Vassilis Kilintzis

Prof. Vassilis Kilintzis

Laboratory of Computing, Medical Informatics and Biomedical Imaging Technologies, Medical School, Aristotle University of Thessaloniki, Greece
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orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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15 August 2022 in JMIR Medical Informatics
Verified
Journal Article
Open access
Georgios PetmezasGeorgios Petmezas
Georgios Petmezas
LSLeandros Stefanopoulos
Leandros Stefanopoulos
VKVassilis Kilintzis
Vassilis Kilintzis
ATAndreas Tzavelis
Andreas Tzavelis
John A. RogersJohn A. Rogers
John A. Rogers
Nicos MaglaverasNicos Maglaveras
Nicos Maglaveras
Background: Electrocardiogram (ECG) is one of the most common noninvasive diagnostic tools that can provide useful information regarding a patient’s health status. Deep learning (DL) is an area of intense exploration that leads the way in most attempts to create powerful diagnostic models based on physiological signals. Objective: This study aimed to provide a systematic review of DL methods applied to ECG data for various clinical applications. Methods: The PubMed search engine was systematically searched by combining “deep learning” and keywords such as “ecg,” “ekg,” “electrocardiogram,” “electrocardiography,” and “electrocardiology.” Irrelevant articles were excluded from the study after screening titles and abstracts, and the remaining articles were further reviewed. The reasons for article exclusion were manuscripts written in any language other than English, absence of ECG data or DL methods involved in the study, and absence of a quantitative evaluation of the proposed approaches. Results: We identified 230 relevant articles published between January 2020 and December 2021 and grouped them into 6 distinct medical applications, namely, blood pressure estimation, cardiovascular disease diagnosis, ECG analysis, biometric recognition, sleep analysis, and other clinical analyses. We provide a complete account of the state-of-the-art DL strategies per the field of application, as well as major ECG data sources. We also present open research problems, such as the lack of attempts to address the issue of blood pressure variability in training data sets, and point out potential gaps in the design and implementation of DL models. Conclusions: We expect that this review will provide insights into state-of-the-art DL methods applied to ECG data and point to future directions for research on DL to create robust models that can assist medical experts in clinical decision-making.

3 September 2022 in Sensors
Verified
Journal Article
Open access
PDF file
GTGeorgia Theofilou
Georgia Theofilou
ILIoannis Ladakis
Ioannis Ladakis
CMCharikleia Mavroidi
Charikleia Mavroidi
VKVassilis Kilintzis
Vassilis Kilintzis
TMTheodoros Mirachtsis
Theodoros Mirachtsis
EKEvangelia Kouidi
Evangelia Kouidi
The purpose of the present study was to examine whether a visual stimuli program during soccer training can affect reaction time (RT), cognitive function, and physical fitness in adolescent soccer players. Thirty-eight male soccer players aged 10–15 were randomly assigned to either the intervention (Group A) or the control group (Group B). At baseline and at the end of the 6-month study FITLIGHT Trainer, the Cognitive Function Scanner Mobile Test Suite, a Virtual Reality (VR) game, and the ALPHA—Fitness and the Eurofit test batteries were used to measure participants’ abilities. After the baseline assessment, Group A followed their regular soccer training combined with a visual stimuli program, while Group B continued their regular soccer training program alone for 6 months. At the end of the 6-month study, Group A showed statistically significant improvements in simple RT by 11.8% (p = 0.002), repeated sprints by 13.4% (p ≤ 0.001), and Pen-to-Point Cognitive Function by 71.62% (p < 0.001) and 72.51% for dominant and non-dominant hands, respectively. However, a between-groups analysis showed that there was no statistically significant difference between the two groups in most of the measurements studied. In conclusion, a visual stimuli training program does not seem to add any value to the traditional soccer training program for adolescents. Nevertheless, this study helps to underline the potential of newly emerging technology as a tool for the assessment of RT.

1 January 2017 in International Journal of Arts and Technology
Verified
Journal Article
Closed access
Stella SylaiouStella Sylaiou
Stella Sylaiou
KMKaterina Mania
Katerina Mania
IPIoannis Paliokas
Ioannis Paliokas
LTLaia Pujol Tost
Laia Pujol Tost
VKVassilis Kilintzis
Vassilis Kilintzis
Fotis LiarokapisFotis Liarokapis
Fotis Liarokapis
This research explores the learning outcomes of online virtual museums employing diverse technologies such as images, videos, 3D reconstructions, etc. It presents the selection criteria (imageability, interactivity, navigability, personalisation, communication) of the five online virtual museums (VMs) involved in the analysis, each of which brings forward a prominent visualisation technology. Then, it describes the methodology of the evaluation process, in which a group of 164 (n = 164) participants, after exploration of the virtual museum websites, answered a self-administered questionnaire including 12 questions based on the concept of generic learning outcomes: a) knowledge and understanding; b) skills; c) change in attitude and values; d) enjoyment, inspiration and creativity; e) action, behaviour and progression. The results of a statistical analysis investigating the educational impact of each VM are analysed. The potential educational advantage of incorporating complex 3D reconstructions in a VM is questioned. A new methodology for analysing VMs is required. This paper contributes to the understanding of the educational impact of VMs in relation to their underlying technology and human computer interaction (HCI) features. Therefore, conclusions have a wider impact and can be generalised to be relevant even after design changes of the VMs selected for the evaluation.

11 December 2020 in JMIR Serious Games
Verified
Journal Article
Open access
EKElisavet Koutsiana
Elisavet Koutsiana
ILIoannis Ladakis
Ioannis Ladakis
DFDimitris Fotopoulos
Dimitris Fotopoulos
ACAchilleas Chytas
Achilleas Chytas
VKVassilis Kilintzis
Vassilis Kilintzis
Ioanna ChouvardaIoanna Chouvarda
Ioanna Chouvarda
Background: Serious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades. Objective: The aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time. Methods: The literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference The search strategy identified 169 relevant articles. Results: The results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement. Conclusions: This paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction.

4 September 2018 in Acta Ophthalmologica
Verified
Journal Article
Closed access
PDF file
PFPanayiota Founti
Panayiota Founti
ACAnne L Coleman
Anne L Coleman
MWM Roy Wilson
M Roy Wilson
FYFei Yu
Fei Yu
EAEleftherios Anastasopoulos
Eleftherios Anastasopoulos
FTFotis Topouzis
Fotis Topouzis

1 January 2013 in Clinical and Experimental Optometry
Verified
Journal Article
Closed access
PDF file
AMAsimina Mataftsi
Asimina Mataftsi
ABAreti Bourtoulamaiou
Areti Bourtoulamaiou
AHAnna‐Bettina Haidich
Anna‐Bettina Haidich
AAAntonis Antoniadis
Antonis Antoniadis
VKVassilis Kilintzis
Vassilis Kilintzis
SDStavros Dimitrakos
Stavros Dimitrakos