Fotios Spyridonis

Dr. Fotios Spyridonis

School of Computing and Mathematical Sciences, University of Greenwich, London, UK
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Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

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

Representative Publications

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7 January 2020 in Behaviour & Information Technology
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Journal Article
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FSFotios Spyridonis
Fotios Spyridonis
DDDamon Daylamani-Zad
Damon Daylamani-Zad
Designers are often faced with the challenge of following web accessibility guidelines that are complex and ambiguous, and therefore hard to use. This is evidenced by the low percentage of public websites that comply fully with web accessibility standards worldwide. Lack of engagement among designers to follow established web accessibility guidelines is often accounted for this issue. In this paper, we address designers’ lack of engagement through a serious game called GATE which is based on the Web Content Accessibility Guidelines (WCAG). We followed a User-Centred approach by identifying user types of designers through an online survey. We then mapped these user types and the WCAG to relevant game mechanics. The resulting game was evaluated with designers for its perceived effectiveness, user engagement, and user satisfaction using a mixed methods approach. Our results demonstrate the potential of GATE which offers designers an innovative and engaging solution towards the wider adoption of web accessibility guidelines.

12 February 2022 in International Journal of Human-Computer Studies
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Journal Article
Open access
DDDamon Daylamani-Zad
Damon Daylamani-Zad
FSFotios Spyridonis
Fotios Spyridonis
KAKamal Al-Khafaaji
Kamal Al-Khafaaji

8 April 2021 in Geriatrics
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Journal Article
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MDMargaret Dunham
Margaret Dunham
Antonio BonacaroAntonio Bonacaro
Antonio Bonacaro
Patricia SchofieldPatricia Schofield
Patricia Schofield
LBLiz Bacon
Liz Bacon
FSFotios Spyridonis
Fotios Spyridonis
HMHadi Mehrpouya
Hadi Mehrpouya
(1) Background: Older people’s chronic pain is often not well managed because of fears of side-effects and under-reporting. Telehealth interventions, in the form of smartphone applications, are attracting much interest in the management of chronic diseases, with new and evolving approaches in response to current population demographics. However, the extent to which telehealth interventions may be used to promote and effect the self-management of chronic pain is not established. (2) Aim: To provide an objective review of the existing quantitative and qualitative evidence pertaining to the benefits of smartphone applications for the management of chronic pain in older people. (3) Methods: A literature search was undertaken using PubMed, Medline, CINAHL, Embase, PsychINFO, the Cochrane database, Science Direct and references of retrieved articles. The data were independently extracted by two reviewers from the original reports. (4) Results: This integrative systematic review identified 10 articles considering smartphone applications related to self-management of chronic pain among older adults. (5) Conclusions: It is important for future research to not only examine the effects of smartphone initiatives, but also to compare their safety, acceptability, efficacy and cost–benefit ratio in relation to existing treatment modalities.

30 April 2024 in Virtual Reality
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Journal Article
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FSFotios Spyridonis
Fotios Spyridonis
DDDamon Daylamani-Zad
Damon Daylamani-Zad
JNJames Nightingale
James Nightingale
Speech anxiety, or Glossophobia, currently affects approximately 75% of the population with potentially severe negative effects on those with this condition. There are several treatments currently available with research showing that the use of Virtual Reality (VR) as a non-pharmacologic treatment can have positive effects on individuals suffering from such social phobias. However, there is a significant lack of treatments currently available for speech anxiety, even though such a large number of the population are affected by it. In this paper, we aim to contribute to efforts to improve the effects of speech anxiety through a VR intervention. Our VR solution was designed following the Exposure Therapy approach for treating social anxiety disorders. The evaluation of this work was twofold: A. to assess the ability of our solution to positively change participants’ perception of factors related to non-verbal communication contributing to anxiety toward public speaking, and B. to determine whether it is able to induce a sense of presence. We carried out an empirical evaluation study that measured participants’ self-reported anxiety level towards public speaking using the Personal Report of Public Speaking Anxiety and their perceived sense of presence using the iGroup Presence Questionnaire. Our results demonstrate the potential of VR Exposure Therapy solutions to assist towards positively changing perception of factors related to non-verbal communication skills that contribute to increasing public speaking anxiety for participants suffering from self-reported speech anxiety symptoms. Our findings are of wider importance as they contribute to ongoing efforts to improve social anxiety-related phobias.

10 January 2013 in Multimedia Tools and Applications
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Journal Article
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FSFotios Spyridonis
Fotios Spyridonis
JHJarle Hansen
Jarle Hansen
TGTor-Morten Grønli
Tor-Morten Grønli
GGGheorghita Ghinea
Gheorghita Ghinea

1 November 2015 in Computer Standards & Interfaces
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Journal Article
Closed access
MSMichael James Scott
Michael James Scott
FSFotios Spyridonis
Fotios Spyridonis
Gheorghita GhineaGheorghita Ghinea
Gheorghita Ghinea