Christina Tsita

Ms. Christina Tsita

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 November 2020 in Applied Sciences
Verified
Journal Article
Open access
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IPIoannis Paliokas
Ioannis Paliokas
APAthanasios T. Patenidis
Athanasios T. Patenidis
EMEirini Mitsopoulou
Eirini Mitsopoulou
CTChristina Tsita
Christina Tsita
GPGeorge Pehlivanides
George Pehlivanides
DTDimitrios Tzovaras
Dimitrios Tzovaras
Although Augmented Reality (AR) technology has entered many market and knowledge domains such as games and leisure activities, it remains rather limited in digital heritage. After studying the potentiality of using modern AR elements in a museum context, this paper proposes the use of additional game and educational elements in the core AR application in order to enhance the overall on-the-spot museum visitor’s experience. An agile AR application design methodology was followed by taking into account the needs of small-to-medium sized real-world museums. Moreover, a heuristic evaluation protocol was applied by a group of experts in order to test the proof-of-concept AR application, in which some novel elements were proposed such as the AR quiz game. The main findings indicate that enhanced AR experiences in museum settings can make a nice fit with the user environment, physical and perceptual abilities, known metaphors, and user position and motion in 3D space. Moreover, AR services can be provided under a minimum distraction and physical effort. As a conclusion, AR technologies are mature enough to be standardized for museum usage, while the audience seems to be ready to take advantage of the related enhanced museum experiences to maximize both user satisfaction and learning outcomes.

4 May 2023 in Heritage
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Journal Article
Open access
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CTChristina Tsita
Christina Tsita
MSMaya Satratzemi
Maya Satratzemi
APAlexandros Pedefoudas
Alexandros Pedefoudas
CGCharalampos Georgiadis
Charalampos Georgiadis
MZMaria Zampeti
Maria Zampeti
DTDimitrios Tzovaras
Dimitrios Tzovaras
The cultural heritage sector increasingly integrates augmented and virtual reality (VR) solutions to meet dissemination and interpretation needs for its collections. As research in the field grows, the required entertainment and learning impacts of such applications are rising. This study presents a VR museum that aims to facilitate an understanding of cultural heritage. More specifically, an exhibition was designed, curated and developed in a VR environment based on a framework that encourages the public’s interaction with the artworks and experiential learning through activities that utilize VR functionalities in a meaningful way. This framework was applied in a contemporary art museum where the description of artistic concepts is not always obvious to the general public due to the abstract forms of the artworks or the particularities of different artistic movements. This paper focuses on the application development and three user experience evaluations (museum experts, technical experts and general audience). The results were positive regarding the perceived sense of control, usability and the feelings of the user, including their sense of entertainment. Additionally, the participants valued the educational value of the developed activity types and their usefulness. Moreover, the users were interested in exploring the cultural heritage content available in the exhibition, and they would suggest the application to colleagues or friends.

1 November 2019 in Lecture Notes in Computer Science
Verified
Book Chapter
Closed access
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CTChristina Tsita
Christina Tsita
MSMaya Satratzemi
Maya Satratzemi

24 November 2022
Verified
Book Chapter
Closed access
PDF file
CTChristina Tsita
Christina Tsita
CGCharalampos Georgiadis
Charalampos Georgiadis
MZMaria Zampeti
Maria Zampeti
EPEvi Papavergou
Evi Papavergou
STSyrago Tsiara
Syrago Tsiara
Dionysios KehagiasDionysios Kehagias
Dionysios Kehagias

11 January 2024 in Universal Access in the Information Society
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Journal Article
Open access
PDF file
Ekhi AtutxaEkhi Atutxa
Ekhi Atutxa
SGSofía Garcia-Torres
Sofía Garcia-Torres
CKCharalampos Kyfonidis
Charalampos Kyfonidis
DKDimitrios Karanassos
Dimitrios Karanassos
EKEvangelos V. Kopsacheilis
Evangelos V. Kopsacheilis
DTDimitrios Tzovaras
Dimitrios Tzovaras
The involvement of citizens and all stakeholders is crucial in tackling environmental and social matters. This, addressing equity and diversity issues, although challenging, is a necessary condition for achieving positive outcomes and ensuring that no one is left behind. To help ease this challenge, this work presents a systematic approach to ensure inclusive participation and leverage non-technical and technical elements to maximise stakeholder engagement in scientific activities to successfully address sustainability concerns. For that, it builds on the interim results of the H2020 SOCIO-BEE project, a Citizen science (CS) proposal to reduce air pollution through inclusive community engagement and social innovation. As part of an interdisciplinary CS project, an abductive systematic combining methodology was employed, which allowed for dialogue and collaboration between theory and practice throughout the whole process, during which separate groups of experts and potential end-users were involved. The article presents (i) the stakeholder engagement strategy codified in the SOCIO-BEE toolkit as a robust, actionable and inclusive foundation of engagement to CS activities; and (ii) the digital platform UX that allows setting up campaigns for measurements and assignment to citizens, incorporating the requirements for flexibility, accessibility, limited digital literacy, inclusion and legal and ethical considerations. Their combination and mutual interaction aim to leverage the pros of CS and technology whilst reducing their cons to ensure the four pillars of applicability, scalability, actionability, and inclusion. This is supported by the presented hybrid model which combines physical and virtual spaces and individual and collective action.