Akrivi Katifori

Dr. Akrivi Katifori

Department of Informatics and Telecommunications, National and Kapodistrian University of Athens and Athena Research Center, Athena, Greece
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Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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Verified
Journal Article
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Maria RoussouMaria Roussou
Maria Roussou
Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
A multitude of challenges comes into play when attempting to design (and evaluate) an interactive digital storytelling experience for use by visitors in a museum. This paper reports on the evaluation of the prototype mobile-based storytelling “guides” designed, developed and deployed as part of a research project at the Acropolis Museum in Athens, Greece. Experiences designed for different visitor profiles were evaluated several times throughout the iterative design process, in a number of on-site studies, and with more than 180 museum visitors of all ages (with this paper reporting on two studies conducted with a total of 53 users visiting individually or in pairs). The evaluation methods included ethnography (i.e., observation of visitors in the Museum’s galleries), pre- and post-experience in-depth interviews and questionnaires to measure the Users’ Experience (UX), as well as data logging. The analysis of the data focused on themes representing components of the experiences, such as interactive story plot and narration, staging and way-finding in the physical space, personalization and social interaction. Our findings confirmed that understanding UX and what makes it effective or not in the rich context of a cultural setting is a complex endeavor. The paper discusses our findings and proposes relevant recommendations for the design of digital experiences for cultural, educational, and recreational purposes.

4 September 2023 in Big Data and Cognitive Computing
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Georgios TrichopoulosGeorgios Trichopoulos
Georgios Trichopoulos
Markos KonstantakisMarkos Konstantakis
Markos Konstantakis
George CaridakisGeorge Caridakis
George Caridakis
Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
MKMyrto Koukouli
Myrto Koukouli
This paper introduces a groundbreaking approach to enriching the museum experience using ChatGPT4, a state-of-the-art language model by OpenAI. By developing a museum guide powered by ChatGPT4, we aimed to address the challenges visitors face in navigating vast collections of artifacts and interpreting their significance. Leveraging the model’s natural-language-understanding and -generation capabilities, our guide offers personalized, informative, and engaging experiences. However, caution must be exercised as the generated information may lack scientific integrity and accuracy. To mitigate this, we propose incorporating human oversight and validation mechanisms. The subsequent sections present our own case study, detailing the design, architecture, and experimental evaluation of the museum guide system, highlighting its practical implementation and insights into the benefits and limitations of employing ChatGPT4 in the cultural heritage context.

12 August 2022 in Frontiers in Education
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Journal Article
Open access
DPDimitra Petousi
Dimitra Petousi
Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
KSKaterina Servi
Katerina Servi
MRMaria Roussou
Maria Roussou
YIYannis Ioannidis
Yannis Ioannidis
Social interaction has been recognized as positively affecting learning, with dialogue–as a common form of social interaction–comprising an integral part of collaborative learning. Interactive storytelling is defined as a branching narrative in which users can experience different story lines with alternative endings, depending on the choices they make at various decision points of the story plot. In this research, we aim to harness the power of dialogic practices by incorporating dialogic activities in the decision points of interactive digital storytelling experiences set in a history education context. Our objective is to explore interactive storytelling as a collaborative learning experience for remote learners, as well as its effect on promoting historical empathy. As a preliminary validation of this concept, we recorded the perspective of 14 educators, who supported the value of the specific conceptual design. Then, we recruited 15 adolescents who participated in our main study in 6 groups. They were called to experience collaboratively an interactive storytelling experience set in the Athens Ancient Agora (Market) wherein we used the story decision/branching points as incentives for dialogue. Our results suggest that this experience design can indeed support small groups of remote users, in-line with special circumstances like those of the COVID-19 pandemic, and confirm the efficacy of the approach to establish engagement and promote affect and reflection on historical content. Our contribution thus lies in proposing and validating the application of interactive digital storytelling as a dialogue-based collaborative learning experience for the education of history.

5 August 2020 in Journal on Computing and Cultural Heritage
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Journal Article
Open access
Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
SPSara Perry
Sara Perry
MVMaria Vayanou
Maria Vayanou
AAAngeliki Antoniou
Angeliki Antoniou
IIIoannis-Panagiotis Ioannidis
Ioannis-Panagiotis Ioannidis
YIYannis Ioannidis
Yannis Ioannidis
Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systematically investigates the effects of face-to-face group conversation and physical interactions within a digital cultural storytelling experience at the Neolithic site of Çatalhöyük, with the objective of promoting engagement, learning, and perspective taking. Seeking to articulate the benefits and weaknesses of promoting social interactions in digital storytelling settings, we start with a story-based experience that was designed for individual use, we extend it with novel system-driven interaction prompts, and then we evaluate the two versions with 102 participants. Our findings provide statistically significant evidence that conversation is related to longer and more absorbed participation in the experience and greater learning regardless of personality traits. Where social interaction is purposefully integrated into the story, more conversation is generated, and these interactive prompts do not disrupt the story flow even though participants report awareness of them. Finally, certain tendencies among users affect their talkativeness and enjoyment, providing future designers of digital stories with guidance to better address audience needs.

21 November 2018
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Book Chapter
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Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
MKManos Karvounis
Manos Karvounis
VKVassilis Kourtis
Vassilis Kourtis
SPSara Perry
Sara Perry
MRMaria Roussou
Maria Roussou
YIYannis Ioanidis
Yannis Ioanidis

31 March 2010 in Cognitive Systems Research
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Journal Article
Closed access
Akrivi KatiforiAkrivi Katifori
Akrivi Katifori
Costas VassilakisCostas Vassilakis
Costas Vassilakis
ADAlan Dix
Alan Dix