effects of higher-fidelity types of mobile
applications, such as 3D graphics, as well as augmented-reality games.},
  doi           = {10.1007/978-3-642-33542-6},
  link          = {Mikalef_2012.pdf},
  isbn          = {978-3-642-33541-9},
  keywords      = {computer education,e-learning,human-computer interaction,informal learning,mobile,mobile
learning,multimedia,museum,perceptions,performance,ubiquitous computing},
  mendeley-tags = {computer education,e-learning,human-computer interaction,mobile,multimedia,museum,ubiquitous computing},
  url           = {http://www.springerlink.com/content/n20l520212624g44/},
}

@InProceedings{Giannakos_2012,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Math is not only for Science Geeks : Design and Assessment of a Storytelling Serious Video Game}},
  booktitle     = {In Proceedings of the 2012 12th IEEE International Conference on Advanced Learning Technologies},
  year          = {2012},
  number        = {ix},
  pages         = {418--419},
  publisher     = {IEEE Computer Society},
  abstract      = {Educational video games have been employed by teachers in order to make educational software more attractive
to students. However, limited research has been made on the design and assessment of the storytelling elements and the
educational effectiveness of these games in sciences curricula. For this purpose, we used Scratch to develop a storytelling
mathematics video game and then we measured its educational effect to a small group of twelve students. We found that the
story-based math video game has captivated the interest of students and it has been beneficial in the improvement of their
performance in an assessment test. Most notably, the improvement was higher for students who used to have poor performance in
mathematics. In practice, educators should develop similar games for similar science topics (e.g., physics, chemistry, etc),
while further research should consider the active involvement of students in the design of serious games.},
  doi           = {10.1109/ICALT.2012.16},
  link          = {Giannakos_2012.pdf},
  isbn          = {9780769547022},
  keywords      = {Scratch,children,computer education,e-learning,math,multimedia,performance,serious,storytelling,video game},
  mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},
}

@InProceedings{Leftheriotis_2012,
  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Tool support for developing scalable multiuser applications on multi-touch screens}},
  booktitle     = {Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces - ITS '12},
  year          = {2012},
  pages         = {371--374},
  address       = {New York, New York, USA},
  month         = {nov},
  publisher     = {ACM Press},
  abstract      = {MT (Multi-touch) screens are platforms that enhance multiuser collaboration. In this work, we underline the
need for novel interaction techniques and toolkits that allow multi-user collaboration on larger MT surfaces. We present
ChordiAction toolkit that makes use of a novel chorded interaction technique allowing simultaneous multi-user interaction on
scalable MT applications. We describe the design, the architecture and some efficient customizations practices of the toolkit
and show how it can be effectively embedded in an application for multiuser interaction. As a proof of concept, we present some
example applications using ChordiAction toolkit showing its potentials and discuss our future plans for further evaluation of
this technique.},
  doi           = {10.1145/2396636.2396703},
  link          = {Leftheriotis_2012.pdf},
  isbn          = {9781450312097},
  keywords      = {Surface,chords,collaboration,human-computer interaction,large multi-touch
screens,multi-touch,multi-user,software technology,toolkit,ubiquitous computing},
  mendeley-tags = {Surface,collaboration,human-computer interaction,multi-user,software technology,ubiquitous computing},
  url           = {http://dl.acm.org/citation.cfm?id=2396636.2396703},
}

@InProceedings{Leftheriotis_2012a,
  author        = {Leftheriotis, Ioannis and Gkonela, Chrysoula and Chorianopoulos, Konstantinos},
  title         = {{Efficient Video Indexing on the Web : A System that Crowdsources User Interactions with a Video Player}},
  booktitle     = {2nd International ICST Conference on User Centric Media (UCMEDIA 2010)},
  publisher     = {Springer Berlin Heidelberg},
  year          = {2012},
  editor        = {Alvarez, Federico and Costa, Cristina},
  volume        = {60},
  series        = {Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications
Engineering},
  pages         = {123--131},
  address       = {Berlin, Heidelberg},
  month         = {jan},
  abstract      = {In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the
most important scenes of an online video stream, by analyzing users' interactions with a web video player. As a test bench to
verify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database
(Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play,
pause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system
with data from an experiment with nine users. We found that the VideoSkip system indexes video content by leveraging implicit
users interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player
and its thumbnail generation technique. The VideSkip system could compliment content-based algorithms, in order to achieve
efficient video-indexing in difficult videos, such as lectures or sports.},
  doi           = {10.1007/978-3-642-35145-7_16},
  link          = {Leftheriotis_2012a.pdf},
  isbn          = {978-3-642-35144-0},
  keywords      = {crowdsourcing,google app engine,human-computer interaction,indexing,interactive
tv,multimedia,pragmatics,semantics,software technology,thumbnails,time-series,video,video lectures,youtube},
  mendeley-tags = {human-computer interaction,multimedia,software technology,time-series,video lectures},
  url           = {http://dx.doi.org/10.1007/978-3-642-35145-7{\_}16},
}

@InProceedings{Du_2011a,
  author        = {Du, Honglu and Inkpen, Kori and Chorianopoulos, Konstantinos and Czerwinski, Mary and Johns, Paul and Hoff,
Aaron and Roseway, Asta and Morlidge, Sarah and Tang, John and Gross, Tom},
  title         = {{VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships}},
  booktitle     = {ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28
September 2011, Aarhus Denmark},
  year          = {2011},
  editor        = {B{\o}dker, Susanne and Bouvin, Niels Olof and Wulf, Volker and Ciolfi, Luigina and Lutters, Wayne},
  pages         = {273--292},
  address       = {London},
  publisher     = {Springer London},
  abstract      = {Pen pal programs for connecting students from around the world through letter writing have been popular for
generations. However, traditional technologies have several limitations in supporting pen pal activities. In this study, we
explored the potential of video-based asynchronous messaging in supporting the development of children's cross-cultural
friendships. This paper presents the results of a 2-month study of 30 children from the USA and Greece, exploring their uses
of, and experiences with, email and an asynchronous video-based messaging tool we developed called VideoPal. The results from
this work highlight the important benefits video provides compared to its text counterpart - email. We conclude with a
discussion of the key factors that video enables to benefit the development of children's long-distance friendships.},
  doi           = {10.1007/978-0-85729-913-0},
  link          = {Du_2011a.pdf},
  isbn          = {978-0-85729-912-3},
  keywords      = {Asynchronous,Children,Interactions,Pen pal,Video-mediated communication,children,computer education,computer
mediated communication,longitudinal,messaging,software technology},
  mendeley-tags = {children,computer education,computer mediated communication,messaging,software technology},
  url           = {http://www.springerlink.com/content/r4631716g3w71157/},
}

@InProceedings{Giannakos_2011,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Johns, Paul and Inkpen, Kori and Du, Honglu},
  title         = {{Childrens Interactions in an Asynchronous Video Mediated Communication Environment}},
  booktitle     = {Human-Computer Interaction – INTERACT 2011},
  year          = {2011},
  editor        = {Campos, Pedro and Graham, Nicholas and Jorge, Joaquim and Nunes, Nuno and Palanque, Philippe and Winckler,
Marco},
  volume        = {6946},
  series        = {Lecture Notes in Computer Science},
  pages         = {199--206},
  address       = {Berlin, Heidelberg},
  publisher     = {Springer Berlin Heidelberg},
  abstract      = {Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and
play. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a
group of children, who exchanged video messages in an informal context. In particular, we have analyzed 386 videos over a
period of 11 weeks, which were exchanged by 30 students of 4 th and 5 th grade from USA and Greece. We found that the number of
views and the duration of a video message significantly depend on the gender of the viewer and creator. Most notably, girls
created more messages, but boys viewed their own messages more. Finally, there are video messages with numerous views, which
indicates that some videos have content qualities beyond the communication message itself. Overall, the practical implications
of these findings indicate that the developers of asynchronous VMC should consider functionalities for preserving some of the
video messages.},
  doi           = {10.1007/978-3-642-23774-4},
  link          = {Giannakos_2011.pdf},
  isbn          = {978-3-642-23773-7},
  keywords      = {Asynchronous,Children,Gender,Thread,Video-Mediated Communication,children,computer education,computer
mediated communication,messaging},
  mendeley-tags = {children,computer education,computer mediated communication,messaging},
  url           = {http://www.springerlink.com/content/y51w14466hk85852/},
}

@InProceedings{Chorianopoulos_2011a,
  author        = {Chorianopoulos, Konstantinos and Leftheriotis, Ioannis and Gkonela, Chrysoula},
  title         = {{SocialSkip: Pragmatic Understanding within Web Video}},
  booktitle     = {9th european conference on European interactive television conference (EuroITV '11)},
  year          = {2011},
  pages         = {25--28},
  abstract      = {In this paper, we present a system that facilitates the analysis of user activity within a web video.
Previous research in user-based techniques has assumed an extra effort from the users, such as video replies, comments, tags,
and annotations. We have developed and evaluated the SocialSkip system, which improves sense making of web videos by
visualizing the simplest form of user interactions with video, such as pause, and seek. In contrast to previous stand-alone
implementations, the SocialSkip system employs a web-video player and cloud-based resources (application logic, database,
content). The system was validated with two user studies, which provided several hundreds of user interactions with five types
of web video (sports, comedy, lecture, documentary, how-to). We found that seeking activity within web video is reversely
proportional to how interesting the video is. Moreover, we suggest that if the users are actively seeking for information
within a video (e.g., lecture, how-to), then the user activity graph could be associated with the semantics of the video.
Finally, SocialSkip provides an open architecture for collaborative contributions to the analysis of the user activity data, in
a fashion similar to the TRECVID workshop series.},
  doi           = {10.1145/2000119.2000124},
  link          = {Chorianopoulos_2011a.pdf},
  keywords      = {Pragmatics,User-Based,Web Video,YouTube,analytics,cloud computing,human-computer interaction,information
retrieval,multimedia,software technology,video lectures},
  mendeley-tags = {YouTube,analytics,human-computer interaction,information retrieval,multimedia,software technology,video
lectures},
  url           = {http://doi.acm.org/10.1145/2000119.2000124},
}

@InProceedings{Leftheriotis_2011,
  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},
  title         = {{User Experience Quality in Multi-Touch Tasks}},
  booktitle     = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},
  year          = {2011},
  pages         = {277--282},
  abstract      = {In this paper, we present an updated set of experimental tasks and measures for large multi-touch (MT) input
devices. In addition to a multi-user condition, we have employed an updated set of tasks, as well as subjective measures for
user enjoyment. In the first experiment (a target acquisition task with two moving targets), the MT was more efficient than the
mouse. Surprisingly, we found that the reduced accuracy of MT did not affect the perceived usability, or the enjoyment of the
users. In the second experiment (a multiple shapes docking task), the MT was again more efficient and enjoying than the mouse.
In the two-user condition, we found that performance and enjoyment was always higher than the single-user conditions,
regardless of input device and task. Besides the quantitative results, we observed that users employed diverse interaction
strategies in the MT condition, such as bi-manual input. The proposed tasks and the results support the use of MT in
entertainment applications (multimedia and video-games), collaborative work, and scientific visualizations with complex data.},
  doi           = {10.1145/1996461.1996536},
  link          = {Leftheriotis_2011.pdf},
  keywords      = {Multi-touch,collaboration,human-computer interaction,input,large screen,mouse,multi-user,software
technology,surface,task,ubiquitous computing,user experience},
  mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing},
  url           = {http://doi.acm.org/10.1145/1996461.1996536},
}

@InProceedings{Kravvaris_2011,
  author        = {Kravvaris, Dimitrios and Thanou, E. and Chorianopoulos, Konstantinos},
  title         = {{Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards}},
  booktitle     = {Informatics (PCI), 2011 15th Panhellenic Conference on},
  year          = {2011},
  pages         = {287--291},
  abstract      = {Many schools are replacing traditional whiteboards with interactive versions connected to computers and
operated with a digital pen. Previous research has established that interactive whiteboards facilitate the learning activities,
but there is limited research on the usability of the available digital pens. In particular, the Wiimote project is a cheap
interactive whiteboard that employs an infrared pen, which is available in two versions: 1) push button and 2) tip activated.
The push button is a pen which functions is similar to that of a mouse and the tip activated is a pen that acts like a "real"
pen. In this article, we present an experiment that compares the usability of two infrared pens (push button and tip activated)
in a target acquisition and a docking task. In addition to those typical input device tasks, we developed a more realistic
drawing task, in order to assess the accuracy of each input device. We found that the tip activated pen is more usable, more
accurate, and creates less fatigue.},
  link          = {Kravvaris_2011.pdf},
  keywords      = {computer education,docking,human-computer interaction,infrared pen,interactive whiteboard,push
button,surface,target acquisition,tip activated,ubiquitous computing,wiimote project},
  mendeley-tags = {computer education,human-computer interaction,surface,ubiquitous computing},
  url           = {http://ieeexplore.ieee.org/xpl/freeabs{\_}all.jsp?arnumber=6065103},
}

@InProceedings{Leftheriotis_2011a,
  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},
  title         = {{Multi-user Chorded Toolkit for Multi-touch Screens}},
  booktitle     = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},
  year          = {2011},
  pages         = {161--164},
  abstract      = {In this work, we present the design and implementation of a chorded menu for multiple users on a large
multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users make a selection by
touching multiple fingers simultaneously on any place of the display. Previous research on multi-touch toolkits has provided
basic access to touch events, but there is no support for advanced user interface widgets, such as chords. For this purpose, we
extended the open-source PyMT toolkit with an architecture that supports alternative user interaction strategies with chorded
menus. In addition, we built a multi-user extension that supports chords for two or more users. Chords could be used for having
user-aware MT applications. Our toolkit is open source and has been designed as a widget that could be integrated into broader
interaction frameworks for multi-touch screens.},
  doi           = {10.1145/1996461.1996513},
  link          = {Leftheriotis_2011a.pdf},
  keywords      = {Multi-touch,PyMT,Surface,architecture,chord,human-computer interaction,large display,multi-user,software
technology,toolkit,ubiquitous computing},
  mendeley-tags = {Surface,human-computer interaction,software technology,ubiquitous computing},
  url           = {http://doi.acm.org/10.1145/1996461.1996513},
}

@InProceedings{Chorianopoulos_2010c,
  author        = {Chorianopoulos, Konstantinos and Polymeris, Gerasimos},
  title         = {{A case study of the deployment of cultural probes in remote schools}},
  booktitle     = {7th Pan-Hellenic Conference with International Participation «ICT in Education»},
  year          = {2010},
  editor        = {Jimoyiannis, A.},
  pages         = {185--188},
  address       = {Corinth},
  publisher     = {University of Peloponnese, Korinthos, Greece, 23-26 September 2010},
  abstract      = {Cultural probes have emerged as an effective user requirements capturing toolset for sensitive environments,
such as domestic and educational settings. Previous efforts with cultural probes have been done on a small scale with no more
than 20 users and have mostly considered urban environments. In contrast, we have collected cultural probes from more than ten
remote schools and involved more than 100 students and teachers. We have found that some of the original analog probes might be
already outdated in the face of contemporary digital tools and technologies, even in places that have remained greatly
unaffected by modern life. The results of this study provide a framework for employing, administering, and analyzing cultural
probes in longitudinal studies of remote places.},
  link          = {Chorianopoulos_2010c.pdf},
  keywords      = {children,computer education,cultural probes,ethnography,isolated,remote schools},
  mendeley-tags = {children,computer education,cultural probes,ethnography},
  url           = {http://korinthos.uop.gr/{~}hcicte10/proceedings/103.pdf},
}

@InProceedings{Giannakos_2010,
  author        = {Giannakos, Michail N. and Giotopoulos, Konstantinos K. and Chorianopoulos, Konstantinos},
  title         = {{In the face (book) of the daily routine}},
  booktitle     = {Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments
- MindTrek '10},
  year          = {2010},
  pages         = {153--157},
  address       = {New York, New York, USA},
  month         = {oct},
  publisher     = {ACM Press},
  abstract      = {This paper investigates the uses of the popular social networking site Facebook, and the perceptions of the
users which derive from their Facebook experience. In the exploratory stage, 70 users generated phrases to describe the manner
they used Facebook. Interestingly, some users do not only describe the uses, but also mention how they perceive these uses.
These phrases were coded into 14 items and then clustered into 4 factors. The second stage of the study, which was addressed to
131 Facebook users, the factor analysis that was conducted, verified the validity of the four factors: Social Connection,
Social Network Surfing, Wasting Time, Using Applications. Finally, the results were analyzed in order to interpret each
factor's impact and to enable a comparison with previous research regarding the same subject. These showed how users continue
to primarily regard Facebook as a means of socializing with other users, but also the extent to which Facebook has become a
part of their daily routine, something that is indicated by the impact of the "Wasting Time" factor. Further research can be
conducted by addressing a greater number of users, selected with a less random manner and possibly with a different (cultural,
economical etc.) background.},
  doi           = {10.1145/1930488.1930521},
  link          = {Giannakos_2010.pdf},
  isbn          = {9781450300117},
  keywords      = {human-computer interaction,online interactions,social media,social networking,social networks,uses and
perceptions},
  mendeley-tags = {human-computer interaction,social media,social networking},
  url           = {http://portal.acm.org/citation.cfm?id=1930488.1930521},
}

@InProceedings{Chorianopoulos_2009,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Evaluating the social effects of distant education beyond the desktop computer}},
  booktitle     = {5th International Conference on Open and Distance Learning (ICODL)},
  year          = {2009},
  pages         = {117--121},
  address       = {Athens},
  publisher     = {Hellenic Open University Press},
  abstract      = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass
communication system that brings together a physically distributed educational community. There is a significant body of
related research, but no integrated approach. In particular, previous academic research has not been evaluated with casual
users in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance
communication systems on everyday life, such as community identity, community awareness, and civic participation have not been
documented. For this purpose, we plan to deploy an ambient and social interactive TV platform that supports social
communication between remote and isolated schools. Here, we describe tools and techniques for a systematic longitudinal
evaluation of the social effects of the media communication system on an educational setting.},
  link          = {Chorianopoulos_2009.pdf},
  keywords      = {Children,computer education,computer mediated communication,human-computer
interaction,installation,longitudinal,multimedia,remote schools,sustainability,ubiquitous computing,well being},
  mendeley-tags = {computer education,computer mediated communication,human-computer
interaction,installation,multimedia,ubiquitous computing},
}

@InProceedings{Chorianopoulos_2009a,
  author        = {Chorianopoulos, Konstantinos and Cesar, Pablo},
  title         = {{Taking Social TV beyond chatting: How the TV viewer adds value to the Network}},
  booktitle     = {MCIS 2009.},
  year          = {2009},
  pages         = {39},
  address       = {Athens},
  abstract      = {In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research
area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular
disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that
builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance
of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and
highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further
research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way.},
  link          = {Chorianopoulos_2009a.pdf},
  keywords      = {Interactive TV,Internet TV,Networked TV,Social TV,computer mediated communication,human-computer
interaction,multimedia},
  mendeley-tags = {computer mediated communication,human-computer interaction,multimedia},
  url           = {http://aisel.aisnet.org/mcis2009/39/},
}

@InProceedings{Banakou_2009,
  author        = {Banakou, Domna and Chorianopoulos, Konstantinos and Anagnostou, Kostas},
  title         = {{Avatars Appearance and Social Behavior in Online Virtual Worlds}},
  booktitle     = {2009 13th Panhellenic Conference on Informatics},
  year          = {2009},
  pages         = {207--211},
  month         = {sep},
  publisher     = {IEEE},
  abstract      = {In this article, we investigate the effects of avatars appearance on user social behavior in online virtual
worlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public
spaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnography for
the study of cyberspace. We employed nine users who used four different avatars and we observed a cumulative of more than two
hundreds social encounters. The results of the study indicate that avatars appearance is an important factor in determining the
social communication patterns between users in online 3D worlds. In particular, we found that users with more elaborate avatars
had a higher success rate in their social encounters, than those users with the default avatars. The implications of this study
raise several issues for the design of avatars, as well as for the study of social communication in online 3D worlds.},
  doi           = {10.1109/PCI.2009.9},
  link          = {Banakou_2009.pdf},
  isbn          = {978-0-7695-3788-7},
  keywords      = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer
interaction,multimedia,self-confidence,sociability,virtual world},
  mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world},
  url           = {http://www.computer.org/portal/web/csdl/doi/10.1109/PCI.2009.9},
}

@InProceedings{Oumard_2008,
  author        = {Oumard, Marieke and Mirza, Diana and Kroy, Juliane and Chorianopoulos, Konstantinos},
  title         = {{A cultural probes study on video sharing and social communication on the internet}},
  booktitle     = {Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts -
DIMEA '08},
  year          = {2008},
  series        = {DIMEA '08},
  pages         = {142--148},
  address       = {New York, New York, USA},
  publisher     = {ACM Press},
  abstract      = {The focus of this article is the link between video sharing and interpersonal communication on the internet.
Previous works on social television systems belong to two categories: 1) studies on how collocated groups of viewers socialize
while watching TV, and 2) studies on novel Social TV applications (e.g. experimental set-ups) and devices (e.g. ambient
displays) that provide technological support for TV sociability over a distance. The main shortcoming of those studies is that
they have not considered the dominant contemporary method of Social TV. Early adopters of technology have been watching and
sharing video online. We employed cultural probes in order to gain in-depth information about the social aspect of video
sharing on the internet. Our sample consisted of six heavy users of internet video, watching an average of at least one hour of
internet video a day. In particular, we explored how they are integrating video into their daily social communication
practices. We found that internet video is shared and discussed with distant friends. Moreover, the results of the study
indicate several opportunities and threats for the development of integrated mass and interpersonal communication applications
and services.},
  doi           = {10.1145/1413634.1413664},
  link          = {Oumard_2008.pdf},
  isbn          = {9781605582481},
  keywords      = {computer mediated communication,cultural probes,entertainment,ethnography,human-computer
interaction,internet video,multimedia,online communication,user study},
  mendeley-tags = {computer mediated communication,entertainment,ethnography,human-computer interaction,multimedia},
  url           = {http://doi.acm.org/10.1145/1413634.1413664},
}

@InCollection{Chorianopoulos_2008c,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Connecting remote educational spaces with mediated presence}},
  booktitle     = {Mediacity: Situations, Practices, and Encounters.},
  year          = {2008},
  editor        = {Eckardt, Frank},
  pages         = {227--244},
  address       = {Berlin},
  edition       = {Frank {\&} Ti},
  abstract      = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass
communication system that brings together a physically distributed educational community. There is a significant body of
related research, but no integrated approach. In the 70's and 80's, early video-art installations have explored the links
between television, architectural space and community identity. During the 90's and onwards, the artistic inspiration has
caught on with research labs, which developed several distant communication systems. Nevertheless, previous academic research
has not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most
interesting effects of distance communication systems on everyday life, such as community identity, community awareness, and
civic participation have not been documented. We plan to deploy an ambient and social interactive TV platform that supports
social communication in a positive way. In particular, we describe materials, tools and techniques for a systematic
longitudinal evaluation of the social effects of the media communication system on an educational setting. Furthermore, we
frame this research program in the wider context of media and architecture academic enquiry.},
  link          = {Chorianopoulos_2008c.pdf},
  keywords      = {architectural space,community,computer education,computer mediated
communication,creativity,installation,media studies,sociability},
  mendeley-tags = {community,computer education,computer mediated communication},
}

@InProceedings{Riecke_2008,
  author        = {Riecke, Ralph and Juers, Alex and Chorianopoulos, Konstantinos},
  title         = {{Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices}},
  booktitle     = {Proceedings of the 6th European conference on Changing Television Environments},
  year          = {2008},
  editor        = {Tscheligi, Manfred and Obrist, Marianna and Lugmayr, Artur},
  volume        = {5066},
  series        = {Lecture Notes in Computer Science},
  pages         = {268--272},
  address       = {Berlin, Heidelberg},
  publisher     = {Springer Berlin Heidelberg},
  abstract      = {The aim of this work is to study the usability of voting on music TV channels. We asked subjects to perform
a voting-task on two different music TV shows. The results indicate, that 1) there are small differences in acceptance and
understanding of the voting-instructions between users and non-users, 2) the mobile phone is a familiar and the most preferred
voting-device and 3) sociability features is a way to support the pricing model of voting services for entertainment
applications in TV.},
  doi           = {10.1007/978-3-540-69478-6},
  link          = {Riecke_2008.pdf},
  isbn          = {978-3-540-69477-9},
  issn          = {0302-9743},
  keywords      = {Usability,human-computer interaction,interactive TV,media studies,mobile phone,music TV,voting},
  mendeley-tags = {human-computer interaction,media studies},
  url           = {http://dx.doi.org/10.1007/978-3-540-69478-6{\_}36},
}

@InProceedings{Cesar_2008b,
  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos},
  title         = {{Interactivity and user participation in the television lifecycle}},
  booktitle     = {Proceeding of the 1st international conference on Designing interactive user experiences for TV and video -
uxtv '08},
  year          = {2008},
  pages         = {125--128},
  address       = {New York, New York, USA},
  month         = {oct},
  publisher     = {ACM Press},
  abstract      = {Interactive TV research encompasses a rather diverse body of work (e.g. multimedia, HCI, CSCW, UIST, user
modeling, media studies) that has accumulated over the past 20 years. In this article, we highlight the state-of-the-art and
consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of creating, sharing and
watching TV? We survey the literature and identify three concepts that have been inherent in interactive TV research: 1)
interactive TV as content creation, 2) interactive TV as a content and experience sharing process, and 3) interactive TV as
control of audiovisual content. We propose this simple taxonomy (create-share-control) as an evolutionary step over the
traditional hierarchical produce-distribute-consume paradigm. Moreover, we highlight the importance of sociability in all
phases of the create-share-control model.},
  doi           = {10.1145/1453805.1453830},
  link          = {Cesar_2008b.pdf},
  isbn          = {9781605581002},
  keywords      = {human-computer interaction,interactive television,interactivity,multimedia,research survey,social
tv,taxonomy,user participation},
  mendeley-tags = {human-computer interaction,multimedia},
  url           = {http://portal.acm.org/citation.cfm?id=1453805.1453830},
}

@InProceedings{Chorianopoulos_2007b,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Ambient and social TV: a conceptual design that connects everyday life in a sporadic community}},
  booktitle     = {3rd IET International Conference on Intelligent Environments, 2007. IE 07.},
  year          = {2007},
  pages         = {585--588},
  address       = {Ulm},
  abstract      = {In this research program, we explore the relationship between television use, architectural space, and
community identity. In particular, we discuss the conceptual design of a system that brings together the physically distributed
academic community (students, academic and administrative staff) of the University of the Aegean. We propose the employment of
networked interactive video installations in everyday places (e.g. cafeteria, halls) of the university. In this paper, we
explore previous related research and we discuss design issues and approaches for the case of the University of the Aegean.},
  link          = {Chorianopoulos_2007b.pdf},
  issn          = {0537-9989},
  keywords      = {Locative media,ambient TV,awareness,community,human-computer interaction,multimedia,presence,shared
experience,social TV},
  mendeley-tags = {community,human-computer interaction,multimedia},
  shorttitle    = {Intelligent Environments, 2007. IE 07. 3rd IET Int},
}

@InProceedings{Chorianopoulos_2007c,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Interactive TV design that blends seamlessly with everyday life}},
  booktitle     = {Proceedings of the 9th conference on User interfaces for all},
  year          = {2007},
  series        = {ERCIM'06},
  pages         = {43--57},
  address       = {Berlin},
  publisher     = {Springer-Verlag},
  abstract      = {Television use does not require high skill or effort, which is ideal as a paradigm of use for ambient user
interfaces. In this paper, universal access in ambient intelligence is modeled after the use of TV in everyday life. Instead of
considering television only as a content medium and the focus of user activity, an alternative approach is to consider
television use as a secondary function to other activities, such as socializing, domestic chores, leisure pursuits. For this
purpose, the requirements for ambient user interactivity with TV are organized in a small set of design principles. The design
principles have been selected, analyzed and synthesized from readings in previous works on media and ethnographic studies about
television, and everyday life. It is suggested that universal access in ambient intelligence is promoted by considering design
principles such as opportunistic interaction, user participation, group interactions, and multiple levels of attention to the
user interface. Finally, the principles have been tested in the design of a user interface for interactive music television.
This preliminary case suggests that the proposed principles facilitate the design of user interfaces that blend seamlessly with
everyday life.},
  link          = {Chorianopoulos_2007c.pdf},
  isbn          = {978-3-540-71024-0},
  keywords      = {ambient ITV,design principles,human-computer interaction,interactive TV,media
studies,metaphors,multimedia,paradigm of use,ubiquitous computing},
  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
  url           = {http://www.springerlink.com/content/q45n0397l27m626l/},
}

@InProceedings{Chorianopoulos_2007d,
  author        = {Chorianopoulos, Konstantinos and Rieniets, T},
  title         = {{City of collision: an interactive video installation to inform and engage}},
  booktitle     = {IET Conference Publications},
  year          = {2007},
  volume        = {2007},
  number        = {CP531},
  pages         = {502 -- 509},
  abstract      = {This article describes an interactive video installation that was developed to inform and engage people
about one of the most upsetting geopolitical issues of our time: The Israeli-Palestinian conflict. Several layers of maps
information have been employed into a computer application, which was programmed with the open source tool Processing. The
video installation was chosen as a medium, to achieve the following aims: 1) The visualization and communication of the
Israeli-Palestinian conflict, and 2) the application of ambient intelligence technology into artistic works. In this article,
we present the requirements, concepts and design decisions for an interactive video installation that has been tested in the
lab. Moreover, we provide a reflection on the creative process and the collaboration between different disciplines, such as
architecture, urban planning, cartography, computer engineering and media studies. Finally, we outline the plan to evaluate the
performance of the system and the impact of the interactive video installation during an exhibition.},
  doi = {10.1007/978-1-84882-727-1_5},
  link          = {Chorianopoulos_2007d.pdf},
  keywords      = {Interaction design,Processing,architectural space,architecture,art,creativity,engagement,human-computer
interaction,installation,multimedia,ubiquitous computing,urban conflict},
  mendeley-tags = {art,human-computer interaction,multimedia,ubiquitous computing},
  url           = {http://dx.doi.org/10.1049/cp:20070415},
}

@InProceedings{Livaditi_2003,
  author        = {Livaditi, J. and Vassilopoulou, K. and Lougos, C. and Chorianopoulos, Konstantinos},
  title         = {{Needs and gratifications for interactive TV implications for designers}},
  booktitle     = {36th Annual Hawaii International Conference on System Sciences, 2003. Proceedings of the},
  year          = {2003},
  pages         = {9 pp.},
  month         = {jan},
  publisher     = {IEEE},
  abstract      = {This paper uses the well-established ?uses and gratifications? theory in order to understand and categorize
viewers? needs in the context of digital TV applications. The results of this analysis unveil that such needs can either be
ritualized or instrumental. Furthermore, the uses and gratifications theory was applied in order to formulate a questionnaire
to which 68 current users of digital TV responded. The results of this empirical study reveal that applications most suitable
for the interactive television environment should aim at the gratification of ritualized needs, such as entertainment and
communication. Therefore, applications that appeal to instrumental needs, such as information and transactions should be
included as add-ons to entertainment and communication services. Finally, the implications of this analysis for the design of
interactive television applications are exploited.},
  doi           = {10.1109/HICSS.2003.1174237},
  link          = {Livaditi_2003.pdf},
  isbn          = {0-7695-1874-5},
  keywords      = {broadcast,digital TV,interactive TV applications,media content,media studies,uses and gratifications
theory},
  mendeley-tags = {broadcast,digital TV,media studies},
  url           = {http://www.computer.org/portal/web/csdl/doi/10.1109/HICSS.2003.1174237},
}

@InProceedings{Chorianopoulos_2003a,
  author        = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis},
  title         = {{Intelligent user interfaces in the living room}},
  booktitle     = {Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03},
  year          = {2003},
  pages         = {230--232},
  address       = {New York, New York, USA},
  publisher     = {ACM Press},
  abstract      = {The purpose of this paper is to present our experience from the design of a personalized television
application, and the implications for the design of interactive television applications in general. Personalized advertising is
a gentle introduction to interactive television applications through a push paradigm that is closer to the established patterns
of television use. While personalization is a practice widely used on the Internet, applying personalization techniques over
digital television infrastructures presents significant obstacles, which we address with explicit design moves},
  doi           = {10.1145/604045.604083},
  link          = {Chorianopoulos_2003a.pdf},
  isbn          = {1581135866},
  keywords      = {Digital television,advertising,human-computer
interaction,interactive,interface,personalization,tv,usability,user modelling},
  mendeley-tags = {human-computer interaction,interactive,interface,personalization,tv,usability,user modelling},
  type          = {Conference proceedings (article)},
  url           = {http://portal.acm.org/citation.cfm?doid=604045.604083},
}

@InProceedings{Chorianopoulos_2003c,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{A Metaphor for Personalized Television Programming}},
  booktitle     = {Universal Access. Theoretical Perspectives, Practice, and Experience},
  year          = {2003},
  editor        = {Carbonelle, N. and Staphanidis, C.},
  pages         = {187--194},
  publisher     = {Springer-Verlag},
  abstract      = {Traditional human-computer interaction settings involve a task-oriented approach where the human interacts
with an application to accomplish a particular goal. The emergence of media-rich computer-mediated leisure applications
requires a fresh view of the current paradigms and a careful examination of how this change of perspective affects their
relevance. This paper proposes a metaphor for accessing personalized television programming and suggests an approach for
integrating the metaphor into the design of a television user interface. The proposed metaphor is tested in the design of a
personalized advertising service. The results of the empirical research are discussed and the suitability of the metaphor for
other television programs is examined.},
  link          = {Chorianopoulos_2003c.pdf},
  keywords      = {TV,advertising,broadcast,human-computer interaction,interactive,media
technology,metaphor,personalization,universal access,usability},
  mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology},
  type          = {Conference proceedings (article)},
  url           = {http://link.springer.de/link/service/series/0558/papers/2615/26150187.pdf},
}

@InProceedings{Chorianopoulos_2003d,
  author        = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis},
  title         = {{The Virtual Channel Model for Personalized Television}},
  booktitle     = {Proceedings of the 1st European Conference on Interactive TV (EuroITV 2003)},
  year          = {2003},
  pages         = {9},
  abstract      = {This research is based on the realization that the desktop computing paradigm is not appropriate for
television, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is
proposed as a model that explains the proper design of user access to personalized television programming. The virtual channel
is a model that aids the organization and dynamic presentation of television programming from a combination of live broadcasts,
prerecorded content and Internet resources at each set-top box. In this paper, we describe two applications that have been used
to validate the virtual channel model. We have employed the properties of the virtual channel model into the design of
personalized television advertising and interactive music video clip programming. Finally, we describe an ActiveX control that
implements a core set of the virtual channels features.},
  link          = {Chorianopoulos_2003d.pdf},
  keywords      = {TV,advertising,alternative computing,broadcast,design model,human-computer
interaction,interactive,interactive television,media technology,multimedia,music video
clips,need,personalization,usability,user model},
  mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology,multimedia},
  url           = {http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.2.5918{\&}rep=rep1{\&}type=pdf},
}

@InProceedings{Lekakos_2001,
  author        = {Lekakos, George and Papakyriakopoulos, Dimitris and Chorianopoulos, Konstantinos},
  title         = {{An integrated approach to interactive and personalized TV advertising}},
  booktitle     = {Personalized TV 01},
  year          = {2001},
  abstract      = {Following the case of the Internet, Interactive TV can be expected to revolutionise marketing practices and
lead to a paradigm shift in the way advertising is developed, conducted, and analysed. Interactive TV, combines the appeal and
mass audience of traditional TV with the interactive features such as those currently available on the Web and offers new
possibilities for the viewer, who can directly access relevant information and other services being just one-click away. In
this context, personalisation of advertisements refers to the use of technology and viewer information in order to tailor
commercials and their respective interactive content to each individual viewer profile. In this paper we deal with the topic of
advertising over digital interactive TV and describe a specific approach to the delivery of personalised interactive
advertisement content to viewers based on their individual profile, focusing on the necessary architecture, mechanisms and user
interface issues which reveal a challenging research domain.},
  link          = {Lekakos_2001.pdf},
  keywords      = {advertising,interactive TV,personalization,usability,user modelling},
  mendeley-tags = {user modelling},
  url           = {http://www.di.unito.it/{~}liliana/UM01/lekakos.pdf},
}

@InProceedings{Bozios_2001,
  author        = {Bozios, Theodoros and Lekakos, George and Skoularidou, Victoria and Chorianopoulos, Konstantinos},
  title         = {{Advanced Techniques for Personalized Advertising in a Digital TV Environment: The iMEDIA System}},
  booktitle       = {eBusiness and eWork Conference},
  year          = {2001},
  pages         = {1025--1031},
  abstract      = {This paper presents the innovative approach of the IST project iMEDIA towards Consumer Clustering and
Targeted Advertising in a Digital TV Environment. iMEDIA covers the need of Advertising Companies to identify broad classes of
TV viewers who will respond similarly to marketing actions, and thus develop their target advertising techniques. The consumers
are equipped with a settop box (STB) with storage facilities and a modem. The definition of consumer profiles and clusters is
based on demographics, preferences, and analysis of the consumer interactions with the TV, which are tracked automatically. In
order to protect consumers' identities, consumer data are stored locally on the STB and the classification of a consumer in a
specific cluster takes place at the client side. Consumer data from the consumers, who permit it, is periodically transferred
to the Server where Data Mining techniques are applied. The extracted consumer behavioral rules associate the clusters with
consumer profiles and interaction/navigational data and are sent through the broadcast channel to the consumers' STBs for the
classification of each consumer and the playback of the advertisements that match consumer interests.},
  link          = {Bozios_2001.pdf},
  keywords      = {advertising,interactive TV,personalization,software architecture,software technology,user modelling},
  mendeley-tags = {software technology,user modelling},
  publisher     = {Citeseer},
}

@InProceedings{Lekakos_2001a,
  author        = {Lekakos, George and Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{Information Systems in the Living Room: A Case Study of Personalized Interactive TV Design}},
  booktitle     = {ECIS 2001},
  year          = {2001},
  pages         = {319--329},
  abstract      = {The birth of the World Wide Web (WWW) in 1993, particularly its graphical user interface, offered marketers
opportunities that were previously unimaginable. The WWW allows advanced marketing activities and more particularly interactive
marketing, as the user is actively involved in responding to the vendor's promotion campaign. Interactive TV, also referred to
as iTV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available
on the Web. Although personalisation is a practice used widely on the Internet by many sites, applying personalisation
techniques over interactive television presents a number of difficulties. In this paper we focus on the design and testing
process of the User Interface (UI) for the Interactive {\&} Personalized Advertisement TV viewer. We argue that there are a lot
of challenges involved in the designing of interactive TV applications. These are related with the differences of the medium
from the traditional PC based Information Systems in terms of input and output devices, viewing environment, number of users
and low level of expertise in PC usage.},
  link          = {Lekakos_2001a.pdf},
  keywords      = {advertising,entertainment,human-computer interaction,interactive TV,personalization,usability,user
modelling},
  mendeley-tags = {entertainment,human-computer interaction,user modelling},
  url           = {http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1067{\&}context=ecis2001},
}

@book{chorianopoulos2015entertainment,
  title={Entertainment Computing-ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29-Ocotober 2, 2015, Proceedings},
  editor={Chorianopoulos, Konstantinos and Divitini, Monica and Hauge, Jannicke Baalsrud and Jaccheri, Letizia and Malaka, Rainer},
  volume={9353},
  year={2015},
  publisher={Springer}
}

@Book{Willis_2010a,
  title         = {{Shared Encounters}},
  publisher     = {Springer},
  year          = {2010},
  editor        = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
  month         = {dec},
  abstract      = {Every day we share encounters with others as we inhabit the space around us. In offering insights and
knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the
study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding
of the nature and value of shared encounters in everyday life.Divided into four sections, each section comprises a set of
chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book
itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change
over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how
they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George
Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and '
last but not least ' Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part
offer particular perspectives on the main topic and provide detailed insights from the author's own research background. A
valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be
useful to researchers, students and practitioners in fields ranging from computer science to urban studies.},
  isbn          = {1848827261, 9781848827264},
  keywords      = {book},
  mendeley-tags = {book},
  pages         = {311},
  url           = {http://books.google.com/books?id=qKKFT9nIPX8C{\&}pgis=1
http://www.springerlink.com/content/978-1-84882-726-4 http://portal.acm.org/citation.cfm?id=1708075},
}

@Book{Cesar_2009a,
  title         = {{Social Interactive Television: Immersive Shared Experiences and Perspectives (Premier Reference Source)}},
  publisher     = {IGI Global},
  year          = {2009},
  editor        = {Cesar, Pablo and Geerts, David and Chorianopoulos, Konstantinos},
  abstract      = {Television, since its invention, has been considered to be a social link between people. Continually
enhanced by innovation, the next frontier for this technological phenomenon will focus on the actual natural capabilities of
the medium. Social Interactive Television: Immersive Shared Experiences and Perspectives combines academic and industry
research to provide the first publication of its kind to discuss the future emergence of experiences and services through
interactive television. Concentrating on system and interaction design, as well as evaluation methods that focus on social
experiences around interactive television, this book provides practitioners, academicians, researchers, and developers with the
most relevant, current, and interesting findings on the topic.},
  isbn          = {1605666564},
  keywords      = {book,human-computer interaction,multimedia},
  mendeley-tags = {book,human-computer interaction,multimedia},
  pages         = {362},
  url           = {http://www.amazon.com/Social-Interactive-Television-Experiences-Perspectives/dp/1605666564},
}

@Book{Eckardt_2008,
  title         = {{MEDIACITY. Situations, Practices and Encounters}},
  publisher     = {Frank {\&} Timme GmbH},
  year          = {2008},
  editor        = {Eckardt, Frank and Geelhaar, Jens and Colini, Laura and Willis, Katharine S. and Chorianopoulos,
Konstantinos and Hennig, Ralf},
  abstract      = {MEDIACITY – Situations, Practices and Encounters investigates how the social settings and spaces of the city
are created, experienced and practiced through the use and presence of new media. It takes the position that new media enables
different settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists
from disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a
critical reflection on the processes, methods and impacts of technologies in urban space.},
  isbn          = {3865961827},
  keywords      = {architecture,book,media studies,urban studies},
  mendeley-tags = {architecture,media studies,urban studies},
  pages         = {439},
  url           = {http://www.amazon.com/MEDIACITY-Situations-Practices-Encounters-Eckardt/dp/3865961827},
}

@Book{Cesar_2007,
  title         = {{Interactive TV: A Shared Experience}},
  publisher     = {Springer},
  year          = {2007},
  editor        = {Cesar, Pablo and Chorianopoulos, Konstantinos and Jensen, Jens F.},
  abstract      = {This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television,
EuroITV 2007, held in Amsterdam, The Netherlands in May 2007. The 24 revised full papers were carefully reviewed and selected
from 80 submissions. The volume combines papers from academia and industry covering a wide range of areas such as media
studies, audiovisual design, multimedia, human-computer interaction, and management. The papers are organized in topical
sections on social TV systems, user studies, the future of TV, social TV evaluation, personalization, and mobile TV.},
  booktitle     = {5th European Conference on interactive video and television (EuroITV 2007)},
  isbn          = {354072558X},
  keywords      = {book,proceedings},
  mendeley-tags = {book},
  pages         = {236},
  url           = {http://www.springerlink.com/content/p55uq2648571/},
}

@Book{Lekakos_2007,
  title         = {{Interactive Digital Television: Technologies and Applications}},
  publisher     = {IGI Publishing},
  year          = {2007},
  editor        = {Lekakos, George and Chorianopoulos, Konstantinos and and Doukidis, George},
  abstract      = {This book constitutes the refereed proceedings of the 5th European Conference on Interactive Television,
EuroITV 2007, held in Amsterdam, The Netherlands, May 2007. The volume covers a wide range of areas such as media studies,
audiovisual design, multimedia, HCI, and management. The papers are organized in topical sections on social TV systems, user
studies, the future of TV, social TV evaluation, personalization, and mobile TV.},
  isbn          = {1599043610},
  keywords      = {book,proceedings},
  mendeley-tags = {proceedings},
  pages         = {355},
  url           = {http://portal.acm.org/citation.cfm?id=1535380},
}

@Article{Giannakos_2014,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley,
Stephanie},
  title         = {{Video-Based Learning and Open Online Courses}},
  journal       = {International Journal of Emerging Technologies in Learning (iJET)},
  year          = {2014},
  volume        = {9},
  number        = {1},
  pages         = {4--7},
  month         = {feb},
  abstract      = {In this article, we provide an overview of the emerging research area on Analytics and Video-Based Learning.
Although there are many and diverse ways of designing learning videos, there is limited understanding of the efficacy and
usefulness of each method. Therefore, we survey the state-of-the-art in the design, development and evaluation of open and
video-based courses. The main objective is to highlight the importance and benefits of analytics and to support instructors
with the appropriate resources for improving the use of their courses. This can be achieved by combining and analyzing
learners' interactions with other available data obtained from learners, as such video analytics open new avenues for research
on open and video-based courses. In addition to the guidelines for video-based analytics we have selected five indicative
case-studies that provide in-depth analysis..},
  doi           = {10.3991/ijet.v9i1.3354},
  link          = {Giannakos_2014.pdf},
  issn          = {1863-0383},
  keywords      = {Education,MOOCs,Review of research,Video,Video-based learning},
  language      = {en},
  mendeley-tags = {Education,Video},
  url           = {http://journals.sfu.ca/onlinejour/index.php/i-jet/article/view/3354},
}

@Article{Chorianopoulos_2011,
  author        = {Chorianopoulos, Konstantinos and Geerts, David},
  title         = {{Introduction to User Experience Design for TV Apps}},
  journal       = {Entertainment Computing},
  year          = {2011},
  month         = {mar},
  abstract      = {In this introduction to the special issue of Entertainment Computing on the new TV landscape, we introduce
interactive television (iTV) research as one of the pillars in the field of entertainment computing. Although entertainment
computing has been associated mainly with video-games, there is also more than a couple of decades' research in computer
applications for television. Contemporary infrastructures have been converging towards mature development platforms, but there
are still several user experience issues in TV applications (TV Apps). Here, we explore significant contributions to
interactive TV, and we provide directions for further research in user experience design for TV Apps.},
  doi           = {10.1016/j.entcom.2011.03.009},
  link          = {Chorianopoulos_2011.pdf},
  issn          = {18759521},
  keywords      = {entertainment,itv,mobile tv,multimedia,social tv,survey,television,tv apps,user experience},
  mendeley-tags = {entertainment,multimedia,survey},
  url           = {http://dx.doi.org/10.1016/j.entcom.2011.03.009},
}

@Article{Yu_2010,
  author        = {Yu, Zhiwen and Lugmayr, Artur and Chorianopoulos, Konstantinos and Mei, Tao},
  title         = {{Introduction to the special issue on multimedia intelligent services and technologies}},
  journal       = {Multimedia Systems},
  year          = {2010},
  volume        = {16},
  number        = {4-5},
  pages         = {215--217},
  month         = {jun},
  abstract      = {The rapid development of digital media technologies enables the emergence of novel media content types for
eCommerce, eEducation, and digital entertainment. On the other hand, the advances in communication and micro-electronics have
led to a transition from traditional personal computer-centric to more intuitive human-centric information access modes and the
embedment of computer systems throughout the natural environment. This type of computation is generally known as Pervasive or
Ubiquitous Computing. It can also be referred to as ambient intelligence, or talking about media environments as ambient media.
It allows a person to use a variety of devices and sensor networks seamlessly embedded throughout our daily life, such as
personal digital assistant (PDA), smart electronics, sensors, as well as personal computer, to access those media contents. The
combination of these two trends (emergence of media and pervasive computing) holds the potential of providing a user with
seamless and ubiquitous access to rich and dynamic mul- timedia resources from anywhere and anytime.},
  doi           = {10.1007/s00530-010-0198-5},
  link          = {Yu_2010.pdf},
  issn          = {0942-4962},
  keywords      = {editorial,multimedia},
  mendeley-tags = {editorial,multimedia},
  publisher     = {Springer Berlin / Heidelberg},
  url           = {http://www.springerlink.com/content/1438v73qh2725084/},
}

@Article{Cesar_2008,
  author        = {Cesar, Pablo and Chorianopoulos, Konstantinos and Jensen, Jens F.},
  title         = {{Social television and user interaction}},
  journal       = {Computers in Entertainment},
  year          = {2008},
  volume        = {6},
  number        = {1},
  pages         = {1},
  month         = {may},
  abstract      = {At first glance, the notion of social interactive television seems to be a tautology. Television watching
has always been a social activity. People watch television together in their living rooms, and outside their homes they talk
about last night's football match; and even call each other to recommend an interesting program. Unfortunately, until recently,
research on social interactive television has been scarce. One limiting factor for the development of innovative services for
the home is the interactive technology behind user interaction, which was limited to the remote control. Fortunately, a number
of studies concentrate on extending interactive methods, for example by using contextual information. This article reviews the
state of the art in these two directions: the social aspects of television and user interaction. We conclude with a research
agenda for further research, which might transform current interactive television services into shared experiences.},
  doi           = {10.1145/1350843.1350847},
  link          = {Cesar_2008.pdf},
  issn          = {15443574},
  keywords      = {human-computer interaction,interactive digital television,multimedia,set-top box,social
communications,social interactive television,user interaction},
  mendeley-tags = {human-computer interaction,multimedia},
  url           = {http://portal.acm.org/citation.cfm?id=1350843.1350847},
}

@Article{Chorianopoulos_2008,
  author        = {Chorianopoulos, Konstantinos and Lekakos, George},
  title         = {{Introduction to Social TV: Enhancing the Shared Experience with Interactive TV}},
  journal       = {International Journal of Human-Computer Interaction},
  year          = {2008},
  volume        = {24},
  number        = {2},
  pages         = {113--120},
  month         = {feb},
  abstract      = {Previous research on the social impact of communication technologies has followed two distinct directions
and has considered independently either the interpersonal communication or the mass communication. In this context, the
human–computer interaction aspects of integrated media and social communication are examined. The design of Social TV systems
that support interpersonal communication, which is motivated by mass media consumption and which takes place within colocated
groups or over distance, is explored. In terms of the temporal dimension, Social TV might be synchronous, which happens in real
time, or asynchronous, which happens with a time difference. This article provides an overview of research findings and
outlines evaluation methods and user requirements for usability and sociability in interactive TV.},
  doi           = {10.1080/10447310701821574},
  link          = {Chorianopoulos_2008.pdf},
  issn          = {1044-7318},
  keywords      = {Social TV,computer mediated communication,human-computer interaction,interactive
TV,multimedia,survey,ubiquitous computing},
  mendeley-tags = {computer mediated communication,human-computer interaction,multimedia,ubiquitous computing},
  publisher     = {Taylor {\&} Francis},
  url           = {http://www.informaworld.com/10.1080/10447310701821574},
}

@Article{Cesar_2008a,
  author        = {Cesar, Pablo and Bulterman, Dick C. A. and Chorianopoulos, Konstantinos and Jensen, Jens F.},
  title         = {{Multimedia systems, languages, and infrastructures for interactive television}},
  journal       = {Multimedia Systems},
  year          = {2008},
  volume        = {14},
  number        = {2},
  pages         = {71--72},
  month         = {mar},
  doi           = {10.1007/s00530-008-0115-3},
  link          = {Cesar_2008a.pdf},
  issn          = {0942-4962},
  keywords      = {editorial,human-computer interaction,multimedia},
  mendeley-tags = {human-computer interaction,multimedia},
  publisher     = {Springer Berlin / Heidelberg},
  url           = {http://www.springerlink.com/content/n3333760t1510081/},
}

@Article{Chorianopoulos_2008b,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Personalized and mobile digital TV applications}},
  journal       = {Multimedia Tools and Applications},
  year          = {2008},
  volume        = {36},
  number        = {1-2},
  pages         = {

repository: epidrome/scholar

repo_name: epidrome/scholar