This repository has been archived by the owner on Jun 18, 2020. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
choko.bib
1513 lines (1513 loc) · 178 KB
/
choko.bib
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
@article{Avlonitis2014,
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.},
author = {Avlonitis, Markos and Chorianopoulos, Konstantinos},
doi = {10.1155/2014/712589},
url1 = {Video Pulses User-based modeling of interesting video segments.pdf},
journal = {Advances in Multimedia},
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},
pages = {1--9},
title = {{Video Pulses: User-based modeling of interesting video segments}},
url2 = {http://www.hindawi.com/journals/am/2014/712589/},
year = {2014}
}
@article{Chorianopoulos2014a,
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.},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
doi = {10.17083/ijsg.v1i3.12},
url1 = {Design Principles for Serious Video Games in Mathematics Education From Theory to Practice.pdf},
journal = {International Journal on Serious Games},
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},
number = {3},
pages = {51--59},
title = {{Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice}},
url2 = {http://journal.seriousgamessociety.org/index.php?journal=IJSG\&page=article\&op=view\&path\%5B\%5D=12},
volume = {1},
year = {2014}
}
@article{Gkonela2012,
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.},
author = {Gkonela, Chrysoula and Chorianopoulos, Konstantinos},
doi = {10.1007/s11042-012-1016-1},
url1 = {VideoSkip event detection in social web videos with an implicit user heuristic.pdf},
issn = {1380-7501},
journal = {Multimedia Tools and Applications},
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},
month = feb,
number = {2},
pages = {383--396},
publisher = {Springer Netherlands},
title = {{VideoSkip: event detection in social web videos with an implicit user heuristic}},
url2 = {http://www.springerlink.com/content/c1m1565463117216/},
volume = {69},
year = {2014}
}
@inproceedings{Talvis2014,
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\%.},
address = {Corfu, Greece},
author = {Talvis, Karolos and Chorianopoulos, Kostantinos and Kermanidis, Katia Lida},
booktitle = {9th International Workshop on Semantic and Social Media Adaptation and Personalization},
doi = {10.1109/SMAP.2014.38},
url1 = {Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages.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},
pages = {83--87},
publisher = {IEEE},
title = {{Real-Time Monitoring of Flu Epidemics through Linguistic and Statistical Analysis of Twitter Messages}},
url2 = {http://ieeexplore.ieee.org/articleDetails.jsp?arnumber=6978958},
year = {2014}
}
@article{Chorianopoulos2014c,
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.},
author = {Chorianopoulos, Konstantinos},
issn = {1712-4441},
journal = {The Journal of Community Informatics},
keywords = {Access,Community Information,GPS,cartography,community informatics,humanistic informatics,pedestrian,urban informatics,urban studies},
language = {en},
mendeley-tags = {GPS,cartography,community informatics,humanistic informatics,pedestrian,urban informatics,urban studies},
number = {3},
title = {{Community-based Pedestrian Mapmaking}},
url2 = {http://ci-journal.net/index.php/ciej/article/view/1095/1121},
volume = {10},
year = {2014}
}
@inproceedings{Chorianopoulos2014,
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.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},
booktitle = {Proceedings of the first ACM conference on Learning @ scale conference - L@S '14},
doi = {10.1145/2556325.2567855},
url1 = {Open system for video learning analytics.pdf},
isbn = {9781450326698},
keywords = {analytics,computer education,education,learning,learning analytics,user interactions,video,video lectures},
mendeley-tags = {analytics,computer education,learning,video lectures},
month = mar,
pages = {153--154},
publisher = {ACM Press},
title = {{Open system for video learning analytics}},
url2 = {http://dl.acm.org/citation.cfm?id=2556325.2567855},
year = {2014}
}
@article{Karydis2014,
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...},
author = {Karydis, Ioannis and Avlonitis, Markos and Chorianopoulos, Konstantinos and Sioutas, Spyros},
doi = {10.1142/S0218213014400107},
url1 = {Identifying Important Segments in Videos A Collective Intelligence Approach.pdf},
issn = {0218-2130},
journal = {International Journal on Artificial Intelligence Tools},
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},
month = apr,
number = {02},
publisher = {World Scientific Publishing Company},
title = {{Identifying Important Segments in Videos: A Collective Intelligence Approach}},
url2 = {http://www.worldscientific.com/doi/abs/10.1142/S0218213014400107},
volume = {23},
year = {2014}
}
@inproceedings{Chorianopoulos2014b,
abstract = {Video learning analytics are not open to education stakeholders, such as researchers and teachers, because online video platforms do not share the interactions of the users with their systems. Nevertheless, video learning analytics are necessary to all researchers and teachers that need to understand and improve the effectiveness of the video lecture pedagogy. In this paper, we present an open video learning analytics service, which is freely accessible online. The video learning analytics service (named Social Skip) facilitates the analysis of video learning behavior by capturing learners' interactions with the video player (e.g., seek/scrub, play, pause). The service empowers any researcher or teacher to create a custom video-based experiment by selecting: 1) a video lecture from You Tube, 2) quiz questions from Google Drive, and 3) custom video player buttons. The open video analytics system has been validated through dozens of user studies, which produced thousands of video interactions. In this study, we present an indicative example, which highlights the usability and usefulness of the system. In addition to interaction frequencies, the system models the captured data as a learner activity time series. Further research should consider user modeling and personalization in order to dynamically respond to the interactivity of students with video lectures.},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos and Reed, Scott},
booktitle = {2014 IEEE 14th International Conference on Advanced Learning Technologies},
doi = {10.1109/ICALT.2014.19},
url1 = {Open Service for Video Learning Analytics.pdf},
isbn = {978-1-4799-4038-7},
keywords = {Analytics,Data visualization,Educational institutions,Google,Google Drive,Learning Analytics,Linked Data,Open Learning System,Open Source,Streaming media,Time series analysis,User Interactions,Video,Video Analytics,Video Lecture,YouTube,computer aided instruction,custom video player buttons,education stakeholders,learner activity time series,online video platforms,open video learning analytics service,quiz questions,time series,video lecture,video lecture pedagogy,video player,video streaming},
mendeley-tags = {Analytics,Linked Data,Open Source,Video},
month = jul,
pages = {28--30},
publisher = {IEEE},
shorttitle = {Advanced Learning Technologies (ICALT), 2014 IEEE},
title = {{Open Service for Video Learning Analytics}},
url2 = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6901389},
year = {2014}
}
@inproceedings{Chorianopoulos2014d,
abstract = {Although there has been a lot of interest in the employment of video games in education, there are no clear design guidelines. In this work, after surveying previous work in video game design, we highlighted three design principles: 1) engage the students with a story and a hero, 2) employ familiar game mechanics from popular video games, and 3) provide constructive trial and error gameplay for learning. As an illustrating example of those principles, we designed a video game that teaches addition and subtraction of signed numbers. Finally, we outline several more serious games that have adopted the above design principles. The results should be useful for designers, teachers, and researchers who work in the area of serious games for learning. Further research should extend and experimentally validate these principles according to the discipline and the learning style of students.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N. and Chrisochoides, Nikos},
booktitle = {Proceedings of the 18th Panhellenic Conference on Informatics - PCI '14},
doi = {10.1145/2645791.2645843},
url1 = {Design Principles for Serious Games in Mathematics.pdf},
isbn = {9781450328975},
keywords = {Design,Design Principles,Education,Interaction Design,Learning,Mathematics,Serious Games},
mendeley-tags = {Design,Education,Serious Games},
month = oct,
pages = {1--5},
publisher = {ACM Press},
title = {{Design Principles for Serious Games in Mathematics}},
url2 = {http://dl.acm.org/citation.cfm?id=2645791.2645843},
year = {2014}
}
@article{Giannakos2014,
abstract = {In this article, we provide an overview of the emerging research area on Analytics and Video-Based Learning. Although there are many and diverse ways of designing learning videos, there is limited understanding of the efficacy and usefulness of each method. Therefore, we survey the state-of-the-art in the design, development and evaluation of open and video-based courses. The main objective is to highlight the importance and benefits of analytics and to support instructors with the appropriate resources for improving the use of their courses. This can be achieved by combining and analyzing learners' interactions with other available data obtained from learners, as such video analytics open new avenues for research on open and video-based courses. In addition to the guidelines for video-based analytics we have selected five indicative case-studies that provide in-depth analysis..},
author = {Giannakos, Michail and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley, Stephanie},
doi = {10.3991/ijet.v9i1.3354},
url1 = {Video-Based Learning and Open Online Courses.pdf},
issn = {1863-0383},
journal = {International Journal of Emerging Technologies in Learning (iJET)},
keywords = {Education,MOOCs,Review of research,Video,Video-based learning},
language = {en},
mendeley-tags = {Education,Video},
month = feb,
number = {1},
pages = {4--7},
title = {{Video-Based Learning and Open Online Courses}},
url2 = {http://journals.sfu.ca/onlinejour/index.php/i-jet/article/view/3354},
volume = {9},
year = {2014}
}
@article{Giannakos2012a,
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.},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Inkpen, Kori and Du, Honglu and Johns, Paul},
doi = {10.1007/s00779-012-0525-2},
url1 = {Understanding childrens behavior in an asynchronous video-mediated communication environment.pdf},
issn = {1617-4909},
journal = {Personal and Ubiquitous Computing},
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},
month = apr,
number = {8},
pages = {1621--1629},
title = {{Understanding childrens behavior in an asynchronous video-mediated communication environment}},
url2 = {http://www.springerlink.com/content/u027243678187477/},
volume = {17},
year = {2013}
}
@inproceedings{Giannakos2013,
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.},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Ronchetti, Marco and Szegedi, Peter and Teasley, Stephanie D.},
booktitle = {LAK '13 Proceedings of the Third International Conference on Learning Analytics and Knowledge},
doi = {10.1145/2460296.2460358},
url1 = {Analytics on video-based learning.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},
month = apr,
pages = {283--284},
publisher = {ACM},
title = {{Analytics on video-based learning}},
url2 = {http://dl.acm.org/citation.cfm?id=2460296.2460358},
year = {2013}
}
@inproceedings{Chorianopoulos2013c,
abstract = {There is a growing number and variety of educational video lectures online, but there is limited understanding of their effectiveness in terms of learning and usability. Although there is significant research literature within the individual domains of usability and of video learning, there is limited understanding of their integrated design. In particular, there is limited research on guidelines for usable video lecture design, such as the presence of humans in the video and navigation support through the video. For example, it is established that learners benefit from highly structured learning material, but the manual editing of video is not feasible for most learning organizations and instructors. In order to accommodate this emerging instruction medium we are drawing design principles and models from the research literature on educational technology and video interaction. Moreover, we provide a comprehensive approach to the design of usable video lecture systems and content. Finally, we suggest that learning organizations and instructors should invest additional effort in video systems that support an integrated approach to editing, sharing, and controlling of video lectures.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
booktitle = {Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13},
doi = {10.1145/2465958.2465982},
url1 = {Usability design for video lectures.pdf},
isbn = {9781450319515},
keywords = {computer education,distance learning,e-learning,human-computer interaction,learning,moocs,multimedia,usability design,video lectures},
mendeley-tags = {computer education,distance learning,e-learning,human-computer interaction,multimedia},
month = jun,
pages = {163--164},
publisher = {ACM Press},
title = {{Usability design for video lectures}},
url2 = {http://dl.acm.org/citation.cfm?id=2465958.2465982},
year = {2013}
}
@inproceedings{Ilioudi2013,
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.},
author = {Ilioudi, Christina and Giannakos, Michail N. and Chorianopoulos, Konstantinos},
booktitle = {WAVe 2013 The Workshop on Analytics on Video-based Learning},
url1 = {Investigating Differences among the Commonly Used Video Lecture Styles.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},
pages = {21--26},
title = {{Investigating Differences among the Commonly Used Video Lecture Styles}},
url2 = {http://ceur-ws.org/Vol-983/paper5.pdf},
volume = {i},
year = {2013}
}
@article{Chorianopoulos2013,
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.},
author = {Chorianopoulos, Konstantinos},
doi = {10.1186/2192-1962-3-10},
url1 = {Collective intelligence within web video.pdf},
issn = {2192-1962},
journal = {Human-centric Computing and Information Sciences},
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},
month = jun,
number = {1},
pages = {10},
publisher = {Springer},
title = {{Collective intelligence within web video}},
url2 = {http://www.hcis-journal.com/content/3/1/10},
volume = {3},
year = {2013}
}
@inproceedings{Chorianopoulos2013d,
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.},
author = {Armeni, Iro and Chorianopoulos, Konstantinos},
booktitle = {Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19, 2013, Athens, Greece},
url1 = {Pedestrian navigation and shortest path Preference versus distance.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},
pages = {647--652},
publisher = {IOS},
title = {{Pedestrian navigation and shortest path: Preference versus distance}},
url2 = {http://ebooks.iospress.nl/publication/33920},
year = {2013}
}
@inproceedings{Rautiainen2013,
abstract = {Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited information about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two distinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based on a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user sessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were typically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically more than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV content. Further research should develop the user experience for content-based TV access and explore the sharing patterns of archival TV content on social networks.},
address = {New York, New York, USA},
author = {Rautiainen, Mika and Heikkinen, Arto and Sarvanko, Jouni and Chorianopoulos, Konstantinos and Kostakos, Vassilis and Ylianttila, Mika},
booktitle = {Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13},
doi = {10.1145/2465958.2465965},
url1 = {Time shifting patterns in browsing and search behavior for catch-up TV on the web.pdf},
isbn = {9781450319515},
keywords = {TV,TiVo,catch-up tv,content-based retrieval,human-computer interaction,information retrieval,multimedia,navigation,software technology,user behavior,video},
mendeley-tags = {TV,TiVo,human-computer interaction,information retrieval,multimedia,navigation,software technology,video},
month = jun,
pages = {117--120},
publisher = {ACM Press},
title = {{Time shifting patterns in browsing and search behavior for catch-up TV on the web}},
url2 = {http://dl.acm.org/citation.cfm?id=2465958.2465965},
year = {2013}
}
@inproceedings{GAS13p22,
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.},
author = {Giannakis, Konstantinos and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)},
url1 = {User Requirements for Gamifying Sports Software.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},
pages = {22--26},
publisher = {IEEE},
title = {{User Requirements for Gamifying Sports Software}},
year = {2013}
}
@inproceedings{Makris2013,
abstract = {Computer programming has become an important skill and it can be taught from early school years. Previous research has developed and evaluated several visual programming tools that are suitable for computer education in schools. However, little is known about how pedagogic styles affect student attitudes towards learning computer programming. This paper reports on a preliminary study on the influence of alternative teaching styles on student’s enjoyment and attitude towards computing. Two groups of twelve students each were asked to revise a computer game. The traditional instruction group was provided with detailed information, while the encouragement group was asked to help the teacher to change the variables of the game. The results indicate that an encouraging pedagogic style promotes more positive attitudes towards computer programming and more self-confidence than traditional instruction. Further research should repeat the experiment across several weeks for more programming concepts and should also assess the cognitive benefits.},
author = {Makris, Dimosthenis and Euaggelopoulos, Kleomenis and Chorianopoulos, Konstantinos and Giannakos, Michail N.},
booktitle = {WiPSCE ’13, November 11-13, 2013, Aarhus, Denmark},
url1 = {Could you help me to change the variables Comparing instruction to encouragement for teaching programming.pdf},
isbn = {9781450324557},
keywords = {Computational thinking,Computer education,Programming,Scratch,Secondary education,computer education,confidence,encouragement,learning,programming,teaching},
mendeley-tags = {computer education,learning,programming,teaching},
title = {{Could you help me to change the variables ? Comparing instruction to encouragement for teaching programming}},
year = {2013}
}
@inproceedings{Garneli2013,
abstract = {Serious video games have been proposed as a means to engage students with the Science, Technology, Engineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced with a serious game in three different ways. The first group played the storytelling game, the second played the same game but with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar studies with a focus on involving students in serious game modification, over longer periods of time and for additional curriculum topics.},
author = {Garneli, Barbara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on 25-27 September 2013.},
url1 = {Learning by Playing and Learning by Making.pdf},
keywords = {CS education,Scratch,behaviorism,children,code engagement,computer education,constructivism,education,human-computer interaction,learning,making,playing,programming environment,serious game,storytelling element},
mendeley-tags = {Scratch,children,computer education,education,human-computer interaction,learning,making,playing},
pages = {76--85},
title = {{Learning by Playing and Learning by Making}},
year = {2013}
}
@inproceedings{ilioudi2013,
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.},
address = {Athens},
author = {Ilioudi, Christina and Chorianopoulos, Konstantinos and Giannakos, Michail N.},
booktitle = {7th International Conference in Open and Distance Learning 2013},
editor = {Lionarakis, Antonis},
url1 = {Comparing the camera shot styles of video lectures Close-up versus broad framing of whiteboard and lecturer.pdf},
keywords = {MOOC,Video,e-learning,enjoyment,khan style,performance,playfulness,satisfaction,talking head lectures,teaching,technology-enhnanced learning},
mendeley-tags = {MOOC,e-learning,teaching,technology-enhnanced learning},
pages = {1--7},
title = {{Comparing the camera shot styles of video lectures: Close-up versus broad framing of whiteboard and lecturer}},
year = {2013}
}
@inproceedings{Chorianopoulos2013a,
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.},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
booktitle = {WAVe 2013 The Workshop on Analytics on Video-based Learning},
url1 = {Merging learner performance with browsing behavior in video lectures.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},
number = {Cmi},
pages = {38--42},
title = {{Merging learner performance with browsing behavior in video lectures}},
url2 = {http://ceur-ws.org/Vol-983/paper9.pdf},
volume = {i},
year = {2013}
}
@article{Giannakos2012,
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. 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.},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Giotopoulos, Konstantinos K. and Vlamos, Panayiotis},
doi = {10.1080/0144929X.2012.659218},
url1 = {Using Facebook out of habit.pdf},
issn = {0144-929X},
journal = {Behaviour \& Information Technology},
keywords = {Facebook,habit,motivations,perceptions,social media,social network sites,social networking,uses and gratifications},
mendeley-tags = {habit,social media,social networking},
month = mar,
number = {6},
pages = {594--602},
publisher = {Taylor \& Francis},
title = {{Using Facebook out of habit}},
url2 = {http://dx.doi.org/10.1080/0144929X.2012.659218},
volume = {32},
year = {2013}
}
@incollection{Chorianopoulos2013b,
abstract = {Content-based video retrieval has been a very efficient technique with new video content, but it has not regarded the increasingly dynamic interactions between users and content. We present a comprehensive survey on user-based techniques and instrumentation for social video retrieval researchers. Community-based approaches suggest there is much to learn about an unstructured video just by analyzing the dy- namics of how it is being used. In particular, we explore three pillars of online user activity with video content: 1) Seeking patterns within a video is linked to interesting video segments, 2) Sharing patterns between users indicate that there is a correlation between social activity and popularity of a video, and 3) Editing of live events is automated through the synchronization of audio across multiple viewpoints of the same event. Moreover, we present three complementary research methods in social video retrieval: Experimental replication of user activity data and signal analysis, data mining and prediction on natural user activity data, and hybrid techniques that combine robust content-based approaches with crowd sourcing of user gener- ated content. Finally, we suggest further research directions in the combination of richer user- and content-modeling, because it provides an attractive solution to the personalization, navigation, and social consumption of videos.},
author = {Chorianopoulos, Konstantinos and Shamma, David Ayman and Kennedy, Lyndon},
booktitle = {Social Media Retrieval},
editor = {Ramzan, Naeem and van Zwol, Roelof and Lee, Jong-Seok and Cl\"{u}ver, Kai and Hua, Xian-Sheng},
url1 = {Social Video Retrieval Research Methods in Controlling, Sharing, and Editing of Web Video.pdf},
isbn = {978-1-4471-4555-4},
keywords = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},
mendeley-tags = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video},
pages = {3--22},
publisher = {Springer},
title = {{Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video}},
url2 = {http://link.springer.com/chapter/10.1007/978-1-4471-4555-4\_1},
year = {2013}
}
@article{Mikalef2013,
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.},
author = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
doi = {10.1504/IJMLO.2013.055620},
url1 = {Does informal learning benefit from interactivity The effect of trial and error on knowledge acquisition during a museum visit.pdf},
journal = {International Journal of Mobile Learning and Organisation},
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},
number = {2},
pages = {158--175},
title = {{Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit}},
url2 = {http://inderscience.metapress.com/content/m653021wulw2548v/},
volume = {7},
year = {2013}
}
@inproceedings{Chorianopoulos2012b,
abstract = {Processing, Arduino, and the growth of the associated communities of practice, also called maker communities, has motivated a broader participation of non-technical users in the engineering of interactive systems. Besides online sharing, maker communities meet regularly and share knowledge for various purposes (e.g., creative hacking, social networking, lifelong learning). In the context of maker communities, the understanding of engineering interactive systems (e.g., motivations, objectives, collaboration, process, reports) and the design of the respective tools (e.g., end-user programming for artists, or children) are not well documented. As a remedy, we present a coherent overview of related work, as well as our own experiences in the organization and running of maker workshops. The tutorial format (lecture and hands-on workshop) benefits both practitioners and researchers with an understanding of creative software tools and practices. Moreover, participants become familiar with the organization of maker workshops as 1) a research method for understanding users, 2) an engineering process for interactive computer systems, and 3) a practice for teaching and learning.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos and Jaccheri, Letizia and Nossum, Alexander Salveson},
booktitle = {Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems - EICS '12},
url1 = {Creative and open software engineering practices and tools in maker community projects.pdf},
keywords = {3d printer,Processing,arduino,citizen science,collaboration,community,creative process,creativity,grass roots,maker,making,open source},
mendeley-tags = {3d printer,Processing,arduino,citizen science,community,creativity,grass roots,making,open source},
month = jun,
pages = {333--334},
publisher = {ACM Press},
title = {{Creative and open software engineering practices and tools in maker community projects}},
url2 = {http://dl.acm.org/citation.cfm?id=2305484.2305545},
year = {2012}
}
@unpublished{Chorianopoulos2012c,
abstract = {Video search results and suggested videos on web sites are represented with a video thumbnail, which is manually selected by the video uploader among three randomly generated ones (e.g., YouTube). In contrast, we present a grounded user-based approach for automatically detecting interesting key-frames within a video through aggregated users’ replay interactions with the video player. 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 video thumbnails are the same regardless of the user preferences. We constructed a user interest function, which is based on aggregate video replays, and analyzed hundreds of user interactions. We found that the local maximum of the replaying activity stands for the semantics of information rich videos, such as lecture, and how-to. The concept of user-based key-frame detection could be applied to any video on the web, in order to generate a user-based and dynamic video thumbnail in search results.},
author = {Chorianopoulos, Konstantinos},
booktitle = {Information Systems},
url1 = {User-based key frame detection in social web video.pdf},
title = {{User-based key frame detection in social web video}},
year = {2012}
}
@inproceedings{Leftheriotis2012a,
abstract = {MT (Multi-touch) screens are platforms that enhance multiuser collaboration. In this work, we underline the need for novel interaction techniques and toolkits that allow multi-user collaboration on larger MT surfaces. We present ChordiAction toolkit that makes use of a novel chorded interaction technique allowing simultaneous multi-user interaction on scalable MT applications. We describe the design, the architecture and some efficient customizations practices of the toolkit and show how it can be effectively embedded in an application for multiuser interaction. As a proof of concept, we present some example applications using ChordiAction toolkit showing its potentials and discuss our future plans for further evaluation of this technique.},
address = {New York, New York, USA},
author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces - ITS '12},
doi = {10.1145/2396636.2396703},
url1 = {Tool support for developing scalable multiuser applications on multi-touch screens.pdf},
isbn = {9781450312097},
keywords = {Surface,chords,collaboration,human-computer interaction,large multi-touch screens,multi-touch,multi-user,software technology,toolkit,ubiquitous computing},
mendeley-tags = {Surface,collaboration,human-computer interaction,multi-user,software technology,ubiquitous computing},
month = nov,
pages = {371--374},
publisher = {ACM Press},
title = {{Tool support for developing scalable multiuser applications on multi-touch screens}},
url2 = {http://dl.acm.org/citation.cfm?id=2396636.2396703},
year = {2012}
}
@inproceedings{Avlonitis2012,
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.},
address = {New York, New York, USA},
author = {Avlonitis, Markos and Chorianopoulos, Konstantinos and Shamma, David Ayman},
booktitle = {Proceedings of the ACM multimedia 2012 workshop on Crowdsourcing for multimedia - CrowdMM '12},
doi = {10.1145/2390803.2390812},
url1 = {Crowdsourcing user interactions within web video through pulse modeling.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},
month = oct,
pages = {19},
publisher = {ACM Press},
title = {{Crowdsourcing user interactions within web video through pulse modeling}},
url2 = {http://dl.acm.org/citation.cfm?id=2390803.2390812},
year = {2012}
}
@unpublished{Chorianopoulos2012,
abstract = {We present a method for user-based detection and ranking of important video key-frames. Instead of content-based analysis that detects object, shot, and scene changes, we analyze aggregate user interactions (e.g., pause, seek/scrub) within a web video. Moreover, we validated the proposed method in a controlled lab experiment with lecture videos that content-based approaches cannot structure meaningfully. In particular, we modeled the collective information seeking behavior as a time series of user interest. We assumed that replay of a video segment stands for increased user interest in that segment and skip stands for less interesting parts. We found that only the replay time series matches significantly well the semantics of the lecture video. In practice, user-based detection of interesting video frames might improve navigation within information-rich but visually unstructured videos (e.g., lectures) on the web and has also the potential to improve video search results with personalized video thumbnails.},
author = {Chorianopoulos, Konstantinos and Avlonitis, Markos},
booktitle = {Information Systems},
url1 = {FrameRank Implicit User-based key frame Detection and Ranking.pdf},
title = {{FrameRank : Implicit User-based key frame Detection and Ranking}},
year = {2012}
}
@techreport{Chorianopoulos2012d,
abstract = {Project CULT aims to create a cooperation platform (hardware/software/practices) for the benefit of schools that reside in remote (rural, islands) areas. For this purpose, we are employing both established and novel interaction and communication technologies. Moreover, we are working closely with schools and teachers, in order to leverage their ability to adopt and adapt technologies in ways that are suitable for their skills and needs. In particular, we have shaped our understanding about remote schools by means of an extended cultural probes study, which was administered during the first part of the research. Then, we have established a series of local workshops that involved teachers in the adoption and adaptation of novel technologies in ways that are suitable for them. Moreover, we have developed and evaluated novel user interfaces for interactive whiteboards that facilitate collaborative learning, as well as a video assisted distance learning system.},
address = {Corfu},
author = {Chorianopoulos, Konstantinos and Giannakos, Michail N.},
url1 = {Practices and technologies for collaborative informal learning in Remote Schools.pdf},
institution = {Ionian University, Greece},
keywords = {e-learning,education,human-computer interaction,informal,learning,multimedia,school,technology,technology-enhnanced learning,ubiquitous computing,video},
mendeley-tags = {e-learning,education,human-computer interaction,learning,multimedia,technology-enhnanced learning,ubiquitous computing,video},
pages = {13--14},
title = {{Practices and technologies for collaborative informal learning in Remote Schools}},
year = {2012}
}
@inproceedings{Chorianopoulos2012a,
abstract = {Every second millions of users enjoy content streaming on diverse video players (e.g., Web, Apps, social networks) and create billions of interactions within online video, such as play, pause, seek/scrub. This collective intelligence of video viewers might be leveraged into useful information for improved video navigation. For example, we can accurately detect and retrieve interesting scenes through the analysis of the aggregated users' replay interactions with the video player. Effective crowdsourcing of video interactions is grounded on previous work in multimedia, user modeling, and controlled user experiments. These research issues are described for the case of user-based detection of video thumbnails that stand for the semantics of the video. Moreover, we demonstrate the respective experimental environment with a focus on educational and user generated (e.g., how-to, lecture) videos.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos},
booktitle = {Proceedings of the 18th Brazilian symposium on Multimedia and the web - WebMedia '12},
doi = {10.1145/2382636.2382642},
url1 = {Crowdsourcing user interactions with the video player.pdf},
isbn = {9781450317061},
keywords = {analytics,collective intelligence,crowdsourcing,information retrieval,interaction,key-frame,multimedia,replay,semantics,signal processing.,user-based,video},
mendeley-tags = {analytics,collective intelligence,crowdsourcing,information retrieval,interaction,multimedia,semantics,video},
month = oct,
pages = {13},
publisher = {ACM Press},
title = {{Crowdsourcing user interactions with the video player}},
url2 = {http://dl.acm.org/citation.cfm?id=2382636.2382642},
year = {2012}
}
@inproceedings{Aasbakken2012,
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.},
author = {Aasbakken, Mia and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {2nd International Workshop on Games and Software Engineering Realizing User Engagement with Game Engineering Techniques , ICSE 2012 workshop},
doi = {10.1109/GAS.2012.6225923},
url1 = {Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation.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},
pages = {27--30},
publisher = {IEEE},
title = {{Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation}},
url2 = {http://dx.doi.org/10.1109/GAS.2012.6225923},
year = {2012}
}
@incollection{Leftheriotis2012,
abstract = {In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the most important scenes of an online video stream, by analyzing users’ interactions with a web video player. As a test bench to verify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database (Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play, pause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system with data from an experiment with nine users. We found that the VideoSkip system indexes video content by leveraging implicit users interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player and its thumbnail generation technique. The VideSkip system could compliment content-based algorithms, in order to achieve efficient video-indexing in difficult videos, such as lectures or sports.},
address = {Berlin, Heidelberg},
author = {Leftheriotis, Ioannis and Gkonela, Chrysoula and Chorianopoulos, Konstantinos},
booktitle = {2nd International ICST Conference on User Centric Media (UCMEDIA 2010)},
doi = {10.1007/978-3-642-35145-7\_16},
editor = {Alvarez, Federico and Costa, Cristina},
url1 = {/Efficient Video Indexing on the Web A System that Crowdsources User Interactions with a Video Player.pdf},
isbn = {978-3-642-35144-0},
keywords = {crowdsourcing,google app engine,human-computer interaction,indexing,interactive tv,multimedia,pragmatics,semantics,software technology,thumbnails,time-series,video,video lectures,youtube},
mendeley-tags = {human-computer interaction,multimedia,software technology,time-series,video lectures},
month = jan,
pages = {123--131},
publisher = {Springer Berlin Heidelberg},
series = {Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering},
title = {{Efficient Video Indexing on the Web : A System that Crowdsources User Interactions with a Video Player}},
url2 = {http://dx.doi.org/10.1007/978-3-642-35145-7\_16},
volume = {60},
year = {2012}
}
@inproceedings{Giannakos2012c,
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.},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia and Chrisochoides, Nikos},
booktitle = {Edutainment 2012},
doi = {10.1007/978-3-642-33466-5\_10},
url1 = {This Game Is Girly! Perceived Enjoyment and Student Acceptance of Edutainment.pdf},
keywords = {Scratch,children,computer education,e-learning,enjoyment,mathematics,multimedia,serious,storytelling,video game},
mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},
pages = {89--98},
publisher = {Springer},
title = {{This Game Is Girly! Perceived Enjoyment and Student Acceptance of Edutainment}},
url2 = {http://link.springer.com/chapter/10.1007/978-3-642-33466-5\_10},
year = {2012}
}
@inproceedings{Giannakos2012b,
abstract = {Educational video games have been employed by teachers in order to make educational software more attractive to students. However, limited research has been made on the design and assessment of the storytelling elements and the educational effectiveness of these games in sciences curricula. For this purpose, we used Scratch to develop a storytelling mathematics video game and then we measured its educational effect to a small group of twelve students. We found that the story-based math video game has captivated the interest of students and it has been beneficial in the improvement of their performance in an assessment test. Most notably, the improvement was higher for students who used to have poor performance in mathematics. In practice, educators should develop similar games for similar science topics (e.g., physics, chemistry, etc), while further research should consider the active involvement of students in the design of serious games.},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {In Proceedings of the 2012 12th IEEE International Conference on Advanced Learning Technologies},
doi = {10.1109/ICALT.2012.16},
url1 = {Math is not only for Science Geeks Design and Assessment of a Storytelling Serious Video Game.pdf},
isbn = {9780769547022},
keywords = {Scratch,children,computer education,e-learning,math,multimedia,performance,serious,storytelling,video game},
mendeley-tags = {Scratch,children,computer education,e-learning,multimedia},
number = {ix},
pages = {418--419},
publisher = {IEEE Computer Society},
title = {{Math is not only for Science Geeks : Design and Assessment of a Storytelling Serious Video Game}},
url2 = {www.ionio.gr/~mgiannak/ICALT\_2012.pdf},
year = {2012}
}
@inproceedings{KonstantinosMikalef2012,
abstract = {Educators and museum curators have recognized the value of interactivity, but it remains unclear what is the right level of interactivity in informal learning settings, such as museums. In this study, we explore the effect of in- creasing levels of interactivity on learning performance and students’ intention for future museum visits. We developed an educational mobile application based on QR codes and quiz software, in order to augment visual arts comprehension during a visit to an art gallery. In addition to the mobile-based version of the game, a paper-based version was also employed followed by a controlled experiment. A total of 60 lyceum students (between 15 and 16 years old) participated in a between-groups evaluation that compared the performance of three levels of interactivity (passive guided tour, paper-based, mobile-based), as well as the perceptions among the groups. The results indicate that the mobile-based student group had higher performance in the post-assessment when compared with the paper-based one. Notably, perceived interest for the game affects students’ perceptions for a future museum visit. Further research should consider the effects of higher-fidelity types of mobile applications, such as 3D graphics, as well as augmented-reality games.},
address = {Berlin, Heidelberg},
author = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia},
booktitle = {ICEC 2012},
doi = {10.1007/978-3-642-33542-6},
editor = {Herrlich, Marc and Malaka, Rainer and Masuch, Maic},
url1 = {Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum.pdf},
isbn = {978-3-642-33541-9},
keywords = {computer education,e-learning,human-computer interaction,informal learning,mobile,mobile learning,multimedia,museum,perceptions,performance,ubiquitous computing},
mendeley-tags = {computer education,e-learning,human-computer interaction,mobile,multimedia,museum,ubiquitous computing},
pages = {553--561},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
title = {{Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum}},
url2 = {http://www.springerlink.com/content/n20l520212624g44/},
volume = {7522},
year = {2012}
}
@article{Chorianopoulos2011,
abstract = {In this introduction to the special issue of Entertainment Computing on the new TV landscape, we introduce interactive television (iTV) research as one of the pillars in the field of entertainment computing. Although entertainment computing has been associated mainly with video-games, there is also more than a couple of decades’ research in computer applications for television. Contemporary infrastructures have been converging towards mature development platforms, but there are still several user experience issues in TV applications (TV Apps). Here, we explore significant contributions to interactive TV, and we provide directions for further research in user experience design for TV Apps.},
author = {Chorianopoulos, Konstantinos and Geerts, David},
doi = {10.1016/j.entcom.2011.03.009},
url1 = {Introduction to User Experience Design for TV Apps.pdf},
issn = {18759521},
journal = {Entertainment Computing},
keywords = {entertainment,itv,mobile tv,multimedia,social tv,survey,television,tv apps,user experience},
mendeley-tags = {entertainment,multimedia,survey},
month = mar,
title = {{Introduction to User Experience Design for TV Apps}},
url2 = {http://dx.doi.org/10.1016/j.entcom.2011.03.009},
year = {2011}
}
@inproceedings{Chorianopoulos2011a,
abstract = {In this paper, we present a system that facilitates the analysis of user activity within a web video. Previous research in user-based techniques has assumed an extra effort from the users, such as video replies, comments, tags, and annotations. We have developed and evaluated the SocialSkip system, which improves sense making of web videos by visualizing the simplest form of user interactions with video, such as pause, and seek. In contrast to previous stand-alone implementations, the SocialSkip system employs a web-video player and cloud-based resources (application logic, database, content). The system was validated with two user studies, which provided several hundreds of user interactions with five types of web video (sports, comedy, lecture, documentary, how-to). We found that seeking activity within web video is reversely proportional to how interesting the video is. Moreover, we suggest that if the users are actively seeking for information within a video (e.g., lecture, how-to), then the user activity graph could be associated with the semantics of the video. Finally, SocialSkip provides an open architecture for collaborative contributions to the analysis of the user activity data, in a fashion similar to the TRECVID workshop series.},
author = {Chorianopoulos, Konstantinos and Leftheriotis, Ioannis and Gkonela, Chrysoula},
booktitle = {9th european conference on European interactive television conference (EuroITV '11)},
doi = {10.1145/2000119.2000124},
url1 = {SocialSkip Pragmatic Understanding within Web Video.pdf},
keywords = {Pragmatics,User-Based,Web Video,YouTube,analytics,cloud computing,human-computer interaction,information retrieval,multimedia,software technology,video lectures},
mendeley-tags = {YouTube,analytics,human-computer interaction,information retrieval,multimedia,software technology,video lectures},
pages = {25--28},
title = {{SocialSkip: Pragmatic Understanding within Web Video}},
url2 = {http://doi.acm.org/10.1145/2000119.2000124},
year = {2011}
}
@inproceedings{Du2011,
abstract = {Pen pal programs for connecting students from around the world through letter writing have been popular for generations. However, traditional technologies have several limitations in supporting pen pal activities. In this study, we explored the potential of video-based asynchronous messaging in supporting the development of children’s cross-cultural friendships. This paper presents the results of a 2-month study of 30 children from the USA and Greece, exploring their uses of, and experiences with, email and an asynchronous video-based messaging tool we developed called VideoPal. The results from this work highlight the important benefits video provides compared to its text counterpart - email. We conclude with a discussion of the key factors that video enables to benefit the development of children’s long-distance friendships.},
address = {London},
author = {Du, Honglu and Inkpen, Kori and Chorianopoulos, Konstantinos and Czerwinski, Mary and Johns, Paul and Hoff, Aaron and Roseway, Asta and Morlidge, Sarah and Tang, John and Gross, Tom},
booktitle = {ECSCW 2011: Proceedings of the 12th European Conference on Computer Supported Cooperative Work, 24-28 September 2011, Aarhus Denmark},
doi = {10.1007/978-0-85729-913-0},
editor = {B\o dker, Susanne and Bouvin, Niels Olof and Wulf, Volker and Ciolfi, Luigina and Lutters, Wayne},
url1 = {VideoPal Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships.pdf},
isbn = {978-0-85729-912-3},
keywords = {Asynchronous,Children,Interactions,Pen pal,Video-mediated communication,children,computer education,computer mediated communication,longitudinal,messaging,software technology},
mendeley-tags = {children,computer education,computer mediated communication,messaging,software technology},
pages = {273--292},
publisher = {Springer London},
title = {{VideoPal: Exploring Asynchronous Video-Messaging to Enable Cross-Cultural Friendships}},
url2 = {http://www.springerlink.com/content/r4631716g3w71157/},
year = {2011}
}
@inproceedings{Kravvaris2011,
abstract = {Many schools are replacing traditional whiteboards with interactive versions connected to computers and operated with a digital pen. Previous research has established that interactive whiteboards facilitate the learning activities, but there is limited research on the usability of the available digital pens. In particular, the Wiimote project is a cheap interactive whiteboard that employs an infrared pen, which is available in two versions: 1) push button and 2) tip activated. The push button is a pen which functions is similar to that of a mouse and the tip activated is a pen that acts like a "real" pen. In this article, we present an experiment that compares the usability of two infrared pens (push button and tip activated) in a target acquisition and a docking task. In addition to those typical input device tasks, we developed a more realistic drawing task, in order to assess the accuracy of each input device. We found that the tip activated pen is more usable, more accurate, and creates less fatigue.},
author = {Kravvaris, D. and Thanou, E. and Chorianopoulos, Konstantinos},
booktitle = {Informatics (PCI), 2011 15th Panhellenic Conference on},
url1 = {Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards.pdf},
keywords = {computer education,docking,human-computer interaction,infrared pen,interactive whiteboard,push button,surface,target acquisition,tip activated,ubiquitous computing,wiimote project},
mendeley-tags = {computer education,human-computer interaction,surface,ubiquitous computing},
pages = {287--291},
title = {{Evaluation of Tip-Activated and Push-Button Infrared Pens for Interactive Whiteboards}},
url2 = {http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=6065103},
year = {2011}
}
@inproceedings{Du2011a,
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.},
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},
booktitle = {Adjunct Proceedings of CSCW 2011},
url1 = {VideoPal An Asynchronous Video Based Communication System to Connect Children from US and Greece.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},
title = {{VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece}},
year = {2011}
}
@inproceedings{Du2011b,
abstract = {In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.},
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},
booktitle = {Adjunct Proceedings of CSCW 2011},
url1 = {VideoPal System Description.pdf},
keywords = {Asynchronous CMC,VideoPal,collaboration,human-computer interaction,media technology,software technology},
mendeley-tags = {collaboration,human-computer interaction,media technology,software technology},
number = {Figure 1},
pages = {1--2},
title = {{VideoPal : System Description}},
year = {2011}
}
@inproceedings{Leftheriotis2011a,
abstract = {In this work, we present the design and implementation of a chorded menu for multiple users on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users make a selection by touching multiple fingers simultaneously on any place of the display. Previous research on multi-touch toolkits has provided basic access to touch events, but there is no support for advanced user interface widgets, such as chords. For this purpose, we extended the open-source PyMT toolkit with an architecture that supports alternative user interaction strategies with chorded menus. In addition, we built a multi-user extension that supports chords for two or more users. Chords could be used for having user-aware MT applications. Our toolkit is open source and has been designed as a widget that could be integrated into broader interaction frameworks for multi-touch screens.},
author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},
booktitle = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},
doi = {10.1145/1996461.1996513},
url1 = {Multi-user Chorded Toolkit for Multi-touch Screens.pdf},
keywords = {Multi-touch,PyMT,Surface,architecture,chord,human-computer interaction,large display,multi-user,software technology,toolkit,ubiquitous computing},
mendeley-tags = {Surface,human-computer interaction,software technology,ubiquitous computing},
pages = {161--164},
title = {{Multi-user Chorded Toolkit for Multi-touch Screens}},
url2 = {http://doi.acm.org/10.1145/1996461.1996513},
year = {2011}
}
@inproceedings{Leftheriotis2011,
abstract = {In this paper, we present an updated set of experimental tasks and measures for large multi-touch (MT) input devices. In addition to a multi-user condition, we have employed an updated set of tasks, as well as subjective measures for user enjoyment. In the first experiment (a target acquisition task with two moving targets), the MT was more efficient than the mouse. Surprisingly, we found that the reduced accuracy of MT did not affect the perceived usability, or the enjoyment of the users. In the second experiment (a multiple shapes docking task), the MT was again more efficient and enjoying than the mouse. In the two-user condition, we found that performance and enjoyment was always higher than the single-user conditions, regardless of input device and task. Besides the quantitative results, we observed that users employed diverse interaction strategies in the MT condition, such as bi-manual input. The proposed tasks and the results support the use of MT in entertainment applications (multimedia and video-games), collaborative work, and scientific visualizations with complex data.},
author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos},
booktitle = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)},
doi = {10.1145/1996461.1996536},
url1 = {User Experience Quality in Multi-Touch Tasks.pdf},
keywords = {Multi-touch,collaboration,human-computer interaction,input,large screen,mouse,multi-user,software technology,surface,task,ubiquitous computing,user experience},
mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing},
pages = {277--282},
title = {{User Experience Quality in Multi-Touch Tasks}},
url2 = {http://doi.acm.org/10.1145/1996461.1996536},
year = {2011}
}
@inproceedings{Giannakos2011,
abstract = {Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and play. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a group of children, who exchanged video messages in an informal context. In particular, we have analyzed 386 videos over a period of 11 weeks, which were exchanged by 30 students of 4 th and 5 th grade from USA and Greece. We found that the number of views and the duration of a video message significantly depend on the gender of the viewer and creator. Most notably, girls created more messages, but boys viewed their own messages more. Finally, there are video messages with numerous views, which indicates that some videos have content qualities beyond the communication message itself. Overall, the practical implications of these findings indicate that the developers of asynchronous VMC should consider functionalities for preserving some of the video messages.},
address = {Berlin, Heidelberg},
author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Johns, Paul and Inkpen, Kori and Du, Honglu},
booktitle = {Human-Computer Interaction – INTERACT 2011},
doi = {10.1007/978-3-642-23774-4},
editor = {Campos, Pedro and Graham, Nicholas and Jorge, Joaquim and Nunes, Nuno and Palanque, Philippe and Winckler, Marco},
url1 = {Childrens Interactions in an Asynchronous Video Mediated Communication Environment.pdf},
isbn = {978-3-642-23773-7},
keywords = {Asynchronous,Children,Gender,Thread,Video-Mediated Communication,children,computer education,computer mediated communication,messaging},
mendeley-tags = {children,computer education,computer mediated communication,messaging},
pages = {199--206},
publisher = {Springer Berlin Heidelberg},
series = {Lecture Notes in Computer Science},
title = {{Childrens Interactions in an Asynchronous Video Mediated Communication Environment}},
url2 = {http://www.springerlink.com/content/y51w14466hk85852/},
volume = {6946},
year = {2011}
}
@incollection{Willis2010,
abstract = {The approach often adopted by Human Computer Interaction (HCI) focuses on exchanges between a person and the interface of a device situated within a specific context of use. This view is increasingly challenged by the complex and dynamic world of the physical and social environment integrated with ubiquitous technologies, which requires an alternative view that sees people creating settings which frame and structure their encounters. As a result, in recent years, HCI researchers have recognized the need for social and physical data to be gathered and interpreted, but have often been frustrated in their attempts to codify and make sense of the complex and dynamic nature of the real world of human experience. Developments in the early 90s such as the emergence of the field of Computer Supported Cooperative Work (CSCW), the introduction of the concept of social navigation (Hook et al. 2003), work on ambient environments, the UbiComp conference series as well as more theoretical positions on embodied or situated interaction (Dourish 2001, McCullough 2005) have all lead the way to a new understanding of HCI. Another driver for this change in emphasis in HCI is the emergence of mobile and ubiquitous computing that has brought significant changes in social and cultural practices in spatial settings. Interactions through and with ubiquitous technologies no longer require physical co-presence and have broadened the range of possible interactions as well as the range of settings in which these interactions can unfold. The basis for this lies in the fact that physical distance no longer prevents many of the types of interactions and encounters that had previously been confined to face-to-face contact. As a result, there has been much discussion on the role of spatial setting and interaction mediated through technologies such as that on the role of space and agency in the quality of the interaction (Dourish and Harrisson 1996) and also the broader concept of the situated behavior and actions (Suchman 1987). A good deal has also been written on the subject of social collaboration among individuals using communication devices and the conditions or features that are required to enable such activities (Gaver 1992; Paulos and Goodman 2004; Hook et al. 2003; Churchill et al. 2004). Further discussion has focused on the technologies themselves, assessing the social impact of the emerging forms of behavior, such as the activities of ad hoc communities enabled through mobile technologies (Rheingold 2002), or the patterns of mobile phones’ use (Katz and Aakhus 2002). Finally, numerous applications and locative media projects (e.g., Harle and Hopper 2005) which explore interactions through realization have been developed. These projects and research offer many useful insights, but there still remain many questions about how to create the conditions for meaningful and persisting shared interactions in public space. The challenge is not only to build systems that respond to rich and dynamic social and physical events, but also to provide a structure for sustainable participation and sharing.},
address = {London},
author = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
booktitle = {Shared Encounters},
chapter = {1},
doi = {10.1007/978-1-84882-727-1},
editor = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
url1 = {Shared Encounters.pdf},
isbn = {978-1-84882-726-4},
keywords = {architectural space,architecture,collaboration,community,human-computer interaction,media technology,ubiquitous computing},
mendeley-tags = {architecture,human-computer interaction,media technology,ubiquitous computing},
number = {Suchman 1987},
pages = {1--15},
publisher = {Springer London},
series = {Computer Supported Cooperative Work},
title = {{Shared Encounters}},
url2 = {http://www.springerlink.com/index/10.1007/978-1-84882-727-1},
year = {2010}
}
@inproceedings{Giannakos2010,
abstract = {This paper investigates the uses of the popular social networking site Facebook, and the perceptions of the users which derive from their Facebook experience. In the exploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users do not only describe the uses, but also mention how they perceive these uses. These phrases were coded into 14 items and then clustered into 4 factors. The second stage of the study, which was addressed to 131 Facebook users, the factor analysis that was conducted, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time, Using Applications. Finally, the results were analyzed in order to interpret each factor's impact and to enable a comparison with previous research regarding the same subject. These showed how users continue to primarily regard Facebook as a means of socializing with other users, but also the extent to which Facebook has become a part of their daily routine, something that is indicated by the impact of the "Wasting Time" factor. Further research can be conducted by addressing a greater number of users, selected with a less random manner and possibly with a different (cultural, economical etc.) background.},
address = {New York, New York, USA},
author = {Giannakos, Michail N. and Giotopoulos, Konstantinos K. and Chorianopoulos, Konstantinos},
booktitle = {Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek '10},
doi = {10.1145/1930488.1930521},
url1 = {In the face (book) of the daily routine.pdf},
isbn = {9781450300117},
keywords = {human-computer interaction,online interactions,social media,social networking,social networks,uses and perceptions},
mendeley-tags = {human-computer interaction,social media,social networking},
month = oct,
pages = {153--157},
publisher = {ACM Press},
title = {{In the face (book) of the daily routine}},
url2 = {http://portal.acm.org/citation.cfm?id=1930488.1930521},
year = {2010}
}
@inproceedings{Chorianopoulos2010b,
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.},
address = {New York, New York, USA},
author = {Chorianopoulos, Konstantinos and Fern\'{a}ndez, Francisco Javier Bur\'{o}n and Salcines, Enrique Garc\'{\i}a and {de Castro Lozano}, Carlos},
booktitle = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10},
doi = {10.1145/1842993.1843096},
url1 = {Delegating the visual interface between a tablet and a TV.pdf},
isbn = {9781450300766},
keywords = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing},
mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
month = may,
pages = {418},
publisher = {ACM Press},
title = {{Delegating the visual interface between a tablet and a TV}},
url2 = {http://portal.acm.org/citation.cfm?id=1842993.1843096},
year = {2010}
}
@inproceedings{Spiridonidou2010,
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.},
author = {Spiridonidou, Antonia. and Kampi, Ioanna and Chorianopoulos, Konstantinos},
booktitle = {workshop on Digital Technologies and Marginalized Youth, IDC 2010.},
url1 = {Exploring everyday life in remote schools A large-scale study with cultural probes and affinity diagrams.pdf},
keywords = {Remote schools,affinity diagrams,children,cultural probes,ethnography,human-computer interaction},
mendeley-tags = {children,ethnography,human-computer interaction},
title = {{Exploring everyday life in remote schools: A large-scale study with cultural probes and affinity diagrams.}},
url2 = {http://www.cs.uiowa.edu/~hourcade/idc2010-myw/spiridonidou.pdf},
year = {2010}
}
@incollection{Chorianopoulos2010,
abstract = {This chapter describes the design and development of an interactive video installation that allows participants to explore a map narrative, and engage in group interactions through a shared screen. For this purpose, several layers of cartographic information were employed in a computer application, which was programmed with motion-tracking libraries in the open source tool processing. The interactive video installation has been chosen as a medium to achieve the following aims: (1) The visualization of urban-conflict as an interactive map narrative, and (2) the encouragement of social encounters through a shared screen. The development process begins with the design of interaction between the system and the participants, as well as between the participants themselves. Then we map the interaction design concepts into multimedia and architectural design. Finally, we provide a discussion on the creative process and the collaboration between different disciplines, such as architecture, urban planning, cartography, computer engineering, and media studies.},
author = {Chorianopoulos, Konstantinos and Rieniets, T},
booktitle = {Shared Encounters},
chapter = {5},
edition = {1},
url1 = {Shared-Screen Interaction Engaging Groups in Map-Mediated Nonverbal Communication.pdf},
keywords = {architectural space,architecture,collaboration,creativity,human-computer interaction,installation,multimedia,processing,surface,ubiquitous computing},
mendeley-tags = {human-computer interaction,multimedia,surface,ubiquitous computing},
pages = {81--98},
publisher = {Springer},
title = {{Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication}},
url2 = {http://www.springerlink.com/content/u657l6240x2058k2/},
year = {2010}
}
@article{Koutsourelakis2010a,
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.},
author = {Koutsourelakis, C and Chorianopoulos, Konstantinos},
url1 = {Icons in mobile phones Comprehensibility differences between older and younger users.pdf},
journal = {Information Design Journal},
keywords = {age,human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,usability,user study},
mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
number = {1},
pages = {22--35},
title = {{Icons in mobile phones Comprehensibility differences between older and younger users}},
url2 = {http://dx.doi.org/10.1075/idj.18.1.03cho},
volume = {18},
year = {2010}
}
@book{Willis2009,
abstract = {Every day we share encounters with others as we inhabit the space around us. In offering insights and knowledge on this increasingly important topic, this book introduces a range of empirical and theoretical approaches to the study of shared encounters. It highlights the multifaceted nature of collective experience and provides a deeper understanding of the nature and value of shared encounters in everyday life.Divided into four sections, each section comprises a set of chapters on a different topic and is introduced by a key author in the field who provides an overview of the content. The book itself is introduced by Paul Dourish, who sets the theme of shared encounters in the context of technological and social change over the last fifteen years. The four sections that follow consider the characteristics of shared encounters and describe how they can be supported in different settings: the first section, introduced by Barry Brown, looks at shared experiences. George Roussos, in the second section, presents playful encounters. Malcolm McCulloch introduces the section on spatial settings and ' last but not least ' Elizabeth Churchill previews the topic of social glue. The individual chapters that accompany each part offer particular perspectives on the main topic and provide detailed insights from the author's own research background. A valuable reference for anyone designing ubiquitous media, mobile social software and LBS applications, this volume will also be useful to researchers, students and practitioners in fields ranging from computer science to urban studies.},
editor = {Willis, Katharine S. and Roussos, George and Chorianopoulos, Konstantinos and Struppek, Mirjam},
isbn = {1848827261, 9781848827264},
keywords = {book},
mendeley-tags = {book},
month = dec,
pages = {311},
publisher = {Springer},
title = {{Shared Encounters}},
url2 = {http://books.google.com/books?id=qKKFT9nIPX8C\&pgis=1 http://www.springerlink.com/content/978-1-84882-726-4 http://portal.acm.org/citation.cfm?id=1708075},
year = {2010}
}
@inproceedings{Chorianopoulos2010c,
abstract = {Cultural probes have emerged as an effective user requirements capturing toolset for sensitive environments, such as domestic and educational settings. Previous efforts with cultural probes have been done on a small scale with no more than 20 users and have mostly considered urban environments. In contrast, we have collected cultural probes from more than ten remote schools and involved more than 100 students and teachers. We have found that some of the original analog probes might be already outdated in the face of contemporary digital tools and technologies, even in places that have remained greatly unaffected by modern life. The results of this study provide a framework for employing, administering, and analyzing cultural probes in longitudinal studies of remote places.},
address = {Corinth},
author = {Chorianopoulos, Konstantinos and Polymeris, Gerasimos},
booktitle = {7th Pan-Hellenic Conference with International Participation «ICT in Education»},
editor = {Jimoyiannis, A.},
url1 = {A case study of the deployment of cultural probes in remote schools.pdf},
keywords = {children,computer education,cultural probes,ethnography,isolated,remote schools},
mendeley-tags = {children,computer education,cultural probes,ethnography},
pages = {185--188},
publisher = {University of Peloponnese, Korinthos, Greece, 23-26 September 2010},
title = {{A case study of the deployment of cultural probes in remote schools}},
url2 = {http://korinthos.uop.gr/~hcicte10/proceedings/103.pdf},
year = {2010}
}
@inproceedings{Chorianopoulos2010d,
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.},
address = {Rome},
author = {Chorianopoulos, Konstantinos and Tsaknaki, Vassiliki},
booktitle = {workshop Mind the Gap — Towards Seamless Remote Social Interaction (10th Advanced Visual Interafaces conference AVI 2010)},
editor = {Quinn, Kori Inkpen and Gross, Tom},
url1 = {CELL Connecting Everyday Life in an archipeLago.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},
title = {{CELL: Connecting Everyday Life in an archipeLago}},
year = {2010}
}
@article{Yu2010,
abstract = {The rapid development of digital media technologies enables the emergence of novel media content types for eCommerce, eEducation, and digital entertainment. On the other hand, the advances in communication and micro-electronics have led to a transition from traditional personal computer-centric to more intuitive human-centric information access modes and the embedment of computer systems throughout the natural environment. This type of computation is generally known as Pervasive or Ubiquitous Computing. It can also be referred to as ambient intelligence, or talking about media environments as ambient media. It allows a person to use a variety of devices and sensor networks seamlessly embedded throughout our daily life, such as personal digital assistant (PDA), smart electronics, sensors, as well as personal computer, to access those media contents. The combination of these two trends (emergence of media and pervasive computing) holds the potential of providing a user with seamless and ubiquitous access to rich and dynamic mul- timedia resources from anywhere and anytime.},
author = {Yu, Zhiwen and Lugmayr, Artur and Chorianopoulos, Konstantinos and Mei, Tao},
doi = {10.1007/s00530-010-0198-5},
url1 = {Introduction to the special issue on multimedia intelligent services and technologies.pdf},
issn = {0942-4962},
journal = {Multimedia Systems},
keywords = {editorial,multimedia},
mendeley-tags = {editorial,multimedia},
month = jun,
number = {4-5},
pages = {215--217},
publisher = {Springer Berlin / Heidelberg},
title = {{Introduction to the special issue on multimedia intelligent services and technologies}},
url2 = {http://www.springerlink.com/content/1438v73qh2725084/},
volume = {16},
year = {2010}
}
@incollection{Chorianopoulos2010a,
abstract = {Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer-supported co-operative work (CSCW) and mobile human–computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this article, we propose three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior, and (3) Mobile TV as interaction terminal. Finally, we provide particular directions to be considered in further research in social and mobile TV.},
address = {London},
author = {Chorianopoulos, Konstantinos},
booktitle = {MOBILE TV: CUSTOMIZING CONTENT AND EXPERIENCE},
doi = {10.1007/978-1-84882-701-1},
editor = {Marcus, Aaron and Roib\'{a}s, Anxo Cereijo and Sala, Riccardo},
url1 = {Scenarios of Use for Sociable Mobile TV.pdf},
isbn = {978-1-84882-700-4},
keywords = {Interactive TV,computer mediated communication,human-computer interaction,mobile,mobile TV,multimedia,scenario,social aspects,survey},
mendeley-tags = {human-computer interaction,mobile,multimedia,scenario,survey},
pages = {243--254},
publisher = {Springer London},
series = {Human-Computer Interaction Series},
title = {{Scenarios of Use for Sociable Mobile TV}},
url2 = {http://www.springerlink.com/content/wj6238165759l0u2/},
year = {2010}
}
@article{Banakou2010,
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.},
author = {Banakou, Domna and Chorianopoulos, Konstantinos},
url1 = {The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds.pdf},
journal = {Journal of Virtual Worlds Research},
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},
number = {5},
title = {{The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds}},
url2 = {http://journals.tdl.org/jvwr/index.php/jvwr/article/view/779},
volume = {2},
year = {2010}
}
@article{Koutsourelakis2010,
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.},
author = {Koutsourelakis, C and Chorianopoulos, Konstantinos},
url1 = {Unaided Icon Recognition in Mobile Phones A Comparative Study with Young Users.pdf},
journal = {The Design Journal},
keywords = {human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,user study},
mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing},
number = {3},
pages = {313--328},
title = {{Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users}},
url2 = {http://dx.doi.org/10.2752/146069210X12766130824939},
volume = {13},
year = {2010}
}
@incollection{Lekakos2009,
abstract = {The ability to deliver personalized advertising messages has long been a major objective in marketing since it allows marketers to meet heterogeneous consumer needs and target their messages more effectively (Arens \& Bovee, 1994). However, traditional one-to-many marketing approaches applied in mass media suffer from their inability to meet this objective (Dibb, 1998; Hoffman \& Novak, 1997). In order to increase the efficiency of their strategy, marketers identify homogeneous groups of consumers (market segmentation) which they target according to their marketing objectives. Thus, market segmentation has become the most important marketing tool for targeting purposes (McBurnie \& Clutterbuck, 1998), also utilized in the TV advertising domain in conjunction with domain-specific features such as time zones and/or program typologies. However, this strategy has admittedly little to offer towards the ultimate goal of one-to-one communication, since the targeted unit is the segment rather than the individual consumer, and therefore individual needs cannot be satisfied. In the broadcasting television advertising domain, media coverage either exceeds the targeted market segment or leaves potential customers without exposure to the message, thus reducing its cost effectiveness (Belch \& Belch, 1995). At the same time, TV viewers have to deal with a vast amount of available advertising information. The issue of information overload, typical in information theoretic terms, is also experienced in the case of TV advertisements as advertising clutter, which has been identified as one of the significant factors associated with the negative attitude of viewers towards advertising and can have a negative impact on television advertisement recall or recognition (Mord \& Gilson, 1985). Relevant surveys reveal that 80\% of the viewers feel that there is “too much advertising in television” (Elliott \& Speck, 1998), while more than 75\% of consumers are not happy with the broadcasted advertisements (Hawkins, Best, \& Coney, 1998 ). Current target marketing methods are limited in their ability to efficiently target consumers at the individual level, particularly in mass media such as television. Thus, personalization of advertisements provides marketers with the opportunity to increase advertising effectiveness by targeting consumers who are most likely to respond positively to the advertising message. The present article investigates appropriate personalization methods for the domain of digital television advertisements by examining relevant methods utilized for personalized Web applications. In addition, it is concerned with the design of the interactive elements of a typical 30-second advertisement in support of the personalization process. The two objectives of this article are interrelated: the selection of a personalization technique affects the design of interactive advertisements since it indicates the type of interaction data that should be collected in order to enable personalization. The next section of this article opens up the discussion on personalization from a theoretical point of view and in the following section specific personalization techniques are compared. Next, the types of interaction data required to achieve personalization are discussed and the article concludes with further discussion and conclusions.},
author = {Lekakos, George and Chorianopoulos, Konstantinos},
booktitle = {Encyclopedia of Multimedia Technology and Neworking},
doi = {10.4018/978-1-60566-014-1.ch155},
edition = {3rd},
editor = {Pagani, Margherita},
url1 = {Personalized Advertising Methods in Digital Interactive Television.pdf},
isbn = {9781605660158},
keywords = {TV,interactive advertising,multimedia,personalized advertising,user modelling},
mendeley-tags = {interactive advertising,multimedia,user modelling},
pages = {1142--1147},
publisher = {IGI Press},
title = {{Personalized Advertising Methods in Digital Interactive Television}},
url2 = {http://www.igi-global.com/bookstore/Chapter.aspx?TitleId=17529},
year = {2009}
}
@inproceedings{Chorianopoulos2009a,
abstract = {In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way.},
address = {Athens},
author = {Chorianopoulos, Konstantinos and Cesar, Pablo},
booktitle = {MCIS 2009.},
url1 = {Taking Social TV beyond chatting How the TV viewer adds value to the Network.pdf},
keywords = {Interactive TV,Internet TV,Networked TV,Social TV,computer mediated communication,human-computer interaction,multimedia},
mendeley-tags = {computer mediated communication,human-computer interaction,multimedia},
pages = {39},
title = {{Taking Social TV beyond chatting: How the TV viewer adds value to the Network}},
url2 = {http://aisel.aisnet.org/mcis2009/39/},
year = {2009}
}
@book{Cesar2009a,
abstract = {Interactive TV research spans across a rather diverse body of scientific subfields. Research articles have appeared in several venues, such as multimedia, HCI, CSCW, UIST, user modeling, media and communication sciences. In this study, we explore the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of authoring, delivering, and watching TV? For this purpose, we have reviewed the research literature, as well as the industrial developments and identified three concepts that provide a high-level taxonomy of interactive TV research: (1) content editing, (2) content sharing, and (3) content control. We propose this simple taxonomy (edit-share-control) as an evolutionary step over the established hierarchical produce-deliver-consume paradigm. Moreover, we demonstrate how each disciplinary effort has contributed to and why the full potential of interactive TV has not yet been fulfilled. Finally, we describe how interdisciplinary approaches could provide solutions to some notable contemporary research issues.},
author = {Cesar, Pablo and Chorianopoulos, Konstantinos},
booktitle = {Foundations and Trends® in Human-Computer Interaction},
doi = {10.1561/1100000008},
url1 = {The Evolution of TV Systems, Content, and Users Toward Interactivity.pdf},
isbn = {978-1-60198-256-8},
issn = {1551-3955},
keywords = {book,human-computer interaction,interactive TV,multimedia,survey,ubiquitous computing},
mendeley-tags = {book,human-computer interaction,multimedia,ubiquitous computing},
number = {4},
pages = {95},
title = {{The Evolution of TV Systems, Content, and Users Toward Interactivity}},
url2 = {http://www.nowpublishers.com/product.aspx?product=HCI\&doi=1100000008},
volume = {2},
year = {2009}
}
@book{Cesar2009,
abstract = {Television, since its invention, has been considered to be a social link between people. Continually enhanced by innovation, the next frontier for this technological phenomenon will focus on the actual natural capabilities of the medium. Social Interactive Television: Immersive Shared Experiences and Perspectives combines academic and industry research to provide the first publication of its kind to discuss the future emergence of experiences and services through interactive television. Concentrating on system and interaction design, as well as evaluation methods that focus on social experiences around interactive television, this book provides practitioners, academicians, researchers, and developers with the most relevant, current, and interesting findings on the topic.},
editor = {Cesar, Pablo and Geerts, David and Chorianopoulos, Konstantinos},
isbn = {1605666564},
keywords = {book,human-computer interaction,multimedia},
mendeley-tags = {book,human-computer interaction,multimedia},
pages = {362},
publisher = {IGI Global},
title = {{Social Interactive Television: Immersive Shared Experiences and Perspectives (Premier Reference Source)}},
url2 = {http://www.amazon.com/Social-Interactive-Television-Experiences-Perspectives/dp/1605666564},
year = {2009}
}
@inproceedings{Banakou2009,
abstract = {In this article, we investigate the effects of avatars appearance on user social behavior in online virtual worlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnography for the study of cyberspace. We employed nine users who used four different avatars and we observed a cumulative of more than two hundreds social encounters. The results of the study indicate that avatars appearance is an important factor in determining the social communication patterns between users in online 3D worlds. In particular, we found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. The implications of this study raise several issues for the design of avatars, as well as for the study of social communication in online 3D worlds.},
author = {Banakou, Domna and Chorianopoulos, Konstantinos and Anagnostou, Kostas},
booktitle = {2009 13th Panhellenic Conference on Informatics},
doi = {10.1109/PCI.2009.9},
url1 = {Avatars Appearance and Social Behavior in Online Virtual Worlds.pdf},
isbn = {978-0-7695-3788-7},
keywords = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer interaction,multimedia,self-confidence,sociability,virtual world},
mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world},
month = sep,
pages = {207--211},
publisher = {IEEE},
title = {{Avatars Appearance and Social Behavior in Online Virtual Worlds}},
url2 = {http://www.computer.org/portal/web/csdl/doi/10.1109/PCI.2009.9},
year = {2009}
}
@inproceedings{Chorianopoulos2009,
abstract = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass communication system that brings together a physically distributed educational community. There is a significant body of related research, but no integrated approach. In particular, previous academic research has not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance communication systems on everyday life, such as community identity, community awareness, and civic participation have not been documented. For this purpose, we plan to deploy an ambient and social interactive TV platform that supports social communication between remote and isolated schools. Here, we describe tools and techniques for a systematic longitudinal evaluation of the social effects of the media communication system on an educational setting.},
address = {Athens},
author = {Chorianopoulos, Konstantinos},
booktitle = {5th International Conference on Open and Distance Learning (ICODL)},
url1 = {Evaluating the social effects of distant education beyond the desktop computer.pdf},
keywords = {Children,computer education,computer mediated communication,human-computer interaction,installation,longitudinal,multimedia,remote schools,sustainability,ubiquitous computing,well being},
mendeley-tags = {computer education,computer mediated communication,human-computer interaction,installation,multimedia,ubiquitous computing},
pages = {117--121},
publisher = {Hellenic Open University Press},
title = {{Evaluating the social effects of distant education beyond the desktop computer}},
year = {2009}
}
@article{Cesar2008,
author = {Cesar, Pablo and Bulterman, Dick C. A. and Chorianopoulos, Konstantinos and Jensen, Jens F.},
doi = {10.1007/s00530-008-0115-3},
url1 = {Multimedia systems, languages, and infrastructures for interactive television.pdf},
issn = {0942-4962},
journal = {Multimedia Systems},
keywords = {editorial,human-computer interaction,multimedia},
mendeley-tags = {human-computer interaction,multimedia},
month = mar,
number = {2},
pages = {71--72},
publisher = {Springer Berlin / Heidelberg},
title = {{Multimedia systems, languages, and infrastructures for interactive television}},
url2 = {http://www.springerlink.com/content/n3333760t1510081/},
volume = {14},
year = {2008}
}
@book{Eckardt2008,
abstract = {MEDIACITY – Situations, Practices and Encounters investigates how the social settings and spaces of the city are created, experienced and practiced through the use and presence of new media. It takes the position that new media enables different settings, practices and behaviours to occur in urban space. Contributions from academics, practitioners and activists from disciplines such as Media Studies, Architecture, Urban Studies, Cultural and Urban Geography and Sociology present a critical reflection on the processes, methods and impacts of technologies in urban space.},
editor = {Eckardt, Frank and Geelhaar, Jens and Colini, Laura and Willis, Katharine S. and Chorianopoulos, Konstantinos and Hennig, Ralf},
isbn = {3865961827},
keywords = {architecture,book,media studies,urban studies},
mendeley-tags = {architecture,media studies,urban studies},
pages = {439},
publisher = {Frank \& Timme GmbH},
title = {{MEDIACITY. Situations, Practices and Encounters}},
url2 = {http://www.amazon.com/MEDIACITY-Situations-Practices-Encounters-Eckardt/dp/3865961827},
year = {2008}
}
@article{Chorianopoulos2008a,