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The retailing market has undergone a paradigm-shift in the last decades, departing from its traditional form of shopping in brick-and-mortar stores towards online shopping and the establishment of shopping malls. As a result, “small” independent retailers operating in urban environments have suffered a substantial reduction of their turnover. This situation could be presumably reversed if retailers were to establish business “alliances” targeting economies of scale and engage themselves in providing innovative digital services. The SMARTBUY ecosystem realizes the concept of a “distributed shopping mall”, which allows retailers to join forces and unite in a large commercial coalition that generates added value for both retailers and customers. Along this line, the SMARTBUY ecosystem offers several novel features: (i) inventory management of centralized products and services, (ii) geo-located marketing of products and services, (iii) location-based search for products offered by neighboring retailers, and (iv) personalized recommendations for purchasing products derived by an innovative recommendation system. SMARTBUY materializes a blended retailing paradigm which combines the benefits of online shopping with the attractiveness of traditional shopping in brick-and-mortar stores. This article provides an overview of the main architectural components and functional aspects of the SMARTBUY ecosystem. Then, it reports the main findings derived from a 12 months-long pilot execution of SMARTBUY across four European cities and discusses the key technology acceptance factors when deploying alike business alliances.
Lorena Bourg; Thomas Chatzidimitris; Ioannis Chatzigiannakis; Damianos Gavalas; Kalliopi Giannakopoulou; Vlasios Kasapakis; Charalampos Konstantopoulos; Damianos Kypriadis; Grammati Pantziou; Christos Zaroliagis. Enhancing shopping experiences in smart retailing. Journal of Ambient Intelligence and Humanized Computing 2021, 1 -19.
AMA StyleLorena Bourg, Thomas Chatzidimitris, Ioannis Chatzigiannakis, Damianos Gavalas, Kalliopi Giannakopoulou, Vlasios Kasapakis, Charalampos Konstantopoulos, Damianos Kypriadis, Grammati Pantziou, Christos Zaroliagis. Enhancing shopping experiences in smart retailing. Journal of Ambient Intelligence and Humanized Computing. 2021; ():1-19.
Chicago/Turabian StyleLorena Bourg; Thomas Chatzidimitris; Ioannis Chatzigiannakis; Damianos Gavalas; Kalliopi Giannakopoulou; Vlasios Kasapakis; Charalampos Konstantopoulos; Damianos Kypriadis; Grammati Pantziou; Christos Zaroliagis. 2021. "Enhancing shopping experiences in smart retailing." Journal of Ambient Intelligence and Humanized Computing , no. : 1-19.
Augmented reality (AR), in conjunction with 3D geovisualization methods, can provide significant support in monitoring geoconservation activities in protected geosites, such as the excavation process in fossil sites. The excavation process requires a monitoring methodology that will provide a complete and accurate overview of the fossils, their dimensions, and location within the different pyroclastic horizons, and the progress of the excavation works. The main purpose of this paper is the development of a user-friendly augmented map application, specifically designed for tracking the position of petrified tree trunks, providing information for their geometric features, and mapping the spatiotemporal changes occurring in the surrounding space. It also aims to probe whether the rapid acquisition of a 4K video can generate cartographic derivatives of petrified findings during a geosite excavation. A database accumulated 2D and 3D cartographic information, while the geovisualization environment displayed the surface alterations, at two scales: a) 1:500 (excavation area) and b) 1:50 (trench level). Unmanned aerial systems (UASs), used for data acquisition in three excavation periods, consisted of two flights at two different altitudes: one to record changes throughout the study area and the other to provide information on trunks at trench level, via a high-resolution (4K) video. Image-based 3D modeling followed, in which image georeferencing was conducted with ground control points (GCPs). Finally, 2D and 3D geovisualizations were created to depict the excavation changes through time. The cartographic products generated at two cartographic scales depicted the spatiotemporal changes of the excavation.
Ermioni-Eirini Papadopoulou; Vlasios Kasapakis; Christos Vasilakos; Apostolos Papakonstantinou; Nikolaos Zouros; Athanasia Chroni; Nikolaos Soulakellis. Geovisualization of the Excavation Process in the Lesvos Petrified Forest, Greece Using Augmented Reality. ISPRS International Journal of Geo-Information 2020, 9, 374 .
AMA StyleErmioni-Eirini Papadopoulou, Vlasios Kasapakis, Christos Vasilakos, Apostolos Papakonstantinou, Nikolaos Zouros, Athanasia Chroni, Nikolaos Soulakellis. Geovisualization of the Excavation Process in the Lesvos Petrified Forest, Greece Using Augmented Reality. ISPRS International Journal of Geo-Information. 2020; 9 (6):374.
Chicago/Turabian StyleErmioni-Eirini Papadopoulou; Vlasios Kasapakis; Christos Vasilakos; Apostolos Papakonstantinou; Nikolaos Zouros; Athanasia Chroni; Nikolaos Soulakellis. 2020. "Geovisualization of the Excavation Process in the Lesvos Petrified Forest, Greece Using Augmented Reality." ISPRS International Journal of Geo-Information 9, no. 6: 374.
This paper presents SemMR, a semantic framework for modelling interactions between human and non-human entities and managing reusable and optimized cultural experiences, towards a shared cultural experience ecosystem that might seamlessly accommodate mixed reality experiences. The SemMR framework synthesizes and integrates interaction data into semantically rich reusable structures and facilitates the interaction between different types of entities in a symbiotic way, within a large, virtual, and fully experiential open world, promoting experience sharing at the user level, as well as data/application interoperability and low-effort implementation at the software engineering level. The proposed semantic framework introduces methods for low-effort implementation and the deployment of open and reusable cultural content, applications, and tools, around the concept of cultural experience as a semantic trajectory or simply, experience as a trajectory (eX-trajectory). The methods facilitate the collection and analysis of data regarding the behaviour of users and their interaction with other users and the environment, towards optimizing eX-trajectories via reconfiguration. The SemMR framework supports the synthesis, enhancement, and recommendation of highly complex reconfigurable eX-trajectories, while using semantically integrated disparate and heterogeneous related data. Overall, this work aims to semantically manage interactions and experiences through the eX-trajectory concept, towards delivering enriched cultural experiences.
Costas Vassilakis; Konstantinos Kotis; Dimitris Spiliotopoulos; Dionisis Margaris; Vlasios Kasapakis; Christos-Nikolaos Anagnostopoulos; Georgios Santipantakis; George A. Vouros; Theodore Kotsilieris; Volha Petukhova; Andrei Malchanau; Ioanna Lykourentzou; Kaj Michael Helin; Artem Revenko; Nenad Gligoric; Boris Pokric. A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems. Big Data and Cognitive Computing 2020, 4, 6 .
AMA StyleCostas Vassilakis, Konstantinos Kotis, Dimitris Spiliotopoulos, Dionisis Margaris, Vlasios Kasapakis, Christos-Nikolaos Anagnostopoulos, Georgios Santipantakis, George A. Vouros, Theodore Kotsilieris, Volha Petukhova, Andrei Malchanau, Ioanna Lykourentzou, Kaj Michael Helin, Artem Revenko, Nenad Gligoric, Boris Pokric. A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems. Big Data and Cognitive Computing. 2020; 4 (2):6.
Chicago/Turabian StyleCostas Vassilakis; Konstantinos Kotis; Dimitris Spiliotopoulos; Dionisis Margaris; Vlasios Kasapakis; Christos-Nikolaos Anagnostopoulos; Georgios Santipantakis; George A. Vouros; Theodore Kotsilieris; Volha Petukhova; Andrei Malchanau; Ioanna Lykourentzou; Kaj Michael Helin; Artem Revenko; Nenad Gligoric; Boris Pokric. 2020. "A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems." Big Data and Cognitive Computing 4, no. 2: 6.
This article explores the affective potential of virtual humans in virtual museum (VM) environments. Three avatars (personifying a curator, a guard, and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.
Stella Sylaiou; Vlasios Kasapakis; Damianos Gavalas; Elena Dzardanova. Avatars as storytellers: affective narratives in virtual museums. Personal and Ubiquitous Computing 2020, 24, 829 -841.
AMA StyleStella Sylaiou, Vlasios Kasapakis, Damianos Gavalas, Elena Dzardanova. Avatars as storytellers: affective narratives in virtual museums. Personal and Ubiquitous Computing. 2020; 24 (6):829-841.
Chicago/Turabian StyleStella Sylaiou; Vlasios Kasapakis; Damianos Gavalas; Elena Dzardanova. 2020. "Avatars as storytellers: affective narratives in virtual museums." Personal and Ubiquitous Computing 24, no. 6: 829-841.
The rapid advances in Information and Communication Technologies (ICT) has profoundly impacted the cultural industry, among others. Cultural institutions are commonly on the forefront of technological innovations, persistently exploring compelling ways to address new audiences and introduce novel means of interaction with cultural assets, thus transforming, enriching and enhancing the perceived cultural experience. The potentials of the new tools trigger new transdisciplinary perspectives for presentation, representation, management, interpretation, personalization and effective dissemination of information concerning cultural heritage and art. The emerging technological instruments are exploited to enable enhanced access not only in ‘brick-and-mortar’, but also in virtual cultural exhibitions. The recent explosion of the immersive technologies (Virtual Reality - VR and Mixed Reality - MR) offers unprecedented opportunities for learning, communication and entertainment in cultural spaces. VR/MR may play a key role in the presentation of the past and of polysemic cultural practices which can allow new sensations and meanings to arise. Among others, VR/MR technologies enable the exploration and interaction with important cultural artifacts, whilst in the physical space or immersed in a virtual environment; incorporate stimulating forms of storytelling to further entertain and engage visitors; allow the combination of exhibits physically distant from each other, or the exhibition of objects that have no physical presence and are born digital; provide valuable help for the digital preservation of heritage sites and cultural collections, research and communication for education, entertainment and tourism promotion. The affordances of immersive technologies urge cultural organizations to rethink, reimagine and perhaps reshape the very concept of museums and heritage sites. The motivation behind this special issue is to solicit high-quality articles on all aspects pertinent to Virtual and Mixed Reality in Culture and Heritage and outline the state of the art in this exciting area of research. The special issue of the Springer’s Personal and Ubiquitous Computing on “Virtual and Mixed Reality in Culture and Heritage” has attracted numerous submissions by authors affiliated with institutions in Belgium, Czech Republic, Cyprus, Germany, Greece, Israel, Malaysia, Spain, Taiwan and United Kingdom. Following a rigorous review process, 6 outstanding papers have been finally selected for inclusion in the special issue. Each paper received three reviews from independent experts. The accepted papers cover a wide spectrum of research topics in the broader area of the special issue. The first paper, entitled “A Hybrid Augmented Reality Guide for Underwater Cultural Heritage Sites” (by J. Čejka, A. Zsíros and F. Liarokapis), presents a novel augmented reality guide for divers to present ancient lost buildings at underwater archeological sites. The prototype system runs on a smartphone sealed in a waterproof case and uses a hybrid approach (markers and inertial sensors) to localize the diver. The application has been experimentally evaluated at an underwater archeological site in Italy, demonstrating the potential of alike guides to enhance user experience in underwater archeological sites. The second article, titled “Avatars as Storytellers: Affective Narratives in Virtual Museums” (co-authored by S. Sylaiou, V. Kasapakis, D. Gavalas and E. Dzardanova), investigates the persuasiveness and overall emotional impact of various types of virtual guides in virtual museum environments. Three avatars with different professional and social characteristics (personifying a curator, a guard and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story behind a historical sculpture. The key objective of the paper is to inform the design of avatars-as-storytellers in virtual museums on the basis of their affective potential, based on the interpretation of results derived from a user study. The paper reports on the emotional responses of a test group which have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender and predispositions towards the sense of presence and affective responses. The third paper, entitled “Design Methodology for 360° Immersive Video Applications: The Case Study of a Cultural Heritage Virtual Tour” (contributed by L. Argyriou, D. Economou and V. Bouki), introduces a methodological categorization of design aspects pertinent to the development of 360° immersive video applications (narrative design, rendering of virtual scenes, role of actors, navigation means, gamification elements). The article then presents a testbed application (immersive interactive virtual tour of the city of Rethymno, Greece), which serves the purpose of testing the attitude of users with respect to these design aspects. Based on the analysis of the results of the user study, the article presents a set of design guidelines for the implementation of 360° immersive video virtual tours. The fourth paper, entitled “The Effect of Immersion Towards Place Presence in Virtual Heritage Environments” (co-authored by I. Ghani, A. Rafi and P. Woods), presents the methods and findings from a qualitative experiment designed to analyze user’s real-time feedbacks from three levels of immersive systems (non-immersive, semi-immersive and fully-immersive). The experiment aims to measure the significance of virtual presence in contributing towards user’s sense of place experience in a virtual heritage environment. The paper reports on the results and findings of the experiment and then discusses the effectiveness of virtual heritage environments in knowledge dissemination and cultural...
Damianos Gavalas; Stella Sylaiou; Vlasios Kasapakis; Elena Dzardanova. Special issue on virtual and mixed reality in culture and heritage. Personal and Ubiquitous Computing 2020, 24, 813 -814.
AMA StyleDamianos Gavalas, Stella Sylaiou, Vlasios Kasapakis, Elena Dzardanova. Special issue on virtual and mixed reality in culture and heritage. Personal and Ubiquitous Computing. 2020; 24 (6):813-814.
Chicago/Turabian StyleDamianos Gavalas; Stella Sylaiou; Vlasios Kasapakis; Elena Dzardanova. 2020. "Special issue on virtual and mixed reality in culture and heritage." Personal and Ubiquitous Computing 24, no. 6: 813-814.
Marker-based AR is widely used in outdoors applications enabling the augmentation of physical objects with virtual elements. However, the diversification of lighting conditions may severely affect the accuracy of marker tracking in outdoors environments. In this paper we investigate the effectiveness of geolocative raycasting, a technique which enables the real-time estimation of the user’s field of view in outdoors mobile applications, as a complementary method for enhancing the robustness of marker-based AR applications, thus mitigating the effect of lighting sensitivity.
Vlasios Kasapakis; Damianos Gavalas; Dzardanova Elena. Robust Outdoors Marker-Based Augmented Reality Applications: Mitigating the Effect of Lighting Sensitivity. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 423 -431.
AMA StyleVlasios Kasapakis, Damianos Gavalas, Dzardanova Elena. Robust Outdoors Marker-Based Augmented Reality Applications: Mitigating the Effect of Lighting Sensitivity. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():423-431.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas; Dzardanova Elena. 2018. "Robust Outdoors Marker-Based Augmented Reality Applications: Mitigating the Effect of Lighting Sensitivity." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 423-431.
Full-body motion support has been extensively utilized as a means to an end, rather than an impactful factor of concepts such as Body Ownership Illusion (BOI) and the immersive virtual experience. In addition, technical setups are seldom co-related to a study’s findings, even though system, equipment and implementation quality are fundamental components that may vastly affect user experience. This study presents a Mixed Reality (MR) environment in which 21 participants had to interact with real objects accurately represented in the virtual space, while having full-body motion control of their avatar with the use of Inverse Kinematics. Sense of presence, BOI, perceived realism and equipment invasiveness were examined in regard to having full-body motion control and real-virtual object handling. Preliminary results indicate that full-body motion support increases BOI, however with high levels of BOI, presence and overall engagement are not concomitant to perceived realism of the virtual environment and experience.
Vlasios Kasapakis; Elena Dzardanova; Charalabos Paschalidis. Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality. Medical Ultrasound, and Preterm, Perinatal and Paediatric Image Analysis 2018, 668 -682.
AMA StyleVlasios Kasapakis, Elena Dzardanova, Charalabos Paschalidis. Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality. Medical Ultrasound, and Preterm, Perinatal and Paediatric Image Analysis. 2018; ():668-682.
Chicago/Turabian StyleVlasios Kasapakis; Elena Dzardanova; Charalabos Paschalidis. 2018. "Conceptual and Technical Aspects of Full-Body Motion Support in Virtual and Mixed Reality." Medical Ultrasound, and Preterm, Perinatal and Paediatric Image Analysis , no. : 668-682.
Virtual reality (VR) has been in the spotlight these past few years due to the commercial release of affordable VR headsets such as Samsung Gear VR, Oculus Rift, and HTC Vive. Although VR-related research has been developing for several decades and gradually expanding into numerous fields of science including various forms of therapy [1], [2] or education [3], once such technologies go mainstream, it is expected that their growth rate will skyrocket [4].
Elena Dzardanova; Vlasios Kasapakis; Damianos Gavalas. On the Effect of Social Context in Virtual Reality: An Examination of the Determinants of Human Behavior in Shared Immersive Virtual Environments. IEEE Consumer Electronics Magazine 2018, 7, 44 -52.
AMA StyleElena Dzardanova, Vlasios Kasapakis, Damianos Gavalas. On the Effect of Social Context in Virtual Reality: An Examination of the Determinants of Human Behavior in Shared Immersive Virtual Environments. IEEE Consumer Electronics Magazine. 2018; 7 (4):44-52.
Chicago/Turabian StyleElena Dzardanova; Vlasios Kasapakis; Damianos Gavalas. 2018. "On the Effect of Social Context in Virtual Reality: An Examination of the Determinants of Human Behavior in Shared Immersive Virtual Environments." IEEE Consumer Electronics Magazine 7, no. 4: 44-52.
Vlasios Kasapakis; Elena Dzardanova; Damianos Gavalas; Stella Sylaiou. Remote Synchronous Interaction in Mixed Reality Gaming Worlds. Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems 2018, 13 -15.
AMA StyleVlasios Kasapakis, Elena Dzardanova, Damianos Gavalas, Stella Sylaiou. Remote Synchronous Interaction in Mixed Reality Gaming Worlds. Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems. 2018; ():13-15.
Chicago/Turabian StyleVlasios Kasapakis; Elena Dzardanova; Damianos Gavalas; Stella Sylaiou. 2018. "Remote Synchronous Interaction in Mixed Reality Gaming Worlds." Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems , no. : 13-15.
Mixed-Reality (MR) represents a combination of real and virtual worlds. Off-the-shelf solutions already exist for quite some time which enable the creation of MR worlds where physical and digital objects co-exist and interact in real time. However, little is still known regarding methodological and technical challenges involved in the development of room scale MR worlds with the use of high-end technologies, especially when considering real-object representation. This paper reports hands-on experiences in creating a room-scale MR world, using widespread, off-the-shelf object-tracking technologies and 3D modelling techniques, which enable free user movement, accurate real-object representation in the virtual world, as well as interactivity between real and virtual objects.
Vlasios Kasapakis; Damianos Gavalas; Elena Dzardanova. Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies. Transactions on Petri Nets and Other Models of Concurrency XV 2018, 1 -13.
AMA StyleVlasios Kasapakis, Damianos Gavalas, Elena Dzardanova. Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies. Transactions on Petri Nets and Other Models of Concurrency XV. 2018; ():1-13.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas; Elena Dzardanova. 2018. "Creating Room-Scale Interactive Mixed-Reality Worlds Using Off-the-Shelf Technologies." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 1-13.
Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches. The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario. Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.
Vlasios Kasapakis; Damianos Gavalas. Revisiting design guidelines for pervasive games. International Journal of Pervasive Computing and Communications 2017, 13, 386 -407.
AMA StyleVlasios Kasapakis, Damianos Gavalas. Revisiting design guidelines for pervasive games. International Journal of Pervasive Computing and Communications. 2017; 13 (4):386-407.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas. 2017. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4: 386-407.
Vlasios Kasapakis; Damianos Gavalas; Panagiotis Galatis. Augmented reality in cultural heritage: Field of view awareness in an archaeological site mobile guide. Journal of Ambient Intelligence and Smart Environments 2016, 8, 501 -514.
AMA StyleVlasios Kasapakis, Damianos Gavalas, Panagiotis Galatis. Augmented reality in cultural heritage: Field of view awareness in an archaeological site mobile guide. Journal of Ambient Intelligence and Smart Environments. 2016; 8 (5):501-514.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas; Panagiotis Galatis. 2016. "Augmented reality in cultural heritage: Field of view awareness in an archaeological site mobile guide." Journal of Ambient Intelligence and Smart Environments 8, no. 5: 501-514.
The use of augmented reality (AR) becomes increasingly common in mobile game development as a means of enhancing the players’ view of the physical world through computer-generated graphical information. A situation often encountered in AR applications is the -partial or full- occlusion of virtual objects by physical artifacts; if not appropriately handled, the visualization of occluded objects often misleads users’ perception. This paper introduces three alternative Geolocative Raycasting techniques aiming at assisting developers of outdoors AR games in generating a realistic field of view (FoV) for the players by integrating real time building recognition, so as to address the occlusion problem. Our geolocative raycasting methods have been applied in the location-based, AR game Order Elimination, which utilizes publicly and freely available building information to calculate the players FoV in real-time. The proposed algorithms are applicable to a variety of sensor-based AR applications and portable to any real setting, provided that sufficient topographical data exist. The three FoV determination methods have been tested with respect to several performance parameters demonstrating that real-time FoV rendering is feasible by modest mobile devices, even under stress conditions. A user evaluation study revealed that the consideration of buildings for determining the FoV in AR pervasive games can increase the quality of experience of players when compared with standard FoV generation methods.
Vlasios Kasapakis; Damianos Gavalas. Occlusion handling in outdoors augmented reality games. Multimedia Tools and Applications 2016, 76, 9829 -9854.
AMA StyleVlasios Kasapakis, Damianos Gavalas. Occlusion handling in outdoors augmented reality games. Multimedia Tools and Applications. 2016; 76 (7):9829-9854.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas. 2016. "Occlusion handling in outdoors augmented reality games." Multimedia Tools and Applications 76, no. 7: 9829-9854.
The use of augmented reality (AR) becomes increasingly common in location based application development. A situation often encountered in AR applications is the -partial or full- occlusion of virtual objects by physical artifacts; if not appropriately handled, the visualization of occluded objects often misleads users’ perception. This paper presents a Geolocative Raycasting technique aiming at assisting developers of outdoors augmented reality applications into generating a realistic field of view for the users by integrating real time building recognition, so as to address the occlusion problem.
Vlasios Kasapakis; Damianos Gavalas. Determining Field of View in Outdoors Augmented Reality Applications. Transactions on Petri Nets and Other Models of Concurrency XV 2015, 344 -348.
AMA StyleVlasios Kasapakis, Damianos Gavalas. Determining Field of View in Outdoors Augmented Reality Applications. Transactions on Petri Nets and Other Models of Concurrency XV. 2015; ():344-348.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas. 2015. "Determining Field of View in Outdoors Augmented Reality Applications." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 344-348.
Damianos Gavalas; Vlasios Kasapakis; Bin Guo. Theme issue on mobile and pervasive games. Personal and Ubiquitous Computing 2015, 19, 493 -494.
AMA StyleDamianos Gavalas, Vlasios Kasapakis, Bin Guo. Theme issue on mobile and pervasive games. Personal and Ubiquitous Computing. 2015; 19 (3-4):493-494.
Chicago/Turabian StyleDamianos Gavalas; Vlasios Kasapakis; Bin Guo. 2015. "Theme issue on mobile and pervasive games." Personal and Ubiquitous Computing 19, no. 3-4: 493-494.
This paper investigates a novel methodological approach in performing user evaluation trials for pervasive games. The evaluation process of a pervasive role-playing game, Barbarossa, is used as a case study. Barbarossa involves a preliminary and a main execution phase. The former is freely available to anyone and may be played anytime/anywhere requiring no organizational and orchestration investments from the investigators team. The latter defines three interdependent player roles acted by players who need to collaborate in a treasure hunting game to achieve a common game goal. The eligibility of players for participating in the main game phase derives from those ranked relatively high in the preparatory phase. Drawing on concepts of cultural theory, we design the preparatory phase as an affective environment out of which the potential evaluators will emerge. The main hypothesis investigated is that the execution of such cost-effective preparatory phases may serve as a means for recruiting highly qualified subjects for user trials on pervasive game research prototypes, thereby increasing the reliability and quality of evaluation results. This hypothesis has been validated through the user evaluation trials performed on both the Barbarossa game phases.
Vlasios Kasapakis; Damianos Gavalas; Nikos Bubaris. Pervasive games field trials: recruitment of eligible participants through preliminary game phases. Personal and Ubiquitous Computing 2015, 19, 523 -536.
AMA StyleVlasios Kasapakis, Damianos Gavalas, Nikos Bubaris. Pervasive games field trials: recruitment of eligible participants through preliminary game phases. Personal and Ubiquitous Computing. 2015; 19 (3-4):523-536.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas; Nikos Bubaris. 2015. "Pervasive games field trials: recruitment of eligible participants through preliminary game phases." Personal and Ubiquitous Computing 19, no. 3-4: 523-536.
This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of location-based games that involve the movement of virtual characters over map interfaces. In particular, we present techniques to execute shortest path algorithms on spatial environments bypassing the restrictions imposed by commercial mapping services. Last, we present ways to improve the movement and enhance the intelligence of virtual characters taking into consideration the actions and position of players in location-based games.
Thomas Chatzidimitris; Damianos Gavalas; Vlasios Kasapakis. PacMap: Transferring PacMan to the Physical Realm. 2015, 1 .
AMA StyleThomas Chatzidimitris, Damianos Gavalas, Vlasios Kasapakis. PacMap: Transferring PacMan to the Physical Realm. . 2015; ():1.
Chicago/Turabian StyleThomas Chatzidimitris; Damianos Gavalas; Vlasios Kasapakis. 2015. "PacMap: Transferring PacMan to the Physical Realm." , no. : 1.
In this paper we present the evaluation process for Barbarossa, a pervasive role playing game. Barbarossa involves an invitational (preparatory) and a main execution phase. The former is freely available though Google Play store and may be played anytime/ anywhere. The latter defines three inter-dependent player roles acted by players who need to collaborate in a treasure hunting game. The eligibility of players for participating in the main game phase is restricted among those ranked relatively high in the invitational phase. Herein, we investigate the impact of the invitational game mode on the players overall game experience. The main hypothesis tested is that game awareness (gained from participating in a preliminary game phase) may serve as a means for recruiting the most suitable subjects for user trials on pervasive game research prototypes.
Vlasios Kasapakis; Damianos Gavalas; Thomas Chatzidimitris. Evaluation of Pervasive Games: Recruitment of Qualified Participants through Preparatory Game Phases. 2015, 1 .
AMA StyleVlasios Kasapakis, Damianos Gavalas, Thomas Chatzidimitris. Evaluation of Pervasive Games: Recruitment of Qualified Participants through Preparatory Game Phases. . 2015; ():1.
Chicago/Turabian StyleVlasios Kasapakis; Damianos Gavalas; Thomas Chatzidimitris. 2015. "Evaluation of Pervasive Games: Recruitment of Qualified Participants through Preparatory Game Phases." , no. : 1.