Spyros Vosinakis

Dr. Spyros Vosinakis

Department of Product & Systems Design Engineering, University of the Aegean Ermoupolis, Syros, Greece
orcid

Research Focus & Metrics

Academic Career Length

28Years (1999-Present)

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

Representative Publications

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1 July 2012 in Design Studies
Verified
Journal Article
Closed access
PKPanayiotis Koutsabasis
Panayiotis Koutsabasis
Spyros VosinakisSpyros Vosinakis
Spyros Vosinakis
Katerina MalisovaKaterina Malisova
Katerina Malisova
NPNikos Paparounas
Nikos Paparounas

18 May 2022 in Heritage
Verified
Journal Article
Open access
PDF file
Vasiliki NikolakopoulouVasiliki Nikolakopoulou
Vasiliki Nikolakopoulou
Petros PrintezisPetros Printezis
Petros Printezis
VMVassilis Maniatis
Vassilis Maniatis
DKDimitris Kontizas
Dimitris Kontizas
Spyros VosinakisSpyros Vosinakis
Spyros Vosinakis
PKPanayiotis Koutsabasis
Panayiotis Koutsabasis
Spatial Augmented Reality (SAR), as implemented with projection mapping, is part of mixed-reality technology with numerous applications in the cultural domain. In museums, interactive projection mapping has been exploited to superimpose virtual content on exhibited artefacts, offering users various hybrid ways to interact with the artefacts’ physical and digital content. For this reason, it has been widely used in the context of architectural heritage to promote culture and raise awareness about historical buildings or landscapes by visualizing significant elements they convey. This paper presents the design, development, and iterative user evaluation of an interactive projection mapping installation for the Mastic Museum on Chios island in Greece that promotes UNESCO’s intangible cultural heritage. The installation affords tangible interaction to activate the video projections presented in a storytelling manner on a 3D-printed scale model of a representative historic settlement exhibited inside the museum. The concept of this installation aims to connect the tangible and intangible cultural heritage of mastic and the related villages with narration and vivid illustrations. Three evaluation phases took place during the development at the lab and the museum, informing UX, learning, and design considerations.


6 September 2016
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Conference Paper
Open access
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GAGiorgos Anagnostakis
Giorgos Anagnostakis
MAMichalis Antoniou
Michalis Antoniou
EKElena Kardamitsi
Elena Kardamitsi
TSThodoris Sachinidis
Thodoris Sachinidis
PKPanayiotis Koutsabasis
Panayiotis Koutsabasis
DZDimitris Zissis
Dimitris Zissis
This paper describes an affordable approach and prototype system that can enhance the accessibility of museum exhibits to visually impaired users. The approach supports the navigation in exhibition halls and the tactual exploration of exhibit replicas using touch-sensitive audio descriptions and touch gestures on a mobile device. The required technology includes 3D printed exhibits, attached touch sensors, Arduino boards, and a respective mobile app. A preliminary usability evaluation with ten users (blind, visually impaired and blindfolded) revealed a positive user experience with satisfactory and similar performance.

17 April 2021 in Applied Sciences
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Journal Article
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IOANNIS LIRITZISIOANNIS LIRITZIS
IOANNIS LIRITZIS
Pantelis VolonakisPantelis Volonakis
Pantelis Volonakis
Spyros VosinakisSpyros Vosinakis
Spyros Vosinakis
In the field of cultural heritage, three-dimensional (3D) reconstruction of monuments is a usual activity for many professionals. The aim in this paper focuses on the new technology educational application combining science, history, and archaeology. Being involved in almost all stages of implementation steps and assessing the level of participation, university students use tools of computer gaming platform and participate in ways of planning the virtual environment which improves their education through e-Learning. The virtual 3D environment is made with different imaging methods (helium-filled balloon, Structure for motion, 3D repository models) and a developmental plan has been designed for use in many future applications. Digital tools were used with 3D reconstructed buildings from the museum archive to Unity 3D for the design. The pilot study of Information Technology work has been employed to introduce cultural heritage and archaeology to university syllabuses. It included students with a questionnaire which has been evaluated accordingly. As a result, the university students were inspired to immerse themselves into the virtual lab, aiming to increasing the level of interaction. The results show a satisfactory learning outcome by an easy to use and real 3D environment, a step forward to fill in needs of contemporary online sustainable learning demands.