Irene Mamakou

Dr. Irene Mamakou

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Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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31 March 2022 in Heritage
Verified
Journal Article
Open access
PDF file
Antonios KargasAntonios Kargas
Antonios Kargas
GLGeorgios Loumos
Georgios Loumos
IMIrene Mamakou
Irene Mamakou
Dimitris VaroutasDimitris Varoutas
Dimitris Varoutas
In this paper, we present the development of a virtual reality application, namely “Roots in Greek History” or RoGH, which provides the user with a unique experiential travel or transfer back in time to specific historical periods and historical places which are part of the Greek history and its cultural heritage. The tool is a multi-purpose one which is mainly addressed to tourists, teachers, or researchers. The users are facilitated in deriving historical data, challenged to connect with the past, and are invited to explore the history and the time period, archaeological ruins, and monuments of the past through virtual reality. In order to achieve this goal, the system exploits a dynamically designed and organised chronology, which can provide historical content for various places and cities in different times of their history. Users are given the freedom to choose “place” and “time” and consequently to have access to a variety of content (including 2D or 3D models, text, photos, multimedia, etc.), in an entertaining and educational procedure that creates a personalised information path and leads to empowering knowledge.

5 July 2024 in Heritage
Verified
Journal Article
Open access
PDF file
IMIrene Mamakou
Irene Mamakou
GKGeorgios Karafotias
Georgios Karafotias
GGGabriel Gkourdoglou
Gabriel Gkourdoglou
GLGeorgios Loumos
Georgios Loumos
Antonios KargasAntonios Kargas
Antonios Kargas
Dimitris VaroutasDimitris Varoutas
Dimitris Varoutas
Implementing digital technologies, such as augmented reality and 3D modeling, to various cultural sectors is an ongoing procedure, especially favorable after the COVID-19 pandemic. Even though such technologies are common to museums, galleries and archaeological places all over the world, little research or practical cases have been developed when it comes to theaters and theatrical costumes. The proposed research article describes the methodology of both reference material collection and application development, while an analysis of functions and aesthetic results are described, especially when it comes to 3D modeling. This paper’s aim is to reveal that theatrical operations (as part of the cultural sector) as well as structured parts (such as acts, performances and costumes) can be preserved and served to larger audiences via technological means, such as an augmented reality application.

9 February 2024 in Preprints.org
Verified
Preprint
Open access
PDF file
IMIrene Mamakou
Irene Mamakou
GKGeorgios Karafotias
Georgios Karafotias
GGGabriel Gkourdoglou
Gabriel Gkourdoglou
GLGeorgios Loumos
Georgios Loumos
Antonios KargasAntonios Kargas
Antonios Kargas
Dimitris VaroutasDimitris Varoutas
Dimitris Varoutas
Implementing digital technologies, such augmented reality and 3D models, to various cultural sectors is an ongoing procedure, especially favorable after COVID-19 pandemic. Even though such technologies are familiar to museums, galleries and archaeological places all over the world, little research or practical cases have been developed when it comes to theaters and theatrical costumes. Proposed research article describes the methodology of both reference material collection and applications development, while an analysis of functions and aesthetic results are described, especially when it comes to 3D models. The paper’s aim to reveal that theatrical operations (as part of cultural sector) as well as structured parts (such as acts, performances and costumes) can be preserved and served to larger audiences via technological means, such as an augmented reality application.