Costas Boletsis

Dr. Costas Boletsis

Department of Software and Service Innovation, SINTEF Digital, Oslo, Norway
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Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

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

Representative Publications

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Costas BoletsisCostas Boletsis
Costas Boletsis
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both researchers and users in analyzing and experiencing current VR locomotion techniques, the field of research on VR locomotion, in its new era, is still uncharted. In this work, VR locomotion is explored through a systematic literature review investigating empirical studies of VR locomotion techniques from 2014–2017. The review analyzes the VR locomotion techniques that have been studied, their interaction-related characteristics and the research topics that were addressed in these studies. Thirty-six articles were identified as relevant to the literature review, and the analysis of the articles resulted in 73 instances of 11 VR locomotion techniques, such as real-walking, walking-in-place, point and teleport, joystick-based locomotion, and more. Results showed that since the VR revival, the focus of VR locomotion research has been on VR technology and various technological aspects, overshadowing the investigation of user experience. From an interaction perspective, the majority of the utilized and studied VR locomotion techniques were found to be based on physical interaction, exploiting physical motion cues for navigation in VR environments. A significant contribution of the literature review lies in the proposed typology for VR locomotion, introducing four distinct VR locomotion types: motion-based, room scale-based, controller-based and teleportation-based locomotion.

1 April 2015 in Pervasive and Mobile Computing
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PKPanos Kourouthanassis
Panos Kourouthanassis
Costas BoletsisCostas Boletsis
Costas Boletsis
CBCleopatra Bardaki
Cleopatra Bardaki
DCDimitra Chasanidou
Dimitra Chasanidou

1 April 2019 in Advances in Human-Computer Interaction
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Costas BoletsisCostas Boletsis
Costas Boletsis
JCJarl Erik Cedergren
Jarl Erik Cedergren
The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.

4 October 2013 in Multimedia Tools and Applications
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PKPanos E. Kourouthanassis
Panos E. Kourouthanassis
Costas BoletsisCostas Boletsis
Costas Boletsis
GLGeorge Lekakos
George Lekakos


1 March 2016 in International Journal of Serious Games
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Costas BoletsisCostas Boletsis
Costas Boletsis
SMSimon McCallum
Simon McCallum
Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews. Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components.