text:
1--10},
  month         = {jan},
  abstract      = {The introduction of mobile and broadband networks in complement to the existing satellite, cable, and
terrestrial platforms, opens new opportunities for interactive TV (ITV) applications. In addition, the widespread adoption of
multimedia computing has enabled the processing of TV content on personal devices such as mobile phones and PCs. The above
developments raise novel issues and require the adoption of new multimedia standards and application frameworks. In particular,
the explosion in the amount of available TV channels over digital television platforms (broadcast or internet protocol) makes
searching and locating interesting content a cumbersome task. In this context, personalization research is concerned with the
adaptation of content (e.g. movies, news, advertisements). Personalization is achieved with the employment of algorithms and
data collection schemes that predict and recommend to television viewers content that match their interests. In addition, the
distribution of TV content to mobile devices over broadband wireless raises the issue of video quality. Video quality depends
on many aspects of the video encoding systems, such as bit rate and algorithms that model human perception of video on small
screens. In this article, we examine contemporary research in personalized and mobile digital TV applications. Moreover, we
present a critical survey of the most prominent research and provide directions for further research in personalized and mobile
digital TV (DTV) applications.},
  doi           = {10.1007/s11042-006-0081-8},
  link          = {Chorianopoulos_2008b.pdf},
  issn          = {1380-7501},
  keywords      = {DigitalTV,InteractiveTV,MobileTV,Personalization,multimedia,ubiquitous computing},
  mendeley-tags = {multimedia,ubiquitous computing},
  publisher     = {Springer Netherlands},
  url           = {http://www.springerlink.com/content/7878817pj6106hx1/},
}

@Article{Chorianopoulos_2007a,
  author        = {Chorianopoulos, Konstantinos and Lekakos, George},
  title         = {{Methods and Applications in Interactive Broadcasting}},
  journal       = {Journal of Virtual Reality and Broadcasting},
  year          = {2007},
  volume        = {4},
  pages         = {8},
  abstract      = {Interactive TV technology has been addressed in many previous works, but there is sparse research on the
topic of interactive content broadcasting and how to support the production process. In this article, the interactive
broadcasting process is broadly defined to include studio technology and digital TV applications at consumer set-top boxes. In
particular, augmented reality studio technology employs smart-projectors as light sources and blends real scenes with
interactive computer graphics that are controlled at end-user terminals. Moreover, TV producer-friendly multimedia authoring
tools empower the development of novel TV formats. Finally, the support for user-contributed content raises the potential to
revolutionize the hierarchical TV production process, by introducing the viewer as part of content delivery chain.},
  link          = {Chorianopoulos_2007a.pdf},
  keywords      = {Broadcasting,Interactive TV,broadcast,editorial,iTV,multimedia,survey},
  mendeley-tags = {broadcast,editorial,multimedia,survey},
  url           = {http://www.jvrb.org/4.2007/1093/},
}

@Article{Chorianopoulos_2007f,
  author        = {Chorianopoulos, Konstantinos and Lekakos, George},
  title         = {{Learn and play with interactive TV}},
  journal       = {Computers in Entertainment},
  year          = {2007},
  volume        = {5},
  number        = {2},
  pages         = {4},
  month         = {apr},
  abstract      = {Despite the criticism concerning the value of TV content, research reveals several worthwhile aspects -- one
of them is the opportunity to learn. In this article we explore the characteristics of interactive TV applications that
facilitate education and interactive entertainment. In doing so we analyze research methods and empirical results from
experimental and field studies. The findings suggest that interactive TV applications provide support for education and
entertainment for children and young people, as well as continuous education for all. In particular, interactive TV is
especially suitable for (1) informal learning and (2) for engaging and motivating its audience. We conclude with an agenda for
future interactive TV research in entertainment and education.},
  address       = {New York},
  doi           = {10.1145/1279540.1279544},
  link          = {Chorianopoulos_2007f.pdf},
  issn          = {15443574},
  keywords      = {computer education,entertainment,human-computer interaction,interactive TV,interactive
television,multimedia,set-top box,study,survey,user interface},
  mendeley-tags = {computer education,entertainment,human-computer interaction,multimedia,survey},
  publisher     = {ACM},
  url           = {http://doi.acm.org/10.1145/1279540.1279544},
}
@Article{Garneli_2021,
 AUTHOR = {Garneli, Varvara and Patiniotis, Konstantinos and Chorianopoulos, Konstantinos},
 TITLE = {Designing Multiplayer Serious Games with Science Content},
 JOURNAL = {Multimodal Technologies and Interaction},
 VOLUME = {5},
 YEAR = {2021},
 NUMBER = {3},
 ARTICLE-NUMBER = {8},
 URL = {https://www.mdpi.com/2414-4088/5/3/8},
 ISSN = {2414-4088},
 ABSTRACT = {Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the  potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.},
 DOI = {10.3390/mti5030008},
 link = {Garneli_2021.pdf},
 }

@Article{Alexandrakis_2020d,
 AUTHOR = {Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},
 TITLE = {Connections between Older Greek Adults’ Implicit Attributes and Their Perceptions of Online Technologies},
 JOURNAL = {Technologies},
 VOLUME = {8},
 YEAR = {2020},
 NUMBER = {4},
 ARTICLE-NUMBER = {57},
 URL = {https://www.mdpi.com/2227-7080/8/4/57},
 ISSN = {2227-7080},
 ABSTRACT = {Older Greek 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 older Greek adults’ perceived usability, learnability, and ease-of-use 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 the results, distinct correlations emerged between older adults’ characteristics (chronological age, loneliness, future time perspective) and the perceived usability, learnability, and ease-of-use of the presented prototype. These outcomes contribute to the limited literature in the field by probing the connections between older people’s implicit attributes and their evaluative perceptions of online technologies.},
 DOI = {10.3390/technologies8040057},
 link = {Alexandrakis_2020d.pdf},
 }

@article{Alexandrakis_2020c,
author = {Diogenis Alexandrakis and Konstantinos Chorianopoulos and Nikolaos Tselios},
title = {Digital Storytelling Experiences and Outcomes with Different Recording Media: An Exploratory Case Study with Older Adults},
journal = {Journal of Technology in Human Services},
volume = {38},
number = {4},
pages = {352--383},
year  = {2020},
publisher = {Routledge},
doi = {10.1080/15228835.2020.1796893},
link = {Alexandrakis_2020c.pdf},
abstract = { Abstract Digital storytelling is an advantageous practice for older adults. Although researchers have widely studied the effects of various recording media on users, including even their feelings of loneliness, to the best of our knowledge, there is no study that distinguishes and compares those effects within the digital storytelling process. In this exploratory case study, we tried to gain further insights into older adults' technology-mediated storytelling, the interactions, and the outcomes that different kinds of recording media have on users. Therefore, three storytelling components (paper notebook, voice recorder, and web platform) were used to probe their usability and emotional outcomes on five pensioners in Greece. Semi-structured interviews and questionnaires, among others, were implemented for data collection. According to the results, there was a variety of benefits and shortcomings for each tool. However, the web platform had a clear effect on decreasing users’ loneliness. Implications and future work on digital storytelling are discussed. }
}

@article{Alexandrakis_2020,
  title={Older Adults and Web 2.0 Storytelling Technologies: Probing the Technology Acceptance Model through an Age-related Perspective},
  author={Alexandrakis, Diogenis and Chorianopoulos, Konstantinos and Tselios, Nikolaos},
  journal={International Journal of Human--Computer Interaction},
  pages={1--13},
  year={2020},
  publisher={Taylor \& Francis},
  doi={10.1080/10447318.2020.1768673},
  link={Alexandrakis_2020.pdf},
  abstract={Although digital storytelling bears significant benefits for older users, much remains to be explored regarding their psychosocial attributes that could affect technology acceptance. The Technology Acceptance Model (TAM) is one of the most influential theoretical frameworks in the field and since its first introduction, there have been numerous studies upon its potential modifications throughout different cultures. Based on three factors that have been extensively depicted in age-related literature (chronological age, loneliness, and future time perspective), in this research, we designed a TAM extension in order to gain insights on the elements that influence Greek older adults’ intentions to use online storytelling applications. Through a quantitative approach, we evaluated the proposed model with data collected from 112 participants. Due to our results, TAM has been validated as a robust model, future time perspective had a positive influence on perceived ease of use, while age and loneliness had no statistically significant effect.},
}

@article{Merkouris_2019b,
 author = {Merkouris, Alexandros and Chorianopoulos, Konstantinos},
 title = {Programming Embodied Interactions with a Remotely Controlled Educational Robot},
 journal = {ACM Trans. Comput. Educ.},
 issue_date = {July 2019},
 volume = {19},
 number = {4},
 month = {jul},
 year = {2019},
 issn = {1946-6226},
 pages = {40:1--40:19},
 articleno = {40},
 numpages = {19},
 url = {http://doi.acm.org/10.1145/3336126},
 doi = {10.1145/3336126},
 publisher = {ACM},
 address = {New York, NY, USA},
 keywords = {Embodied learning, assessment, children, computational thinking, educational robotics, embodiment, human\&\#x2013;robot interaction},
 link={Merkouris_2019b.pdf},
 abstract={Contemporary research has explored educational robotics, but it has not examined the development of computational thinking in the context of programming embodied interactions. Apart from the goal of the robot and how the robot will interact with its environment, another important aspect that should be taken into consideration is whether and how the user will physically interact with the robot. We recruited 36 middle school students to participate in a six-session robotics curriculum in an attempt to expand their learning in computational thinking. Participants were asked to develop interfaces for the remote control of a robot using diverse interaction styles from low-level to high-level embodiment, such as touch, speech, and hand and full-body gestures. We measured students’ perception of computing, examined their computational practices, and assessed the development of their computational thinking skills by analyzing the sophistication of the projects they created during a problem-solving task. We found that students who programmed combinations of low embodiment interfaces or interfaces with no embodiment produced more sophisticated projects and adopted more sophisticated computational practices compared to those who programmed full-body interfaces. These findings suggest that there might be a tradeoff between the appeal and the cognitive benefit of rich embodied interaction with a remotely controlled robot. In further work, educational robotics research and competitions might be complemented with a hybrid approach that blends the traditional autonomous robot movement with student enactment.},
}

@article{Garneli_2019b,
AUTHOR = {Garneli, Varvara and Patiniotis, Konstantinos and Chorianopoulos,Konstantinos},
TITLE = {Integrating Science Tasks and Puzzles in Computer Role Playing Games},
JOURNAL = {Multimodal Technologies and Interaction},
VOLUME = {3},
YEAR = {2019},
NUMBER = {3},
ARTICLE-NUMBER = {55},
URL = {https://www.mdpi.com/2414-4088/3/3/55},
ISSN = {2414-4088},
ABSTRACT = {The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.},
link={Garneli_2019b.pdf},
DOI = {10.3390/mti3030055}
}

@article{Garneli_2019,
author = {Varvara Garneli and Konstantinos Chorianopoulos},
title = {The effects of video game making within science content on student computational thinking skills and performance},
journal = {Interactive Technology and Smart Education},
volume = {16},
number = {4},
pages = {301--318},
year = {2019},
doi = {10.1108/ITSE-11-2018-0097},
URL = {https://www.emeraldinsight.com/doi/abs/10.1108/ITSE-11-2018-0097},
link={Garneli_2019.pdf},
abstract = { Purpose This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance. Design/methodology/approach A didactic intervention was performed for five weeks. Two student groups were taught the same computational concepts in two ways. One group was taught by constructing a video game within science content to practice science and computing curriculum while the other group constructed appropriately designed projects to practice only the computing curriculum. Additionally, the students constructed a pretest project before the beginning of the intervention and a post-test project after its end. Results were based on quantitative and qualitative code analysis and interviews from the students. Findings VGM within science content resulted in projects with more CT skills and also supported students to effectively apply their acquired coding skills, after the end of the intervention. Practical implications The results of this study suggest an interdisciplinary environment, such as the VGM within science content, which can effectively support CT skills development and computing curriculum. Originality/value Although VGM has been successfully applied to teach science content, this study explored the potential influence of this learning environment on CT skills development and coding fluency. Such interdisciplinary educational environments could be applied in the typical school settings to promote a plethora of skills and academic contents. }
}

@article{Merkouris_2019,
author={Merkouris, Alexandros and Chorianopoulou, Betty and Chorianopoulos, Konstantinos and Chrissikopoulos, Vassilios},
title={Understanding the Notion of Friction Through Gestural Interaction with a Remotely Controlled Robot},
journal={Journal of Science Education and Technology},
year={2019},
volume= {28},
pages={209--221},
abstract={Embodied interaction with tangible interactive objects can be beneficial for introducing abstract scientific concepts, especially for young learners. Nevertheless, there is limited comparative evaluation of alternative interaction modalities with contemporary educational technology, such as tablets and robots. In this study, we explore the effects of touch and gestural interaction with a tablet and a robot, in the context of a primary education physics course about the notion of friction. For this purpose, 56 students participated in a between-groups study that involved four computationally enhanced interventions which correspond to different input and output modalities, respectively: (1) touch-virtual, (2) touch-physical, (3) hand gesture-virtual, and (4) hand gesture-physical. We measured students' friction knowledge and examined their views. We found that the physical conditions had greater learning impact concerning friction knowledge compared to the virtual way. Additionally, physical manipulation benefited those learners who had misconceptions or limited initial knowledge about friction. We also found that students who used the more familiar touchscreen interface demonstrated similar learning gains and reported higher usability compared to those using the hand-tilt interface. These findings suggest that user interface familiarity should be carefully balanced with user interface congruency, in order to establish accessibility to a scientific concept in a primary education context.},
issn={1573-1839},
doi={10.1007/s10956-018-9760-2},
url={https://doi.org/10.1007/s10956-018-9760-2},
link={Merkouris_2019.pdf},
}

@article{Chorianopoulos_2018,
author        = {Chorianopoulos, Konstantinos},
title         = {{A Taxonomy of Asynchronous Instructional Video Styles}},
abstract      = {Many educational organizations are employing instructional video
in their pedagogy, but there is limited understanding of the possible presentation styles. In practice, the presentation style of video lectures ranges from a direct recording of classroom teaching with a stationary camera and screencasts with voice-over, up to highly elaborate video post-production. Previous work evaluated the effectiveness of several presentation styles, but there has not been any consistent taxonomy, which would have made comparisons and meta-analyses possible. In this article, we surveyed the research literature and we examined contemporary video-based courses, which have been produced by diverse educational organizations and teachers across various academic disciplines. We organized video lectures in two dimensions according to the level of human presence and according to the type of instructional media. In addition to organizing existing video lectures in a comprehensive way, the proposed taxonomy offers a design space that facilitates the choice of a suitable presentation style, as well as the preparation of new ones.},
month         = {jan},
year          = {2018},
journal     = {The International Review of Research in Open and Distributed Learning},
doi         = {10.19173/irrodl.v19i1.2920},
link          = {Chorianopoulos_2018.pdf},
issn          = {1492-3831},
keywords      = {education,learning,video,lecture,production,style,emdodiment,instructional media},
language      = {en},
mendeley-tags = {education,learning,video,lecture,production,style,embodiment,instructional media},
number        = {1},
volume        = {19},
}

@article{Garneli_2018,
title = {{Programming video games and simulations in science education: exploring computational thinking through code analysis}},
abstract = {Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five weeks, with two-hour sessions per week, plus two more weeks for the pretest and post-test projects. Students were taught programming concepts through a science project; one group represented the function of a basic electric circuit by creating a simulation, while the other group represented the same function by creating a video game in which a player should achieve a score in order to win. Video game construction resulted in projects with higher CT skills and more primitives, as measured through projects' code analysis. Moreover, the video-game context seems to better motivate students for future engagement with computing activities.},
author = {Garneli, Varvara and Chorianopoulos, Konstantinos},
doi = {10.1080/10494820.2017.1337036},
link = {Garneli_2018.pdf},
journal = {Interactive Learning Environments},
keywords = {Serious video games,computational thinking,computing education,science education,serious games,simulation},
mendeley-tags = {computing education,science education,serious games},
volume = {26},
number = {3},
month = {mar},
pages = {386--401},
publisher = {Routledge},
url = {https://www.tandfonline.com/doi/full/10.1080/10494820.2017.1337036},
year = {2018}
}

@article{Moholdt_2017,
abstract = {Objectives Exergames can replace sedentary time spent on computer gaming with physical activity. Previous research has found exergaming to elicit light-to-moderate exercise intensity. Our primary aim was to examine the exercise intensity of a newly developed biking exergame. Methods Eight males (23.9±0.6 years) played the exergame (PLAY) and walked (WALK) on three separate occasions, with the condition counterbalanced and in random sequence within each day. They were asked to PLAY and WALK for a minimum of 15 min and then continue for as long as they wanted. We measured heart rate (HR), activity duration, caloric expenditure and subject-rated exertion and enjoyment (based on 0–10 Visual Analogue Scale, VAS). We used an average of each outcome variable across the 3 days in the analysis. Results The average intensity during PLAY (73{\%}±10{\%} of HRmax) was significantly higher than that during WALK (57{\%}±7{\%} of HRmax, p=0.01). Participants spent 12.5±5.3 min at 80{\%}–89{\%} of HRmax and 5.5±4.6 min at ≥90{\%} of HRmax during PLAY, whereas intensity during WALK was ≤72{\%} of HRmax. The duration of PLAY was 44.3±0.7 min and of WALK 17.0±0.7 min (p=0.01). The relative energy expenditure during PLAY was 7.6±0.7 kcal/min and during WALK 6.2±0.3 kcal/min (p{\textless}0.01). The enjoyment of PLAY (VAS 8.7±0.1) was higher than that of WALK (VAS 3.9±1.8, p=0.01). Conclusions Exergaming can be an innovative way of enjoyable high-intensity training.},
author = {Moholdt, Trine and Weie, Stian and Chorianopoulos, Konstantinos and Wang, Alf Inge and Hagen, Kristoffer},
doi = {10.1136/bmjsem-2017-000258},
link = {Moholdt_2017.pdf},
issn = {2055-7647},
journal = {BMJ Open Sport {\&} Exercise Medicine},
keywords = {exergame,gamification,health},
mendeley-tags = {exergame,gamification,health},
number = {1},
pages = {e000258},
title = {{Exergaming can be an innovative way of enjoyable high-intensity interval training}},
url = {http://bmjopensem.bmj.com/lookup/doi/10.1136/bmjsem-2017-000258},
volume = {3},
month = {august},
year = {2017}
}

@article{Merkouris_2017,
 author = {Merkouris, Alexandros and Chorianopoulos, Konstantinos and Kameas, Achilles},
 title = {{Teaching Programming in Secondary Education Through Embodied Computing Platforms: Robotics and Wearables}},
 journal = {ACM Transactions on Computing Education},
 issue_date = {May 2017},
 volume = {17},
 number = {2},
 month = {may},
 year = {2017},
 abstract = {Pedagogy has emphasized that physical representations and tangible interactive objects benefit learning especially for young students. There are many tangible hardware platforms for introducing computer programming to children, but there is limited comparative evaluation of them in the context of a formal classroom. In this work, we explore the benefits of learning to code for tangible computers, such as robots and wearable computers, in comparison to programming for the desktop computer. For this purpose, 36 students participated in a within-groups study that involved three types of target computer platform tangibility. 1) desktop, 2) wearable, and 3) robotic. We employed similar blocks-based visual programming environments, and we measured emotional engagement, attitudes, and computer programming performance. We found that students were more engaged by and had a higher intention of learning programming with the robotic rather than the desktop computer. Furthermore, tangible computing platforms, either robot or wearable, did not affect the students’ performance in learning basic computational concepts (e.g., sequence, repeat, and decision). Our findings suggest that computer programming should be introduced through multiple target platforms (e.g., robots, smartphones, wearables) to engage children.},
 issn = {1946-6226},
 pages = {1--22},
 articleno = {9},
 numpages = {22},
 url = {http://doi.acm.org/10.1145/3025013},
 doi = {10.1145/3025013},
 link = {Merkouris_2017.pdf},
 publisher = {ACM},
 address = {New York, NY, USA},
 keywords = {Ubiquitous computing, children, embodiment, experiment, learning, robot, wearable},
}

@Article{Kapenekakis_2017,
  author      = {Kapenekakis, Ippokratis and Chorianopoulos, Konstantinos},
  title       = {{Citizen science for pedestrian cartography: collection and moderation of walkable routes in cities through mobile gamification}},
  journal     = {Human-centric Computing and Information Sciences},
  volume      = {7},
  number      = {1},
  pages       = {10},
  month       = {may},
  year        = {2017},
  abstract    = {Digital geographical maps can be regarded as a user interface for understanding and navigating the city. Nevertheless, contemporary digital maps over-emphasize the needs of motor vehicles. Pedestrian routes have only been considered as an add-on option in existing digital maps and the respective data collection has not been performed in the field. In this article, we present a mobile application that employs gamification as a means to engage users to collect pragmatic data about walkable routes, which are then processed with the goal of creating a new kind of pedestrian-friendly cartography. Besides the technical infrastructure for collecting and filtering the route traces, the main challenge in user-generated walkable routes is the identification of malicious data, which should be rejected, as well as the rewarding of constructive behavior through peer-review. For this purpose, the mobile application employs a point system in order to identify and discourage the submission of bad routes. A longitudinal field study of the mobile application confirmed that gamification facilitates effective data collection for producing pedestrian cartography even with few users and demonstrated that gamification infuses a shared responsibly about the quality of data collection. The visualization of the pedestrian-generated data on a map required a partially manual process, thus, further research should explore the gamification of the data visualization part, too.},
  publisher   = {Springer Berlin Heidelberg},
  doi         = {10.1186/s13673-017-0090-9},
  link        = {Kapenekakis_2017.pdf},
  url         = {https://hcis-journal.springeropen.com/articles/10.1186/s13673-017-0090-9},
}

@Article{Garneli_2017,
  author        = {Garneli, Varvara and Giannakos, Michail and Chorianopoulos, Konstantinos},
  title         = {{Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students' performance and attitudes}},
  journal       = {British Journal of Educational Technology},
  year          = {2017},
  volume        = {48},
  number        = {3},
  pages         = {842--859},
  month         = {may},
  abstract      = {Research into educational technology has evaluated new computer-based systems as tools for improving
students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for
attracting students with different needs and expectations. In this field study, we empirically examined different forms of
serious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle
school. Divided into four groups of 20 students, each group practiced with a maths video game in three ways. The first group
played the storytelling maths game, the second played the same game but with no story and the third played and modified the
video game. Finally, a control group practised in a paper-based (traditional) way by solving exercises. Although only minor
differences in learning performance were identified, we found significant differences in the attitudes of the students toward
learning through the video game. Students who are not motivated by conventional paper-based assignments might be engaged better
with the use of a video game. Our findings suggest that video game pedagogy could provide malleable learning for different
groups of students using methods that move beyond the conventional tool-based approach.},
  doi           = {10.1111/bjet.12455},
  link          = {Garneli_2017.pdf},
  issn          = {1467-8535},
  keywords      = {learning,serious games,video game},
  mendeley-tags = {learning,serious games,video game},
  url           = {http://doi.wiley.com/10.1111/bjet.12455},
}

@Article{Leftheriotis_2016,
  author        = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Design and implement chords and personal windows for multi-user collaboration on a large multi-touch
vertical display}},
  journal       = {Human-centric Computing and Information Sciences},
  year          = {2016},
  volume        = {6},
  number        = {1},
  pages         = {14},
  month         = {dec},
  abstract      = {Co-located collaboration on large vertical screens has become technically feasible, but users are faced with
increased effort, or have to wear intrusive personal identifiers. Previous research on co-located collaboration has assumed
that all users perform exactly the same task (e.g., moving and resizing photos), or that they negotiate individual actions in
turns. However, there is limited user interface software that supports simultaneous performance of individual actions during
shared tasks (Fig. 1a). As a remedy, we have introduced multi-touch chords (Fig. 1b) and personal action windows (Fig. 1c) for
co-located collaboration on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for
it, users work simultaneously on shared tasks by means of personal action windows, which are triggered by multi-touch chords
performed anywhere on the display. In order to evaluate the proposed technique with users, we introduced an experimental task,
which stands for the group dynamics that emerge during shared tasks on a large display. A grounded theory analysis of users'
behaviour provided insights into established co-located collaboration topics, such as conflict resolution strategies and space
negotiation. The main contribution of this work is the design and implementation of a novel seamless identification and
interaction technique that supports diverse multi-touch interactions by multiple users: multi-touch chord interaction along
with personal action windows.},
  doi           = {10.1186/s13673-016-0070-5},
  link          = {Leftheriotis_2016.pdf},
  issn          = {2192-1962},
  keywords      = {Chords,Collaboration,Multi-touch,Multi-user,Personal windows,collaboration,human-computer interaction,large
screen,software technology,surface,ubiquitous computing},
  mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing},
  publisher     = {Springer Berlin Heidelberg},
  url           = {http://hcis-journal.springeropen.com/articles/10.1186/s13673-016-0070-5},
}

@Article{Chorianopoulos_2016,
  author        = {Chorianopoulos, Konstantinos and Talvis, Karolos},
  title         = {{Flutrack.org: Open-source and linked data for epidemiology}},
  journal       = {Health Informatics Journal},
  year          = {2016},
  volume        = {22},
  number        = {4},
  pages         = {962--974},
  month         = {sep},
  abstract      = {Epidemiology has made advances, thanks to the availability of real-time surveillance data and by leveraging
the geographic analysis of incidents. There are many health information systems that visualize the symptoms of influenza-like
illness on a digital map, which is suitable for end-users, but it does not afford further processing and analysis. Existing
systems have emphasized the collection, analysis, and visualization of surveillance data, but they have neglected a modular and
interoperable design that integrates high-resolution geo-location with real-time data. As a remedy, we have built an
open-source project and we have been operating an open service that detects flu-related symptoms and shares the data in
real-time with anyone who wants to built upon this system. An analysis of a small number of precisely geo-located status
updates (e.g. Twitter) correlates closely with the Google Flu Trends and the Centers for Disease Control and Prevention
flu-positive reports. We suggest that public health information systems should embrace an open- source approach and offer
linked data, in order to facilitate the development of an ecosystem of applications and services, and in order to be
transparent to the general public interest.},
  doi           = {10.1177/1460458215599822},
  link          = {Chorianopoulos_2016.pdf},
  issn          = {1460-4582},
  keywords      = {application programming interface,contagious,health informatics,linked data,open data,open source,social
media,software,twitter},
  mendeley-tags = {health informatics,open data,open source,software},
  url           = {http://jhi.sagepub.com/cgi/doi/10.1177/1460458215599822},
}

@Article{Giannakos_2015,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Chrisochoides, Nikos},
  title         = {{Making sense of video analytics: Lessons learned from clickstream interactions, attitudes, and learning
outcome in a video-assisted course}},
  month         = {jan},
  year          = {2015},
  abstract      = {Online video lectures have been considered an instructional media for various pedagogic approaches, such as
the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity
for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may provide insights
into student learning performance and inform the improvement of video-assisted teaching tactics. Nevertheless, video analytics
are not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not
broadly share the interactions of the users with their systems. For this purpose, we have designed an open-access video
analytics system for use 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 found that there is a relationship between video
navigation (repeated views) and the level of cognition/thinking required for a specific video segment. Our results indicated
that learning performance progress was slightly improved and stabilized after the third week of the video-assisted course. We
also found that attitudes regarding easiness, usability, usefulness, and acceptance of this type of course remained at the same
levels throughout the course. Finally, we triangulate analytics from diverse sources, discuss them, and provide the lessons
learned for further development and refinement of video-assisted courses and practices.},
  journal     = {The International Review of Research in Open and Distributed Learning},
  doi         = {http://dx.doi.org/10.19173/irrodl.v16i1.1976},
  link          = {Giannakos_2015.pdf},
  issn          = {1492-3831},
  keywords      = {analytics,education,learning,online learning,open learning,open universities,video lecture},
  language      = {en},
  mendeley-tags = {analytics,education,learning,video lecture},
  number        = {1},
  url           = {http://www.irrodl.org/index.php/irrodl/article/view/1976/3198},
  volume        = {16},
}

@Article{Gkonela_2014,
  author        = {Gkonela, Chrysoula and Chorianopoulos, Konstantinos},
  title         = {{VideoSkip: event detection in social web videos with an implicit user heuristic}},
  journal       = {Multimedia Tools and Applications},
  year          = {2014},
  volume        = {69},
  number        = {2},
  pages         = {383--396},
  month         = {feb},
  abstract      = {In this paper, we present a user-based event detection method for social web videos. Previous research in
event detection has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the
contents of a video. There are few user-centric approaches that have considered either search keywords, or external data such
as comments, tags, and annotations. Moreover, some of the user-centric approaches imposed an extra effort to the users in order
to capture required information. In this research, we are describing a method for the analysis of implicit users' interactions
with a web video player, such as pause, play, and thirty-seconds skip or rewind. The results of our experiments indicated that
even the simple user heuristic of local maxima might effectively detect the same video-events, as indicated manually. Notably,
the proposed technique was more accurate in the detection of events that have a short duration, because those events motivated
increased user interaction in video hot-spots. The findings of this research provide evidence that we might be able to infer
semantics about a piece of unstructured data just from the way people actually use it.},
  doi           = {10.1007/s11042-012-1016-1},
  link          = {Gkonela_2014.pdf},
  issn          = {1380-7501},
  keywords      = {Event detection,Experiment,Semantics,User-based,Video,Video lectures,Web,analytics,human-computer
interaction,information retrieval,interaction,multimedia,social media,software technology,time-series},
  mendeley-tags = {Video lectures,analytics,human-computer interaction,information retrieval,interaction,multimedia,social
media,software technology,time-series},
  publisher     = {Springer Netherlands},
  url           = {http://www.springerlink.com/content/c1m1565463117216/},
}

@Article{Chorianopoulos_2014b,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Community-based Pedestrian Mapmaking}},
  journal       = {The Journal of Community Informatics},
  year          = {2014},
  volume        = {10},
  number        = {3},
  abstract      = {Despite the widespread use of highly accurate digital maps on desktop and mobile computers, cartography has
over-emphasized the needs of land use and car navigation. Previous work has considered data analysis and path finding
techniques, but there has been limited consideration of the subjective perceptions in pedestrian mapmaking. Besides the
immediate benefit to pedestrians, a pragmatic understanding of walking paths might facilitate urban planning and design, which
is usually based on cartography. Finally, we demonstrate how the tools and techniques of cartography have influenced the image
of the city with references to past and ongoing efforts.},
  link          = {Chorianopoulos_2014b.pdf},
  issn          = {1712-4441},
  keywords      = {Access,Community Information,GPS,cartography,citizen science,community informatics,humanistic
informatics,pedestrian,urban informatics,urban studies},
  language      = {en},
  mendeley-tags = {GPS,cartography,citizen science,community informatics,humanistic informatics,pedestrian,urban
informatics,urban studies},
  url           = {http://ci-journal.net/index.php/ciej/article/view/1095/1121},
}

@Article{Chorianopoulos_2014c,
  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
  title         = {{Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice}},
  journal       = {International Journal on Serious Games},
  year          = {2014},
  volume        = {1},
  number        = {3},
  pages         = {51--59},
  abstract      = {There is growing interest in the employment of serious video games in science education, but there are no
clear design principles. After surveying previous work in serious video game design, we highlighted the following design
principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video
games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated
examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds
addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are
adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in
itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of
learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage
students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by
collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed
principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases
of serious video games beyond mathematics and learning.},
  doi           = {10.17083/ijsg.v1i3.12},
  link          = {Chorianopoulos_2014c.pdf},
  keywords      = {Design Principles,Education,Guidelines,Interaction Design,Mathematics,Serious Video
Games,design,education,human-computer interaction,learning,video games},
  mendeley-tags = {design,education,human-computer interaction,learning,video games},
}

@Article{Avlonitis_2014,
  author        = {Avlonitis, Markos and Chorianopoulos, Konstantinos},
  title         = {{Video Pulses: User-based modeling of interesting video segments}},
  journal       = {Advances in Multimedia},
  year          = {2014},
  pages         = {1--9},
  abstract      = {We present a user-based method that detects regions of interest within a video, in order to provide video
skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern
recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method,
which makes sense of a web video by analyzing users Replay interactions with the video player. In particular, we have modeled
the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we
have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity
signal and the pulse of reference. We have found that users Replay activity significantly matches the important segments in
information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user
activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for
modeling the semantics of a social video on the Web.},
  doi           = {10.1155/2014/712589},
  link          = {Avlonitis_2014.pdf},
  keywords      = {analytics,human-computer interaction,implicit,information retrieval,interaction,multimedia,region of
interest,semantics,signal processing,time-series,user modeling,video,video lecture},
  mendeley-tags = {analytics,human-computer interaction,information retrieval,multimedia,semantics,signal
processing,time-series,video lecture},
  url           = {http://www.hindawi.com/journals/am/2014/712589/},
}

@Article{Karydis_2014,
  author        = {Karydis, Ioannis and Avlonitis, Markos and Chorianopoulos, Konstantinos and Sioutas, Spyros},
  title         = {{Identifying Important Segments in Videos: A Collective Intelligence Approach}},
  journal       = {International Journal on Artificial Intelligence Tools},
  year          = {2014},
  volume        = {23},
  number        = {02},
  month         = {apr},
  abstract      = {This work studies collective intelligence behavior of Web users that share and watch video content.
Accordingly, it is proposed that the aggregated users' video activity exhibits characteristic patterns. Such patterns may be
used in order to infer important video scenes leading thus to collective intelligence concerning the video content. To this
end, experimentation is based on users' interactions (e.g., pause, seek/scrub) that have been gathered in a controlled user
experiment with information-rich videos. Collective information seeking behavior is then modeled by means of the corresponding
probability distribution function. Thus, it is argued that the bell-shaped reference patterns are shown to significantly
correlate with predefined scenes of interest for each video, as annotated by the users. In this way, the observed collective
intelligence may be used to provide a video-segment detection tool that identifies the importance of video scenes. Accordingly,
both a stochastic and a pattern matching appro...},
  doi           = {10.1142/S0218213014400107},
  link          = {Karydis_2014.pdf},
  issn          = {0218-2130},
  keywords      = {Data minining,Signal processing,Video,important-segment detection,interaction,semantics,signal
processing,user activity,user-based,web},
  language      = {en},
  mendeley-tags = {Data minining,Signal processing},
  publisher     = {World Scientific Publishing Company},
  url           = {http://www.worldscientific.com/doi/abs/10.1142/S0218213014400107},
}

@Article{Giannakos_2013,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Giotopoulos, Konstantinos K. and Vlamos,
Panayiotis},
  title         = {{Using Facebook out of habit}},
  journal       = {Behaviour {\&} Information Technology},
  year          = {2013},
  volume        = {32},
  number        = {6},
  pages         = {594--602},
  month         = {mar},
  abstract      = {This article investigates the uses and gratifications of the popular social networking site Facebook. In the
exploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users not only
described the uses, but also mentioned how they perceive these uses. These phrases were coded into 14 items and clustered into
four factors. The principal component analysis that was conducted in the third stage of the study, which was addressed to 222
Facebook users, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time and Using
Applications. Previous user studies on Facebook have examined the immediate social effects of this popular social networking
site, but they have not regarded emerging uses of the platform, such as gaming and applications, which do have a social
component as a feature and not as a core principle. The ?Wasting Time? factor and the growth of ?Using Applications? factor
indicate that Facebook has already become an integral part of daily computing routine, alongside with the rest of the
entertainment desktop and web applications.},
  doi           = {10.1080/0144929X.2012.659218},
  link          = {Giannakos_2013.pdf},
  issn          = {0144-929X},
  keywords      = {Facebook,habit,motivations,perceptions,social media,social network sites,social networking,uses and
gratifications},
  mendeley-tags = {habit,social media,social networking},
  publisher     = {Taylor {\&} Francis},
  url           = {http://dx.doi.org/10.1080/0144929X.2012.659218},
}

@Article{Giannakos_2013b,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Inkpen, Kori and Du, Honglu and Johns, Paul},
  title         = {{Understanding childrens behavior in an asynchronous video-mediated communication environment}},
  journal       = {Personal and Ubiquitous Computing},
  year          = {2013},
  volume        = {17},
  number        = {8},
  pages         = {1621--1629},
  month         = {apr},
  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, this paper presents the results of
11-week VMC study of 30 children from the USA and Greece, exploring children's behavior with the asynchronous video-based
messaging tool we developed called VideoPal. In the study, children's interactions, perceptions, content exchanged and emotions
were collected. The results from the analyses highlight that the emotion of happiness dominated in the communication. Moreover,
the content included useful personal information and is connected with children's interactions (e.g., number of views and of
recipients). In addition, children generally preferred VideoPal to email because they felt that it was easier and has more
fun.},
  doi           = {10.1007/s00779-012-0525-2},
  link          = {Giannakos_2013b.pdf},
  issn          = {1617-4909},
  keywords      = {Asynchronous,Children,Emotions,Interactions,Perceptions,Social media,Video-mediated
communication,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous computing},
  mendeley-tags = {Social media,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous
computing},
  url           = {http://www.springerlink.com/content/u027243678187477/},
}

@Article{Chorianopoulos_2013b,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Collective intelligence within web video}},
  journal       = {Human-centric Computing and Information Sciences},
  year          = {2013},
  volume        = {3},
  number        = {1},
  pages         = {10},
  month         = {jun},
  abstract      = {We present a user-based approach for detecting interesting video segments through simple signal processing
of users collective interactions with the video player (e.g., seek/scrub, play, pause). Previous research has focused on
content-based systems that have the benefit of analyzing a video without user interactions, but they are monolithic, because
the resulting key-frames are the same regardless of the user preferences. We developed the open-source SocialSkip system on a
modular cloud-based architecture and analyzed hundreds of user interactions within difficult video genres (lecture, how-to,
documentary) by modeling them as user interest time series. We found that the replaying activity is better than the skipping
forward one in matching the semantics of a video, and that all interesting video segments can be found within a factor of two
times the average user skipping step from the local maximums of the replay time series. The concept of simple signal processing
of implicit user interactions within video could be applied to any type of Web video system (e.g., TV, desktop, tablet), in
order to improve the user navigation experience with dynamic and personalized key-frames.},
  doi           = {10.1186/2192-1962-3-10},
  link          = {Chorianopoulos_2013b.pdf},
  issn          = {2192-1962},
  keywords      = {Analytics,Collective intelligence,Key-frame,Signal processing,User-based,Video,Web,analytics,computer
education,crowdsourcing,human-computer interaction,interaction,multimedia,time-series,video lectures},
  language      = {en},
  mendeley-tags = {analytics,computer education,crowdsourcing,human-computer
interaction,interaction,multimedia,time-series,video lectures},
  publisher     = {Springer},
  url           = {http://www.hcis-journal.com/content/3/1/10},
}

@Article{Mikalef_2013,
  author        = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition
during a museum visit}},
  journal       = {International Journal of Mobile Learning and Organisation},
  year          = {2013},
  volume        = {7},
  number        = {2},
  pages         = {158--175},
  abstract      = {Informal learning settings, such as museums and cultural heritage locations, have employed interactive
mobile applications. Educators and museum curators recognise the value of interactivity, but the optimum level of interactivity
in informal learning remains unclear. We developed an informal learning activity with quiz questions about art theory, which we
integrated in a between–groups experimental design with three groups of high–school students at an art gallery. Each of the
three groups received a different treatment: (a) an interactive mobile–based learning activity, (b) a paper–based version of
the same learning activity, and (c) a self–guided museum tour. Students who enrolled with the interactive version showed higher
performance in the post–assessment test when compared to the paper–based version. Notably, the benefits of the interactive
version are attributed to the immediate feedback of the quiz application during the visit. Further research should perform
similar controlled experiments in order to assess the learning benefit of more immersive interactive systems, such as
three–dimensional graphics and augmented reality.},
  doi           = {10.1504/IJMLO.2013.055620},
  link          = {Mikalef_2013.pdf},
  keywords      = {computer education,cultural heritage,high school students,human-computer interaction,informal
learning,interactivity,knowledge acquisition,learning,mobile,mobile learning,multimedia,museum,museum
visiting,m–learning,perceptions,trial and error,ubiquitous computing},
  mendeley-tags = {computer education,human-computer interaction,learning,mobile,multimedia,museum,ubiquitous computing},
  url           = {http://inderscience.metapress.com/content/m653021wulw2548v/},
}

@Article{Koutsourelakis_2010,
  author        = {Koutsourelakis, C and Chorianopoulos, Konstantinos},
  title         = {{Icons in mobile phones Comprehensibility differences between older and younger users}},
  journal       = {Information Design Journal},
  year          = {2010},
  volume        = {18},
  number        = {1},
  pages         = {22--35},
  abstract      = {Mobile phones have become a ubiquitous information and telecommunication terminal used by diverse age
groups. Despite research findings that indicate the special needs and skills of senior citizens, contemporary handsets offer
limited consideration for them. We investigated whether typical mobile phone icons are suitable for older users, as measured
through unaided icon comprehension. For this purpose, we studied 38 users and evaluated 25 icons, which we captured from five
different handsets. It was found that there are significant differences in icon comprehension performance between older and
younger mobile phone users. We conclude that designers of mobile phone icons have to regard older user groups differently and
we describe the qualities of icons suitable to each one of the age groups. Finally, we highlight the need for additional
similar research in different ethnic and cultural groups.},
  doi = {10.1075/idj.18.1.03cho},
  link          = {Koutsourelakis_2010.pdf},
  keywords      = {age,human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,usability,user
study},
  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
  url           = {http://dx.doi.org/10.1075/idj.18.1.03cho},
}

@Article{Banakou_2010,
  author        = {Banakou, Domna and Chorianopoulos, Konstantinos},
  title         = {{The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds}},
  journal       = {Journal of Virtual Worlds Research},
  year          = {2010},
  volume        = {2},
  number        = {5},
  abstract      = {In this article, we investigate the effects of avatars appearance on user sociability in 3D virtual worlds.
In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public
spaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional ethnography
for the study of cyberspace. Although we only employed nine users who used four different avatars, we observed a cumulative of
more than two hundreds social encounters. We found that users with more elaborate avatars had a higher success rate in their
social encounters, than those users with the default avatars. Most notably, female users selected to speak with male avatars
much more frequently, when using the attractive avatar, which indicates a self-confidence effect induced by the appearance of
the personal avatar.},
  doi = {10.4101/jvwr.v2i5.779},
  link          = {Banakou_2010.pdf},
  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://journals.tdl.org/jvwr/index.php/jvwr/article/view/779},
}

@Article{Koutsourelakis_2010a,
  author        = {Koutsourelakis, C and Chorianopoulos, Konstantinos},
  title         = {{Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users}},
  journal       = {The Design Journal},
  year          = {2010},
  volume        = {13},
  number        = {3},
  pages         = {313--328},
  abstract      = {This article investigates whether the diversity of mobile phone icons has a negative effect on user
perception, as measured through unaided icon recognition. We designed an experiment involving fifty-two young users and
evaluated twenty-five icons from five different mobile phone handsets. It was found that there are significant differences
between alternative icons used for the same mobile phone feature. Moreover, we found that original manufacturer icons performed
better than those offered by the wireless operator. Simple metaphors from the real world and consistent visual depictions
across different handsets performed best for mobile phone icons, while abstract concepts had the lowest recognition rates.
Designers of mobile phone icons have to balance a trade-off between the need of the manufacturers and wireless operators to
differentiate their offerings through branding, and the need of the consumers for a familiar visual language in mobile phone
menus.},
  doi = {10.2752/146069210X12766130824939},
  link          = {Koutsourelakis_2010a.pdf},
  keywords      = {human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,user study},
  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
  url           = {http://dx.doi.org/10.2752/146069210X12766130824939},
}

@Article{Chorianopoulos_2008a,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{User Interface Design Principles for Interactive Television Applications}},
  journal       = {International Journal of Human-Computer Interaction},
  year          = {2008},
  volume        = {24},
  number        = {6},
  pages         = {556--573},
  month         = {aug},
  abstract      = {Interactive Television (ITV) applications gratify entertainment needs and leisure activities in a relaxed
domestic context. Then, the mentality of efficiency and task completion implied by many user interface heuristics may not be
suitable for design and expert evaluation of ITV. In line with the contemporary movement towards the design of the user
experience of computing systems, a set of design principles for ITV applications has been developed. Instead of information
technology, the field of communication science was explored, which has accumulated an extensive theory of TV usage and viewer
behavior. For the empirical validation, the principles were employed in the design of an interactive music TV application. The
results suggest that a small set of generic principles could support the systematic design of ITV applications and produce a
design rationale that is traceable and comparable to alternative solutions, during the process of early product development. In
addition, the principles could be refined into specific guidelines and further employed to support expert evaluation
techniques.},
  doi           = {10.1080/10447310802205750},
  link          = {Chorianopoulos_2008a.pdf},
  issn          = {1044-7318},
  keywords      = {design principles,human-computer interaction,interactive TV,multimedia,usability},
  mendeley-tags = {human-computer interaction,multimedia},
  publisher     = {Taylor {\&} Francis},
  url           = {http://www.informaworld.com/10.1080/10447310802205750},
}

@Article{Chorianopoulos_2007,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{Coping with TiVo: Opportunities of the networked digital video recorder}},
  journal       = {Telematics and Informatics},
  year          = {2007},
  volume        = {24},
  number        = {1},
  pages         = {48--58},
  month         = {feb},
  abstract      = {Despite the progressive switch to digital TV, there has not been any significant change to the value chain
of the TV industry. At the same time, the introduction of novel information and communication technologies, such as the digital
video recorder (DVR) and efficient Peer-to-Peer (P2P) content distribution, have been regarded as a threat to the established
broadcast business players. Previous research has described these threats and has suggested competitive strategies, but it has
not investigated the opportunities. This work aims to identify a framework of new business models that take advantage of the
networked DVR. For this purpose, we examined the TV literature from diverse academic disciplines, such as mass communication,
computer engineering and advertising research. We have also collaborated with network and multimedia engineers, with
broadcasters, and we examined novel interactive television (ITV) prototypes. The findings suggest that the networked DVR could
be exploited to provide personalized channels and that the dynamic advertising insertion could be introduced as an effective
advertising format. In the light of these findings, the TV industry should consider the pro-active adoption and facilitation of
the networked DVR infrastructure.},
  address       = {Tarrytown},
  doi           = {10.1016/j.tele.2005.12.003},
  link          = {Chorianopoulos_2007.pdf},
  issn          = {07365853},
  keywords      = {TV,TiVo,broadcast,business,business model,content management,digital interactive TV,media
technology,software technology},
  mendeley-tags = {TV,broadcast,business,media technology,software technology},
  publisher     = {Pergamon Press, Inc.},
  url           = {http://dx.doi.org/10.1016/j.tele.2005.12.003},
}

@Article{Chorianopoulos_2007e,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Content-Enriched Communication: Supporting the Social Uses of TV}},
  journal       = {Communications Network Journal},
  year          = {2007},
  volume        = {6},
  number        = {1},
  pages         = {23--30},
  abstract      = {The technological difference between the broadcast and the telecommunications industries has imposed an
artificial distinction between content distribution and interpersonal communication. As a result, content has to be distributed
and consumed through broadband, unidirectional and inflexible TV channels, while interpersonal communication takes place over
low-bandwidth bidirectional channels. The convergence of platforms offers many opportunities for integrated content and
communication services, which we refer to as content-enriched communication.},
  link          = {Chorianopoulos_2007e.pdf},
  keywords      = {Social TV,broadcast,computer mediated communication,convergence,interactive
TV,multimedia,survey,telecommunication},
  mendeley-tags = {computer mediated communication,multimedia},
}

@Article{Chorianopoulos_2006,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{User interface evaluation of interactive TV: a media studies perspective}},
  journal       = {Universal Access in the Information Society},
  year          = {2006},
  volume        = {5},
  number        = {2},
  pages         = {209--218},
  month         = {may},
  abstract      = {A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment
purposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate
for the assessment of such applications. In this paper, we argue that unless ITV applications are evaluated with consideration
for the ordinary TV viewer, they are going to be appropriate only for the computer literate user, thus excluding the TV
audience from easy access to information society services. The field of media studies has accumulated an extensive theory of TV
and associated methods. We applied the corresponding findings in the domain of ITV to examine how universal access to ITV
applications can be obtained. By combining these results with emerging affective quality theories for interactive products, we
propose a UI evaluation framework for ITV applications.},
  doi           = {10.1007/s10209-006-0032-1},
  link          = {Chorianopoulos_2006.pdf},
  issn          = {1615-5289},
  keywords      = {Affective quality,Evaluation,Interactive television,Media studies,Methodology,User
interface,affective,human-computer interaction,ubiquitous computing},
  mendeley-tags = {affective,human-computer interaction,ubiquitous computing},
  publisher     = {Springer Berlin / Heidelberg},
  url           = {http://www.springerlink.com/content/a24626572258gp6p/},
}

@Article{Chorianopoulos_2006a,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{Animated Character Likeability Revisited: The Case of Interactive TV}},
  journal       = {Journal of Usability Studies},
  year          = {2006},
  volume        = {1},
  number        = {4},
  pages         = {171--184},
  abstract      = {Animated characters have been a popular research theme, but the respective desktop applications have not
been well-received by end-users. The objective of this study was to evaluate the use of an animated character for presenting
information and navigating music videos within an interactive television (ITV) application. Information was displayed over
music video clips with two alternative user interfaces: 1) semi-transparent information overlays, 2) an animated character. For
this purpose, the differences between ITV and desktop computing motivated the adaptation of the traditional usability
evaluation techniques. The evaluation revealed that users reported higher affective quality with the animated character user
interface. Although the success of animated characters in desktop productivity applications has been limited, there is growing
evidence that animated characters might be viable in a domestic environment for leisure activities, such as interactive TV.},
  link          = {Chorianopoulos_2006a.pdf},
  keywords      = {affective quality,agent,animated character,entertainment,human-computer interaction,interactive
tv,multimedia,music video},
  mendeley-tags = {entertainment,human-computer interaction,multimedia},
  url           =
{http://www.usabilityprofessionals.org/upa{\_}publications/jus/2006{\_}august/chorianopoulos{\_}animated{\_}character{\_}likeability.html},
}

@Article{Chorianopoulos_2004a,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{User interface development for interactive television: extending a commercial DTV platform to the virtual
channel API}},
  journal       = {Computers {\&} Graphics},
  year          = {2004},
  volume        = {28},
  number        = {2},
  pages         = {157--166},
  month         = {apr},
  abstract      = {We explore the generation of interactive computer graphics at digital set-top boxes in place of the fixed
graphics that were embedded to the television video before the broadcast. This direction raises new requirements for user
interface development, since the graphics are merged with video at each set-top box dynamically, without the traditional
quality control from the television producers. Besides the technical issues, interactive computer graphics for television
should be evaluated by television viewers. We employ an animated character in an interactive music television application that
was evaluated by consumers, and was developed using the Virtual Channel Control Library, a custom high-level API, that was
built using Microsoft Windows and TV technologies.},
  doi           = {10.1016/j.cag.2003.12.004},
  link          = {Chorianopoulos_2004a.pdf},
  keywords      = {Animated character,Digitalset-top box,Music video clip,TiVo,User
interface,interactive,interface,multimedia,programming,toolkit,tv,user},
  mendeley-tags = {interactive,interface,multimedia,programming,toolkit,tv,user},
  type          = {Journal article},
  url           = {http://dx.doi.org/10.1016/j.cag.2003.12.004},
}

@Article{Chorianopoulos_2004b,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{Affective usability evaluation for an interactive music television channel}},
  journal       = {Comput. Entertain.},
  year          = {2004},
  volume        = {2},
  number        = {3},
  pages         = {14--14},
  month         = {jul},
  abstract      = {Computer-mediated television brings new requirements for user interface design and evaluation, since
interactive television applications are deployed in a relaxed domestic setting and aim to gratify the need for entertainment.
Digital video recorders, the generation of custom computer graphics on each digital set-top box, and the introduction of new
advertising formats are important issues for research and practice. We explore the employment of an animated character and the
dynamic insertion of advertising in the design of an intuitive user interface for interactive music-video television. We found
that the animated character and the skippable videoclip feature seamlessly enhanced consumer satisfaction, as shown by
affective usability questionnaires.},
  doi           = {10.1145/1027154.1027177},
  link          = {Chorianopoulos_2004b.pdf},
  issn          = {1544-3574},
  keywords      = {Interactive television,TiVo,advertising,affective,affective usability,animated
character,entertainment,human-computer interaction,multimedia,music video,set-top box,ubiquitous computing,user interface},
  mendeley-tags = {advertising,affective,entertainment,human-computer interaction,multimedia,ubiquitous computing},
  publisher     = {ACM Press},
  type          = {Journal article},
  url           = {http://portal.acm.org/citation.cfm?id=1027177},
}
@PhdThesis{Chorianopoulos_2004,
  author        = {Χωριανόπουλος, Κωνσταντίνος},
  title         = {{Αμφίδρομα Κανάλια Τηλεόρασης: Μοντέλο
  σχεδίασης, υλοποίηση, και αξιολόγηση της συναισθηματικής ποιότητας της
  διεπαφής με το χρήστη}},
  school        = {Οικονομικό Πανεπιστήμιο Αθήνας},
  year          = {2004},
  pages         = {198},
}

@MScThesis{Chorianopoulos_2001,
  author        = {Χωριανόπουλος, Κωνσταντίνος},
  title         = {{Σχεδίαση της διεπαφής με το χρήστη και
  αξιολόγηση της ευχρηστίας για εφαρμογές αμφίδρομης διαφήμισης στην
  ψηφιακή τηλεόραση}},
  school        = {Οικονομικό Πανεπιστήμιο Αθήνας},
  year          = {2001},
  pages         = {140},
}

@MScThesis{Chorianopoulos_1999,
  author        = {Χωριανόπουλος, Κωνσταντίνος},
  title         = {{Σύστημα για την ανάπτυξη εφαρμογών
  γεωγραφικής πληροφόρησης στον παγκόσμιο ιστό}},
  school        = {Πολυτεχνείο Κρήτης},
  year          = {1999},
  pages         = {115},
}
@inproceedings{Chorianopoulos_2021,
  title={Metaphors to die for: Digital transformation for learning and work},
  abstract={It seems completely natural for most people to communicate
online by making a video call with a camera located close
to their terminal, but this is just one of the possible
setups and it might not be the best one.
In this article, we suggest that the widespread acceptance
and use of metaphors from the physical world into software
applications has been neglecting the main advantages
of digital media. Since the early 1970s and for the next
fifty years, the most popular interactive systems
have employed metaphors from the physical world
as the main user interface for humans. We analyse
the case of the desktop graphical user interface, through
the lens of the remediation and the metaphors theories.
Our findings have significant implications in the case of
teleconferencing systems, which have been employed in learning
and remote work. Instead of real-time video-conferencing, we
suggest that sparse synchronous collaboration through digital
artifacts is a more productive direction for teleconferencing.
In particular, further research should examine real-time
collaboration with metaphors adopted from  multiplayer
role-playing tabletop games and videogames.},
  author={Chorianopoulos, Konstantinos},
  booktitle={Unpublished draft},
  pages={7},
  year={2021},
  link={Chorianopoulos_2021.pdf},
}

@InProceedings{Garneli_2020,
author="Garneli, Varvara
and Patiniotis, Konstantinos
and Chorianopoulos, Konstantinos",
editor="Marfisi-Schottman, Iza
and Bellotti, Francesco
and Hamon, Ludovic
and Klemke, Roland",
title="Game Mechanics of a Character Progression Multiplayer Role-Playing Game with Science Content",
booktitle="Games and Learning Alliance",
year="2020",
publisher="Springer International Publishing",
address="Cham",
pages="415--420",
abstract="Current game-based learning designs incorporate the multiplayer component as delegation of tasks, with the meaning that individuals accept the game rules, interact with each other, but they do not necessarily share the same goals. We employed gameplay mechanics of the Multiplayer Role-Playing Games (MRPGs), such as character's progression and a turn-based battle system to encapsulate multiple aspects of science learning and to provide students with a tighter collaborative learning experience. SAIR is a chemistry MRPG that can be played with up to 4 persons. Further research should evaluate with students the influence of collaborative gameplay in science learning.",
isbn="978-3-030-63464-3",
doi={10.1007/978-3-030-63464-3_40},
link={Garneli_2020.pdf},
}

@inproceedings{Chorianopoulos_2020,
  title={My timeline is bigger than yours},
  abstract={The personal activity timeline has become a pervasive representation of
            personal identity in the life and work context.
            For example, people use Instagram to share life moments and LinkedIn
            to share their work achievements.
            At the same time, timeline events are created and shared with others as a
            representation of the evolving self, which has to fit in those systems.
            In this work, we study the case of the academic curriculum vitae (CV), because
            it is usually required to be public and thus it is visible in personal
            and organizational repositories.
            Moreover, the academic CV has a long history, which enables the study of
            temporal patterns across cultures and times.
            We demonstrate that the academic CV is shaped by implicit assumptions about
            what is valuable and it is crafted by contemporary tools.
            We suggest that the value system that underlies the creation and sharing
            of timeline events, also shapes the goals and the means that a person
            employs in everyday life.
            Since contemporary timelines emphasize the comparative and quantitative
            aspect of personal contributions, we suggest that further work should
            consider the collaborative and qualitative aspects.
            },
  author={Chorianopoulos, Konstantinos},
  booktitle={Unpublished draft},
  pages={5},
  year={2020},
  link={Chorianopoulos_2020.pdf},
}

@inproceedings{Chorianopoulos_2019,
  title={Softwork: What are humans useful for?},
  abstract={In this article, we suggest that the use of software applications has already provided a perpetually robust solution to the problem of work, employment, and jobs. We assume that basic human needs
(food, shelter, security) have been fulfilled and we aim to address self-actualization. For this purpose, we employ social phenomenol- ogy theory and we regard human actions and beliefs as a malleable inter-subjective reality. In particular, we focus on the genre of office productivity software and we provide a case study on Computer- Aided Design (CAD) software. We demonstrate how the work of the architect has gradually morphed from a skillful, embodied, and en- acted activity into mere symbol manipulation that can be performed by unskilled humans. We suggest that this finding can be generalized to the majority of software applications that have a similar workflow, which includes editing of content and sharing it with other human beings, in a self- reinforcing cycle. These findings have significant im- plications for policy, education, and spirituality, which are malleable and could shape human needs in alignment with any goal that we consider as good.},
  author={Chorianopoulos, Konstantinos},
  booktitle={Proceedings of the Digital Culture {\&} AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology},
  pages={5},
  year={2019},
  link={Chorianopoulos_2019.pdf},
  organization={Ionian University},
}

@inproceedings{Chorianopoulos_2018b,
  title={Immortality and resurrection of the digital self},
  abstract={We can safely predict that sometime in the future there will be more social media profiles belonging to dead than living people. In this work, we begin by characterizing the cultural meaning of the technological affordances that social media institutions have already associated with profiles that belong to dead people. We analyze current practices and we present future trends under the scope of the remediation theory 1, which suggests that at least initially, new media practices are just a mimesis of existing practices. In particular, we examine Facebook, which has already introduced several options for user profiles that belong to dead users. Finally, we raise awareness about novel technological and cultural issues that have been neglected or are not in the interests of social media institutions.},
  author={Chorianopoulos, Konstantinos},
  booktitle={Proceedings of the Digital Culture {\&} AudioVisual Challenges (DCAC) Interdisciplinary Creativity in Arts and Technology},
  pages={4},
  year={2018},
  link={Chorianopoulos_2018b.pdf},
  organization={Ionian University},
  url={http://ceur-ws.org/Vol-2811/Paper13.pdf},
}

@InProceedings{Hagen_2016,
  author        = {Hagen, Kristoffer and Chorianopoulos, Konstantinos and Wang, Alf Inge and Jaccheri, Maria Letizia and Weie,
Stian},
  title         = {{Gameplay as Exercise Designing an Engaging Multiplayer Biking Exergame}},
  booktitle     = {CHI 2016 Adjunct Proceedings},
  year          = {2016},
  number        = {May},
  abstract      = {We designed and evaluated an exertion video game in order to overcome two challenges that are preventing
exergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was
achieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion
found in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants.
Compared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree
of physical activity. Further research could consider alternative versions of exergames, as well as different user groups.},
  doi           = {10.1145/2851581.2892515},
  link          = {Hagen_2016.pdf},
  isbn          = {9781450340823},
  keywords      = {competitive multiplayer,computer game,exercise,exergame,exertion game,physical activity,sedentary,video
game,,lifestyle},
  mendeley-tags = {exercise,exergame,video game},
}

@InProceedings{Hagen_2015,
  author        = {Hagen, Kristoffer and Weie, Stian and Chorianopoulos, Konstantinos and Wang, Alf Inge and Jaccheri,
Letizia},
  title         = {{Pedal Tanks A Multiplayer Exergame Based on Teamwork and Competition}},
  booktitle     = {ICEC 2015},
  year          = {2015},
  address       = {Trondheim, Norway},
  publisher     = {Springer},
  abstract      = {This installation presents a multiplayer stationary bicycle exergame for four players. The game is played in
teams of two, where the players compete to outmaneuver the opposition. Pedal Tanks is being developed to increase the physical
activity levels of people struggling to find motivation to exercise. Inspiration for the gameplay has been found in the
computer game industry, using elements from contemporary popular computer games and combining them in a cohesive way yields an
exergame that is both familiar and engaging. Both the software and hardware used has been custom-made to create an immersive
experience where the user forgets that he/she is exercising while playing.},
  link          = {Hagen_2015.pdf},
  keywords      = {active video game,competitive multiplayer,computer game,entary
lifestyle,entertainment,exercise,exergame,exertion game,physical activity,sed-,video games},
  mendeley-tags = {entertainment,exercise,video games},
  doi           = {10.1007/978-3-319-24589-8_53},
}

@InProceedings{Leftheriotis_2015,
  author        = {Leftheriotis, Ioannis and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Investigating the Potential of a Two-finger Chord Button in Multi-touch Applications}},
  booktitle     = {Proceedings of the 2015 International Conference on Interactive Tabletops {\&} Surfaces - ITS '15},
  year          = {2015},
  pages         = {337--342},
  address       = {New York, New York, USA},
  month         = {nov},
  publisher     = {ACM Press},
  abstract      = {With the increasing use of multi-touch (MT) capable devices, MT interaction has become a commodity during
the last years. From personal devices to larger multi-user screens, MT functionality is nowadays considered as a standard way
of performing rich interactions. However, moving from a single-touch interaction to a dual-touch and consequently to MT is not
always without challenges for the average user. Although, the use of single-touch is very common, interaction design have yet
to be examined thoroughly by taking into account potential differences of single and multi-touch functionality. In this work,
we investigate the potential of a two-finger chord button in comparison to the traditional single touch buttons that we find in
touchscreens. Based on the fact that users are familiar with single touch buttons (even before the MT screens) our hypotheses
are: the use of a two finger chord button a) decreases users' efficiency, and b) delays users' responses. In order to
investigate our hypotheses, we conducted a controlled experiment with 12 users working on an appropriately designed MT
application. The empirical results have indicated that the use of two-finger button significantly delays users' response-time
while it does not affect users' efficiency on the performed task.},
  doi           = {10.1145/2817721.2823503},
  link          = {Leftheriotis_2015.pdf},
  isbn          = {9781450338998},
  keywords      = {buttons,chord interaction,chords,interaction design,menu,multi-touch,two-finger button},
  mendeley-tags = {interaction design,multi-touch},
  url           = {http://dl.acm.org/citation.cfm?id=2817721.2823503},
}

@InProceedings{Chorianopoulos_2015,
  author        = {Chorianopoulos, Konstantinos and Pardalis, Konstantinos},
  title         = {{Mapito.org: Open Geographic Platform for Locative Media Apps}},
  booktitle     = {Hybrid City},
  year          = {2015},
  address       = {Athens},
  abstract      = {Digital geographical maps have become an important part of many websites and mobile applications. For
example, we can embed a map and geo-location tracking into a web page, or into a smartphone application. Nevertheless, the
management of user maps and routes is different between the many competing geographic information services. We designed and
implemented an open-source and linked-data web service for facilitating the process of a map and route management. The
implementation of our open-source web application has been built on-top of existing web services that provide maps. In this
way, the Mapito.org service provides an open abstraction layer above the proprietary implementations of commercial companies.
Notably, the Mapito platform provides an Application Programming Interface (API), which facilitates the creation and editing of
a map and the ability to download the data, or routes without visiting the Web-based user interface. In this paper, we outline
the system and provide representative case studies.},
  link          = {Chorianopoulos_2015.pdf},
  keywords      = {api,cartography,geographic information system,geographic map,linked data,open source},
  mendeley-tags = {cartography,geographic information system},
}

@InProceedings{Takoulidou_2015,
  author        = {Takoulidou, Eirini and Chorianopoulos, Konstantinos},
  title         = {{Crowdsourcing experiments with a video analytics system}},
  booktitle     = {IISA},
  year          = {2015},
  address       = {Corfu, Greece},
  abstract      = {The need for more experimental data, but also quicker and cheaper, lead us beyond traditional lab
experiments, approaching a new subject pool via a crowdsourcing platform. SocialSkip is an open system that leverages the video
clickstream data for extracting useful information about the video content and the viewers. The difficulty of embedding a
pre-existing system as a task demands a carefully designed interface, adjusting experiments and be aware of workers' cheating
behavior. We present a replicable task design and by analyzing crowdsourced results, we highlight problems in experimental
procedure and propose potential solutions for future crowdsourcing experiments. The proposed crowdsourcing methodology achieved
the collection of a significant amount of video clickstream data, in a timely manner and with affordable cost. Our findings
indicate that future social media analytics systems should include an integrated crowdsourcing module. Further research should
focus on collecting more data by controlling the random worker behavior a priori.},
  link          = {Takoulidou_2015.pdf},
  keywords      = {Crowdsourcing,User Experiment,Web Video,crowdsourcing,video analytics},
  mendeley-tags = {crowdsourcing,video analytics},
}

@InProceedings{Garneli_2015,
  author        = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Serious Game Development as a Creative Learning Experience: Lessons Learnt}},
  booktitle     = {2015 IEEE/ACM 4th International Workshop on Games and Software Engineering},
  year          = {2015},
  pages         = {36--42},
  month         = {may},
  publisher     = {IEEE},
  abstract      = {Computer programming skills in younger ages seem to be a promising and challenging aspect. Many visual
programming tools have been developed in order to assist young students and to improve the current teaching practices and
pedagogies. In this paper, we explore the potential effects of a Project Based Learning (PjBL) approach in the field of
computer programming. In particular, we try to identify potential differences on students' programming habits/styles, between
game development, simulation, and traditional learning strategy, in the context of PjBL. Our sample consisted of 53 middle
school students who formed three groups. Introducing programming through a serious game development approach might inspire
students towards a creative learning experience. Moreover, parameters like the class formation might affect the development of
programming skills. The students in the PjBL treatment were able to complete a project successfully making fewer mistakes. On
the other hand, students enrolled in a more traditional top-down approach chose to experiment with more complex curriculum but
not always successfully.},
  doi           = {10.1109/GAS.2015.14},
  link          = {Garneli_2015.pdf},
  isbn          = {978-1-4673-7046-2},
  keywords      = {CS in Schools,Computer programming,Computers,Context,Games,Programming
profession,Synchronization,Visualization,computing education,educational context,pedagogy,programming,project based
learning,serious game development,visual programming languages},
  mendeley-tags = {computing education,programming},
  shorttitle    = {Games and Software Engineering (GAS), 2015 IEEE/AC},
  url           = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=7169467},
}

@InProceedings{Chorianopoulos_2014,
  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},
  title         = {{Open system for video learning analytics}},
  booktitle     = {Proceedings of the first ACM conference on Learning @ scale conference - L@S '14},
  year          = {2014},
  pages         = {153--154},
  address       = {New York, New York, USA},
  month         = {mar},
  publisher     = {ACM Press},
  abstract      = {Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless,
learners' interactions with the videos are not readily available, because online video platforms do not share them. In this
paper, we present an open-source video learning analytics system, which is also available as a free service to researchers. Our
system facilitates the analysis of video learning behavior by capturing learners' interactions with the video player (e.g,
seek/scrub, play, pause). In an empirical user study, we captured hundreds of user interactions with the video player by
analyzing the interactions as a learner activity time series. We found that learners employed the replaying activity to
retrieve the video segments that contained the answers to the survey questions. The above findings indicate the potential of
video analytics to represent learner behavior. Further research, should be able to elaborate on learner behavior by collecting
large-scale data. In this way, the producers of online video pedagogy will be able to understand the use of this emerging
medium and proceed with the appropriate amendments to the current video-based learning systems and practices.},
  doi           = {10.1145/2556325.2567855},
  link          = {Chorianopoulos_2014.pdf},
  isbn          = {9781450326698},
  keywords      = {analytics,computer education,education,learning,learning analytics,user interactions,video,video lectures},
  mendeley-tags = {analytics,computer education,learning,video lectures},
  url           = {http://dl.acm.org/citation.cfm?id=2556325.2567855},
}

@InProceedings{Talvis_2014,
  author        = {Talvis, Karolos and Chorianopoulos, Konstantinos and Kermanidis, Katia Lida},
  title         = {{Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages}},
  booktitle     = {9th International Workshop on Semantic and Social Media Adaptation and Personalization},
  year          = {2014},
  pages         = {83--87},
  address       = {Corfu, Greece},
  publisher     = {IEEE},
  abstract      = {The recent rise in popularity of Twitter and its open API provides developers the opportunity to extract
amounts of data which can be a thesaurus of information. This opportunity led to the development of an open source and open API
system called Flu track (http://flutrack.org) that monitors influenza epidemics, based on geo-located self-reports on Twitter.
In particular, we detect words such as sore throat, cough, fever etc. Moreover, we detect the aggravation of a patient's
clinical condition when a user posts a second flu related tweet that contains words indicating further symptoms such as: worse,
deteriorating. Finally, we present flu-positives with real time anonymous visualizations using maps (mapping), which might be
helpful for authorities and sensitive populations to plan upcoming events or activities. In order to further aid the
surveillance of the spreading of the disease, a classification experiment has been conducted for automatically identifying
Tweets that describe cases with acute and more critical symptoms from those referring to milder cases. We found that making use
of mereley very small n-gram keyword lexica, the automatic identification of critical cases reaches an accuracy of 92{\%}.},
  doi           = {10.1109/SMAP.2014.38},
  link          = {Talvis_2014.pdf},
  isbn          = {978-1-4799-6813-8},
  keywords      = {Data Visualization,Data mining,Data visualization,Diseases,Google,Influenza,Linked Data,Open
Source,Pragmatics,Social Media,Twitter,data mining,data visualization,influenza epidemics,linguistic analysis,social media},
  language      = {English},
  mendeley-tags = {Data Visualization,Linked Data,Open Source,Social Media},
  url           = {http://ieeexplore.ieee.org/articleDetails.jsp?arnumber=6978958},
}

@InProceedings{Armeni_2013,
  author        = {Armeni, Iro and Chorianopoulos, Konstantinos},
  title         = {{Pedestrian navigation and shortest path: Preference versus distance}},
  booktitle     = {Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19,
2013, Athens, Greece},
  year          = {2013},
  pages         = {647--652},
  publisher     = {IOS},
  abstract      = {Contemporary digital maps provide an option for pedestrian navigation, but they do not account for
subjective preferences in the calculation of the shortest path, which is usually provided in terms of absolute distance. For
this purpose, we performed a controlled experiment with local pedestrians, who were asked to navigate from point A to point B
in a fast manner. The pedestrians' routes were recorded by means of a GPS device and then plotted on a map for comparison with
suggested itinerary from a digital map. We found that the preferred shortest path is significantly different to the suggested
one. Notably, the preffered paths were slightly longer than the suggested, but there was no effect in the trip duration because
there were fewer obstacles, such as cars. Since many pedestrians employ GPS enabled devices, the findings of this research
inform the development of mobile applications and the design of new subjective map layers for city dwellers.},
  doi = {10.3233/978-1-61499-286-8-647},
  link          = {Armeni_2013.pdf},
  keywords      = {cartography,citizen science,collective,community,experiment,gps,grass roots,human-computer
interaction,map,multimedia,participatory,pedestrian,preference,route,shortest path,trajectory,ubiquitous computing,well-being},
  mendeley-tags = {cartography,citizen science,community,grass roots,human-computer
interaction,multimedia,participatory,route,trajectory,ubiquitous computing,well-being},
  url           = {http://ebooks.iospress.nl/publication/33920},
}

@InProceedings{Giannakos_2013a,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley,
Stephanie},
  title         = {{Analytics on video-based learning}},
  booktitle     = {LAK '13 Proceedings of the Third International Conference on Learning Analytics and Knowledge},
  year          = {2013},
  pages         = {283--284},
  month         = {apr},
  publisher     = {ACM},
  abstract      = {The International Workshop on Analytics on Video-based Learning (WAVe2013) aims to connect research efforts
on Video-based Learning with Learning Analytics to create visionary ideas and foster synergies between the two fields. The main
objective of WAVe is to build a research community around the topical area of Analytics on video-based learning. In particular,
WAVe aims to develop a critical discussion about the next generation of analytics employed on video learning tools, the form of
these analytics and the way they can be analyzed in order to help us to better understand and improve the value of video-based
learning. WAVe is based on the rationale that combining and analyzing learners' interactions with other available data obtained
from learners, new avenues for research on video-based learning have emerged.},
  doi           = {10.1145/2460296.2460358},
  link          = {Giannakos_2013a.pdf},
  isbn          = {978-1-4503-1785-6},
  keywords      = {MOOC,analytics,computer education,e-learning,interaction design,learning analytics,multimedia,video based
learning,video lecture,video lectures,workshop},
  mendeley-tags = {analytics,computer education,e-learning,multimedia,video lecture,video lectures,workshop},
  url           = {http://dl.acm.org/citation.cfm?id=2460296.2460358},
}

@InProceedings{Giannakis_2013,
  author        = {Giannakis, Konstantinos and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{User Requirements for Gamifying Sports Software}},
  booktitle     = {3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive,
Progressive Change (GAS)},
  year          = {2013},
  pages         = {22--26},
  publisher     = {IEEE},
  abstract      = {Sports tracking software for casual exercising has become popular with smart phone users who are concerned
about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software,
which needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week
long experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first
treatment stands for no gamification and the second treatment provided rich visual feedback, such as speed, distance, elapsed
time, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also
measured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices
can promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports
tracking software should be modest about how much and what type of visual information it provides to the user. In particular,
we found that the only piece of visual information that had an impact on performance was average speed, which indicates a
connection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics,
sociability, rules.},
  link          = {Giannakis_2013.pdf},
  keywords      = {GPS,Interaction styles,augmented feed-back,evaluation,human factors,human-computer
interaction,map,multimedia,quantified shelf,sports,ubiquitous computing,well-being},
  mendeley-tags = {GPS,evaluation,human-computer interaction,map,multimedia,quantified shelf,sports,ubiquitous
computing,well-being},
doi = {10.1109/GAS.2013.6632585},
}

@InProceedings{Ilioudi_2013a,
  author        = {Ilioudi, Christina and Giannakos, Michail N. and Chorianopoulos, Konstantinos},
  title         = {{Investigating Differences among the Commonly Used Video Lecture Styles}},
  booktitle     = {WAVe 2013 The Workshop on Analytics on Video-based Learning},
  year          = {2013},
  volume        = {i},
  pages         = {21--26},
  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_2013a.pdf},
  keywords      = {Video,computer education,e-learning,enjoyment,khan
style,mooc,multimedia,performance,playfulness,satisfaction,talking head lectures,video lectures},
  mendeley-tags = {computer education,mooc,multimedia,video lectures},
  url           = {http://ceur-ws.org/Vol-983/paper5.pdf},
}

@InProceedings{Chorianopoulos_2013c,
  author        = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
  title         = {{Merging learner performance with browsing behavior in video lectures}},
  booktitle     = {WAVe 2013 The Workshop on Analytics on Video-based Learning},
  year          = {2013},
  pages         = {38--42},
  abstract      = {Video lectures are nowadays widely used by growing numbers of learners all over the world. Nevertheless,
learners' interactions with the videos are not readily available, because online video platforms do not share them. In this
paper, we present an open-source video learning analytics system. The system captures learners' interactions with the video
player (e.g, pause, replay, forward) and at the same time it collects information about their performance (e.g., cognitive
tests) and/or attitudes (e.g., surveys). We have already validated the system and we are working on learner modeling and
personalization through large scale data analysis. The tool is a freely available open source project for anyone to try and to
improve.},
  link          = {Chorianopoulos_2013c.pdf},
  keywords      = {Education,Learning Analytics,User Interactions,Video Based Learning,analytics,computer education,distance
learning,e-learning,mooc,multimedia,video lectures video},
  mendeley-tags = {analytics,computer education,distance learning,e-learning,mooc,multimedia,video lectures video},
  url           = {http://ceur-ws.org/Vol-983/paper9.pdf},
}

@InProceedings{Avlonitis_2012,
  author        = {Avlonitis, Markos and Chorianopoulos, Konstantinos and Shamma, David Ayman},
  title         = {{Crowdsourcing user interactions within web video through pulse modeling}},
  booktitle     = {Proceedings of the ACM multimedia 2012 workshop on Crowdsourcing for multimedia - CrowdMM '12},
  year          = {2012},
  pages         = {19},
  address       = {New York, New York, USA},
  month         = {oct},
  publisher     = {ACM Press},
  abstract      = {Semantic video research has employed crowdsourcing techniques on social web video data sets such as
comments, tags, and annotations, but these data sets require an extra effort on behalf of the user. We propose a pulse modeling
method, which analyzes implicit user interactions within web video, such as rewind. In particular, we have modeled the user
information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. We constructed these
pulses from user interactions with a documentary video that has a very rich visual style with too many cuts and camera
angles/frames for the same scene. Next, we calculated the correlation coefficient between dynamically detected user pulses at
the local maximums and the reference pulse. We have found when people are actively seeking for information in a video, their
activity (these pulses) significantly matches the semantics of the video. This proposed pulse analysis method complements
previous work in content-based information retrieval and provides an additional user-based dimension for modeling the semantics
of a web video.},
  doi           = {10.1145/2390803.2390812},
  link          = {Avlonitis_2012.pdf},
  isbn          = {9781450315890},
  keywords      = {analytics,implicit,interaction,multimedia,pragmatics,pulse,semantics,signal processing,time-series,user
activity,video},
  mendeley-tags = {analytics,multimedia,pulse,semantics,signal processing,time-series},
  url           = {http://dl.acm.org/citation.cfm?id=2390803.2390812},
}

@InProceedings{Aasbakken_2012,
  author        = {Aasbakken, Mia and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
  title         = {{Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation}},
  booktitle     = {2nd International Workshop on Games and Software Engineering Realizing User Engagement with Game Engineering
Techniques , ICSE 2012 workshop},
  year          = {2012},
  pages         = {27--30},
  publisher     = {IEEE},
  abstract      = {The goal of this work is to explore the relationship between pervasive software and user engagement towards
environmental issues. We study this relationship in the context of an art installation that concerns the water cycle in nature.
The research question is: How can we design and evaluate software that becomes a medium to engage and inform the user? We have
gathered empirical data during a two days exhibition of two versions of a pervasive art installation by: observations,
questionnaires, and input logs. Data analysis reveals that the art installation engaged users, with focus on young children,
and communicated the intended message. The results are organized according to five important factors for developing and
evaluating interacting art installations. These are: 1) data collection method; 2) user interaction; 3) social interaction; 4)
issues about children; 5) message comprehension. We suggest that these factors can inform engineering practices for engaging
software like video-games.},
  doi           = {10.1109/GAS.2012.6225923},
  link          = {Aasbakken_2012.pdf},
  keywords      = {Social engagement,art,art installation,children,computer education,creativity,evaluation,human-computer
interaction,interactivity,multi-touch,multimedia,pervasive software,software
technology,surface,sustainabiity,tabletop,ubiquitous computing},
  mendeley-tags = {art,children,computer education,creativity,evaluation,human-computer
interaction,multi-touch,multimedia,software technology,surface,sustainabiity,tabletop,ubiquitous computing},
  url           = {http://dx.doi.org/10.1109/GAS.2012.6225923},
}

@InProceedings{Giannakos_2012a,
  author        = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia and Chrisochoides, Nikos},
  title         = {{This Game Is Girly! Perceived Enjoyment and Student Acceptance of Edutainment}},
  booktitle     = {Edutainment 2012},
  year          = {2012},
  pages         = {89--98},
  publisher     = {Springer},
  abstract      = {Serious video games that enable students to engage into topics as mathematics through an enjoyment process
are becoming increasingly popular. However, there is lack of empirical evidence on the relationship between students' enjoyment
and their intention to use serious video games. This study is about a storytelling serious video game, which has the goal to
improve the mathematical skills of players. The game has a plot, featuring a story in which a mission is assigned to the
player. The story and the mission are used to stimulate the students' interest and motivate them to play the game. The
empirical study is a controlled experiment to which 46 Gymnasium (middle school) students participated. Results confirmed the
positive effects of the enjoyment on students' intention to use storytelling serious games. Notably, we found that gender has a
moderating effect on the relationships between enjoyment and intention to use the game. The results of this study suggest that
games with a storytelling component might be attractive to girls.},
  doi           = {10.1007/978-3-642-33466-5_10},
  link          = {Giannakos_2012a.pdf},
  keywords      = {Scratch,children,computer education,e-learning,enjoyment,mathematics,multimedia,serious,storytelling,video
game},
  mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},
  url           = {http://link.springer.com/chapter/10.1007/978-3-642-33466-5{\_}10},
}

@InProceedings{Du_2011,
  author        = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski,
Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter},
  title         = {{VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece}},
  booktitle     = {Adjunct Proceedings of CSCW 2011},
  year          = {2011},
  abstract      = {In this paper we describe VideoPal, a novel video based asynchronous communication system. VideoPal is
currently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and
challenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.},
  link          = {Du_2011.pdf},
  keywords      = {Children,Education,Pen Pal,Video,collaboration,computer education,human-computer interaction,media
technology,software technology,synchronous CMC},
  mendeley-tags = {collaboration,computer education,human-computer interaction,media technology,software technology},
}

@InProceedings{Du_2011b,
  author        = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski,
Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter},
  title         = {{VideoPal : System Description}},
  booktitle     = {Adjunct Proceedings of CSCW 2011},
  year          = {2011},
  number        = {Figure 1},
  pages         = {1--2},
  abstract      = {In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.},
  link          = {Du_2011b.pdf},
  keywords      = {Asynchronous CMC,VideoPal,collaboration,human-computer interaction,media technology,software technology},
  mendeley-tags = {collaboration,human-computer interaction,media technology,software technology},
}

@InProceedings{Chorianopoulos_2010a,
  author        = {Chorianopoulos, Konstantinos and Tsaknaki, Vassiliki},
  title         = {{CELL: Connecting Everyday Life in an archipeLago}},
  booktitle     = {workshop Mind the Gap — Towards Seamless Remote Social Interaction (10th Advanced Visual Interafaces
conference AVI 2010)},
  year          = {2010},
  editor        = {Quinn, Kori Inkpen and Gross, Tom},
  address       = {Rome},
  abstract      = {In this paper, we explore the design of a seamless broadcast communication system that brings together the
distributed community of remote secondary education schools. In contrast to higher education, primary and secondary education
establishments should remain distributed, in order to maintain a balance of urban and rural life in the developing and the
developed world. We plan to deploy an ambient and social interactive TV platform (physical installation, authoring tools,
interactive content) that supports social communication in a positive way. In particular, we present the physical design and
the conceptual model of the system.},
  link          = {Chorianopoulos_2010a.pdf},
  keywords      = {Interaction design,computer education,human-computer interaction,multimedia,remote schools,social
connectedness,ubiquitous computing},
  mendeley-tags = {computer education,human-computer interaction,multimedia,ubiquitous computing},
}

@InProceedings{Chorianopoulos_2010b,
  author        = {Chorianopoulos, Konstantinos and Fern{\'{a}}ndez, Francisco Javier Bur{\'{o}}n and Salcines, Enrique
Garc{\'{i}}a and {de Castro Lozano}, Carlos},
  title         = {{Delegating the visual interface between a tablet and a TV}},
  booktitle     = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10},
  year          = {2010},
  pages         = {418},
  address       = {New York, New York, USA},
  month         = {may},
  publisher     = {ACM Press},
  abstract      = {The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets,
has raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output
devices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then,
one significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the
devices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is
appreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for
dual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in
the context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities
that are more than the sum of the parts.},
  doi           = {10.1145/1842993.1843096},
  link          = {Chorianopoulos_2010b.pdf},
  isbn          = {9781450300766},
  keywords      = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing},
  mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
  url           = {http://portal.acm.org/citation.cfm?id=1842993.1843096},
}

@InProceedings{Spiridonidou_2010,
  author        = {Spiridonidou, Antonia. and Kampi, Ioanna and Chorianopoulos, Konstantinos},
  title         = {{Exploring everyday life in remote schools: A large-scale study with cultural probes and affinity
diagrams.}},
  booktitle     = {workshop on Digital Technologies and Marginalized Youth, IDC 2010.},
  year          = {2010},
  abstract      = {In this paper, we describe the process of gathering data from remote schools. We employed cultural probes
and analyzed the collected data with the use of the affinity diagrams. This study includes data gathered from more than ten
remote schools and involved more than a hundred students and teachers in the process. This is a novelty as previous cultural
probes studies have been done on a small scale and have mostly considered urban environments. We found that ICT technologies
might not be employed as planned in remote places and that affinity diagrams are more suitable for analyzing unstructured data
(e.g., photos, diaries) rather than semi-structured questionnaires. The results of this research provide insights for analyzing
cultural probes from remote places.},
  link          = {Spiridonidou_2010.pdf},
  keywords      = {Remote schools,affinity diagrams,children,cultural probes,ethnography,human-computer interaction},
  mendeley-tags = {children,ethnography,human-computer interaction},
  url           = {http://www.cs.uiowa.edu/{~}hourcade/idc2010-myw/spiridonidou.pdf},
}

@InProceedings{Willis_2007,
  author        = {Willis, Katharine S. and Chorianopoulos, Konstantinos and Struppek, Mirjam and Roussos, George},
  title         = {{Shared encounters workshop}},
  booktitle     = {CHI '07 extended abstracts on Human factors in computing systems - CHI '07},
  year          = {2007},
  series        = {CHI '07},
  pages         = {2881--2884},
  address       = {New York, New York, USA},
  publisher     = {ACM Press},
  abstract      = {Our everyday lives are characterised by encounters, some are fleeting and ephemeral and others are more
enduring and meaningful exchanges. Shared encounters are the glue of social networks and have a socializing effect in terms of
mutual understanding, empathy, respect and thus tolerance towards others. The quality and characteristics of such encounters
are affected by the setting, or situation in which they occur. In a world shaped by communication technologies, non-place-based
networks often coexist alongside to the traditional local face-to-face social networks. As these multiple and distinct on and
off-line communities tend to carry out their activities in more and more distinct and sophisticated spaces, a lack of coherency
and fragmentation emerges in the sense of a shared space of community. Open public space with its streets, parks and squares
plays an important role in providing space for shared encounters among and between these coexisting networks. Mobile and
ubiquitous technologies enable social encounters located in public space, albeit not confined to fixed settings, whilst also
offering sharing of experiences from non-place based networks. We will look at how to create or support the conditions for
meaningful and persisting shared encounters. In particular we propose to explore how technologies can be appropriated for
shared interactions that can occur spontaneously and playfully and in doing so re-inhabit and connect place-based social
networks.},
  doi           = {10.1145/1240866.1241101},
  link          = {Willis_2007.pdf},
  isbn          = {9781595936424},
  keywords      = {community,encounter,human-computer interaction,interaction,mobile and ubiquitous
technologies,shared,situated,space,ubiquitous computing},
  mendeley-tags = {community,human-computer interaction,ubiquitous computing},
  url           = {http://doi.acm.org/10.1145/1240866.1241101},
}

@InProceedings{Teran_2006,
  author        = {Teran, Michelle and Chorianopoulos, Konstantinos and Willis, Katharine S. and Colini, Laura},
  title         = {{Dousing for Dummies : methods for raising public awareness of ambient communications}},
  booktitle     = {Adjunct Proceedings of British Human Computer Interaction conference 2006, 11-15 September 2006, London.},
  year          = {2006},
  pages         = {1--3},
  abstract      = {In this paper, we present a series of methods developed by the artist, Michelle Teran, for raising awareness
ofinvisible spaces created by public wireless communication technologies. These methods include public performance, w here
participation is through a series of walks through the city, and workshops where participants engage in the design implications
through a process oflocating, examining and documenting some ofthese invisible networks. Overall, we explore methods and
strategies for engaging the public, how to create awareness ofthe limitations oftheir perception of communications technologies
and techniques that facilitate the debate on the opportunities that these invisible yet rich in meaning invisible spaces might
raise.},
  link          = {Teran_2006.pdf},
  keywords      = {CCTV,WiFi,architecture,art,awareness,citizen science,community,creativity,invisible
networks,privacy,ubiquitous computing,urban space},
  mendeley-tags = {architecture,art,citizen science,community,creativity,ubiquitous computing},
}

@InProceedings{Chorianopoulos_2005,
  author        = {Chorianopoulos, Konstantinos and Barria, J. and Regner, T. and Pitt, J.},
  title         = {{Cross Media Digital Rights Management for Online Music Stores}},
  booktitle     = {First International Conference on Automated Production of Cross Media Content for Multi-Channel Distribution
(AXMEDIS'05)},
  year          = {2005},
  pages         = {257--260},
  address       = {Washington},
  publisher     = {IEEE},
  abstract      = {Digital music consumers have to choose between illegal file swapping services and online music stores. The
latter impose various restrictions to the established music consumption behaviour, such as limitations on the number of devices
and proprietary music formats. We describe a business model that is based on a liberal management of music rights, instead of
the dominant restrictions of access. The proposed business model facilitates the free flow of music content between different
client devices (PC, mobile phone, portable player) and between heterogeneous networks (Web, P2P, wireless, broadcast), but it
controls the flow of rights for added value music bundles. The business model is presented over two stages of the customer
activity cycle and along the revenue, process and technology elements.},
  doi           = {10.1109/AXMEDIS.2005.16},
  link          = {Chorianopoulos_2005.pdf},
  isbn          = {0-7695-2348-X},
  keywords      = {business,business model,copyright,cross-media,digital rights,media technology,mp3,music,social media},
  mendeley-tags = {business,copyright,media technology,social media},
  url           = {http://portal.acm.org/citation.cfm?id=1114279.1114356},
}

@InProceedings{Chorianopoulos_2003b,
  author        = {Chorianopoulos, Konstantinos and Spinellis, Diomidis},
  title         = {{Usability design for the home media station}},
  booktitle     = {Proceedings of the 10th HCI International Conference},
  year          = {2003},
  pages         = {439--443},
  abstract      = {Abstract A different usability design approach is needed for the emerging class of home infotainment
appliances, collectively referred to as the home media station (HMS). Mass- media theory, consumer electronics engineering,
content creation and content distribution ... $\backslash$n},
  link          = {Chorianopoulos_2003b.pdf},
  keywords      = {human-computer interaction,multimedia},
  mendeley-tags = {human-computer interaction,multimedia},
  url           = {http://www.dmst.aueb.gr/dds/pubs/conf/2003-HCI-HMS/html/CS03.pdf},
}

@InProceedings{Chorianopoulos_2003,
  author        = {Chorianopoulos, Konstantinos},
  title         = {{The digital set-top box as a virtual channel provider}},
  booktitle     = {CHI '03 extended abstracts on Human factors in computing systems (CHI '03)},
  year          = {2003},
  pages         = {666--667},
  publisher     = {ACM Press},
  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 a
model that aids the organization and dynamic presentation of digital television programming from a combination of live
broadcasts, prerecorded content and Internet resources at each set-top box. The goal is to design the respective framework of
user interface patterns that consider the affective nature of television usability and facilitate the diversity of viewing
situations.},
  doi           = {10.1145/765891.765919},
  link          = {Chorianopoulos_2003.pdf},
  isbn          = {1581136374},
  keywords      = {Digital television,affective,conceptual,design,human-computer
interaction,interactive,interface,model,multimedia,tv,ubiquitous computing,usability,user,user interface},
  mendeley-tags = {conceptual,design,human-computer interaction,interactive,interface,model,multimedia,tv,ubiquitous
computing,user},
  type          = {Conference proceedings (article)},
  url           = {http://portal.acm.org/citation.cfm?id=765919},
}

license_type: permissive

branch_name: refs/heads/master

extension: bib