This page has only limited features, please log in for full access.
This paper presents a knowledge representation framework and provides tools to allow the representation and presentation of the tangible and intangible dimensions of culinary tradition as cultural heritage including the socio-historic context of its evolution. The representation framework adheres to and extends the knowledge representation standards for the Cultural Heritage (CH) domain while providing a widely accessible web-based authoring environment to facilitate the representation activities. In strong collaboration with social sciences and humanities, this work allows the exploitation of ethnographic research outcomes by providing a systematic approach for the representation of culinary tradition in the form of recipes, both in an abstract form for their preservation and in a semantic representation of their execution captured on-site during ethnographic research.
Nikolaos Partarakis; Danae Kaplanidi; Paraskevi Doulgeraki; Effie Karuzaki; Argyro Petraki; Daniele Metilli; Valentina Bartalesi; Ilia Adami; Carlo Meghini; Xenophon Zabulis. Representation and Presentation of Culinary Tradition as Cultural Heritage. Heritage 2021, 4, 612 -640.
AMA StyleNikolaos Partarakis, Danae Kaplanidi, Paraskevi Doulgeraki, Effie Karuzaki, Argyro Petraki, Daniele Metilli, Valentina Bartalesi, Ilia Adami, Carlo Meghini, Xenophon Zabulis. Representation and Presentation of Culinary Tradition as Cultural Heritage. Heritage. 2021; 4 (2):612-640.
Chicago/Turabian StyleNikolaos Partarakis; Danae Kaplanidi; Paraskevi Doulgeraki; Effie Karuzaki; Argyro Petraki; Daniele Metilli; Valentina Bartalesi; Ilia Adami; Carlo Meghini; Xenophon Zabulis. 2021. "Representation and Presentation of Culinary Tradition as Cultural Heritage." Heritage 4, no. 2: 612-640.
Improving the well-being and quality of life of the elderly population is closely related to assisting them to effectively manage age-related conditions such as chronic illnesses and anxiety, and to maintain their independence and self-sufficiency as much as possible. This paper presents the design, architecture and implementation structure of an adaptive system for monitoring the health and well-being of the elderly. The system was designed following best practices of the Human-Centred Design approach involving representative end-users from the early stages.
Ilia Adami; Michalis Foukarakis; Stavroula Ntoa; Nikolaos Partarakis; Nikolaos Stefanakis; George Koutras; Themistoklis Kutsuras; Danai Ioannidi; Xenophon Zabulis; Constantine Stephanidis. Monitoring Health Parameters of Elders to Support Independent Living and Improve Their Quality of Life. Sensors 2021, 21, 517 .
AMA StyleIlia Adami, Michalis Foukarakis, Stavroula Ntoa, Nikolaos Partarakis, Nikolaos Stefanakis, George Koutras, Themistoklis Kutsuras, Danai Ioannidi, Xenophon Zabulis, Constantine Stephanidis. Monitoring Health Parameters of Elders to Support Independent Living and Improve Their Quality of Life. Sensors. 2021; 21 (2):517.
Chicago/Turabian StyleIlia Adami; Michalis Foukarakis; Stavroula Ntoa; Nikolaos Partarakis; Nikolaos Stefanakis; George Koutras; Themistoklis Kutsuras; Danai Ioannidi; Xenophon Zabulis; Constantine Stephanidis. 2021. "Monitoring Health Parameters of Elders to Support Independent Living and Improve Their Quality of Life." Sensors 21, no. 2: 517.
A wide spectrum of digital data are becoming available to researchers and industries interested in the recording, documentation, recognition, and reproduction of human activities. In this work, we propose an approach for understanding and articulating human motion recordings into multimodal datasets and VR demonstrations of actions and activities relevant to traditional crafts. To implement the proposed approach, we introduce Animation Studio (AnimIO) that enables visualisation, editing, and semantic annotation of pertinent data. AnimIO is compatible with recordings acquired by Motion Capture (MoCap) and Computer Vision. Using AnimIO, the operator can isolate segments from multiple synchronous recordings and export them in multimodal animation files. AnimIO can be used to isolate motion segments that refer to individual craft actions, as described by practitioners. The proposed approach has been iteratively designed for use by non-experts in the domain of 3D motion digitisation.
Nikolaos Partarakis; Xenophon Zabulis; Antonis Chatziantoniou; Nikolaos Patsiouras; Ilia Adami. An Approach to the Creation and Presentation of Reference Gesture Datasets, for the Preservation of Traditional Crafts. Applied Sciences 2020, 10, 7325 .
AMA StyleNikolaos Partarakis, Xenophon Zabulis, Antonis Chatziantoniou, Nikolaos Patsiouras, Ilia Adami. An Approach to the Creation and Presentation of Reference Gesture Datasets, for the Preservation of Traditional Crafts. Applied Sciences. 2020; 10 (20):7325.
Chicago/Turabian StyleNikolaos Partarakis; Xenophon Zabulis; Antonis Chatziantoniou; Nikolaos Patsiouras; Ilia Adami. 2020. "An Approach to the Creation and Presentation of Reference Gesture Datasets, for the Preservation of Traditional Crafts." Applied Sciences 10, no. 20: 7325.
Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users—regardless of their programming expertise—can effectively use the tools to create and modify training scenarios in VR.
Paul Zikas; George Papagiannakis; Nick Lydatakis; Steve Kateros; Stavroula Ntoa; Ilia Adami; Constantine Stephanidis. Immersive visual scripting based on VR software design patterns for experiential training. The Visual Computer 2020, 36, 1965 -1977.
AMA StylePaul Zikas, George Papagiannakis, Nick Lydatakis, Steve Kateros, Stavroula Ntoa, Ilia Adami, Constantine Stephanidis. Immersive visual scripting based on VR software design patterns for experiential training. The Visual Computer. 2020; 36 (10-12):1965-1977.
Chicago/Turabian StylePaul Zikas; George Papagiannakis; Nick Lydatakis; Steve Kateros; Stavroula Ntoa; Ilia Adami; Constantine Stephanidis. 2020. "Immersive visual scripting based on VR software design patterns for experiential training." The Visual Computer 36, no. 10-12: 1965-1977.
This work regards the digital representation of tangible and intangible dimensions of heritage crafts, towards craft preservation. Based on state-of-the-art digital documentation, knowledge representation and narrative creation approach are presented. Craft presentation methods that use the represented content to provide accurate, intuitive, engaging, and educational ways for HC presentation and appreciation are proposed. The proposed methods aim to contribute to HC preservation, by adding value to the cultural visit, before, and after it.
Xenophon Zabulis; Carlo Meghini; Nikolaos Partarakis; Cynthia Beisswenger; Arnaud Dubois; Maria Fasoula; Vito Nitti; Stavroula Ntoa; Ilia Adami; Antonios Chatziantoniou; Valentina Bartalesi; Daniele Metilli; Nikolaos Stivaktakis; Nikolaos Patsiouras; Paraskevi Doulgeraki; Effie Karuzaki; Evropi Stefanidi; Ammar Qammaz; Danae Kaplanidi; Ilka Neumann-Janßen; Ulrike Denter; Hansgeorg Hauser; Argyro Petraki; Ioannis Stivaktakis; Eleni Mantinaki; Anastasia Rigaki; George Galanakis. Representation and Preservation of Heritage Crafts. Sustainability 2020, 12, 1461 .
AMA StyleXenophon Zabulis, Carlo Meghini, Nikolaos Partarakis, Cynthia Beisswenger, Arnaud Dubois, Maria Fasoula, Vito Nitti, Stavroula Ntoa, Ilia Adami, Antonios Chatziantoniou, Valentina Bartalesi, Daniele Metilli, Nikolaos Stivaktakis, Nikolaos Patsiouras, Paraskevi Doulgeraki, Effie Karuzaki, Evropi Stefanidi, Ammar Qammaz, Danae Kaplanidi, Ilka Neumann-Janßen, Ulrike Denter, Hansgeorg Hauser, Argyro Petraki, Ioannis Stivaktakis, Eleni Mantinaki, Anastasia Rigaki, George Galanakis. Representation and Preservation of Heritage Crafts. Sustainability. 2020; 12 (4):1461.
Chicago/Turabian StyleXenophon Zabulis; Carlo Meghini; Nikolaos Partarakis; Cynthia Beisswenger; Arnaud Dubois; Maria Fasoula; Vito Nitti; Stavroula Ntoa; Ilia Adami; Antonios Chatziantoniou; Valentina Bartalesi; Daniele Metilli; Nikolaos Stivaktakis; Nikolaos Patsiouras; Paraskevi Doulgeraki; Effie Karuzaki; Evropi Stefanidi; Ammar Qammaz; Danae Kaplanidi; Ilka Neumann-Janßen; Ulrike Denter; Hansgeorg Hauser; Argyro Petraki; Ioannis Stivaktakis; Eleni Mantinaki; Anastasia Rigaki; George Galanakis. 2020. "Representation and Preservation of Heritage Crafts." Sustainability 12, no. 4: 1461.
Biometrics refer to unique measurable characteristics and information regarding individual’s health, physical or mental condition and can be used to uniquely authenticate or verify a person’s identity. They can be sorted in physiological such as fingerprints, palm print, face recognition, iris recognition, retina and DNA and behavioral such as typing rhythm (i.e. signature) and voice and can be described based on the uniqueness, potential change with time (i.e. facial changes), the feasibility to be collected (i.e. fingerprints) and the purposes of usage. In this work we study the use of a biometric technology for eHealth. We present the SpeechXRays project initiative that aims to provide a solution combining the convenience and cost-effectiveness of face and voice biometrics, achieving better accuracies by combining it with video, and bringing superior anti-spoofing capabilities. We explain how a novel user interface biometric platform is designed and adapted, for an eHealth use case, to enable secure access for medical specialists, nurses and patients to a collaborative eHealth platform that provides access to clinical and health related data within and possible outside a hospital. This is the first study, in the field, that gathered all necessary requirements (for a voice/face biometric system) and provides a formative evaluation and implementation of the SpeechXrays system user interface, for both end users and administrators, following a user-centered design approach, based on the holistic consideration of the user experience and the technical implication and functional requirements of the platform.
Ilia Adami; Margherita Antona; Emmanouil G. Spanakis. Multi-modal User Interface Design for a Face and Voice Recognition Biometric Authentication System. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2018, 171 -181.
AMA StyleIlia Adami, Margherita Antona, Emmanouil G. Spanakis. Multi-modal User Interface Design for a Face and Voice Recognition Biometric Authentication System. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. 2018; ():171-181.
Chicago/Turabian StyleIlia Adami; Margherita Antona; Emmanouil G. Spanakis. 2018. "Multi-modal User Interface Design for a Face and Voice Recognition Biometric Authentication System." Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering , no. : 171-181.
This paper presents “Home game,” a multimodal interactive educational game that supports training in independent living for children with cognitive disabilities. It is intended to be used under the supervision of educators in a rehabilitation center. The game features a variety of exercises that incorporate multimedia, virtual environments, tangible, and playful interaction to facilitate learning of the main rooms of a house, daily routines, and how to avoid inappropriate or prevent hazardous behaviors. It enhances touch‐based interaction with physical manipulation through printed cards on a tabletop setup, using a webcam to recognize and track cards on a board. This paper describes the system, along with the development process and the results of a preliminary user‐based evaluation. Furthermore, it reports the insights and lessons learned throughout the process of developing tangible educational technologies for children with cognitive impairments, in terms of functionality, interaction, and evaluation with children.
Maria Korozi; Asterios Leonidis; Stavroula Ntoa; Dimitrios Arampatzis; Ilia Adami; Margherita Antona; Constantine Stephanidis. Designing an augmented tabletop game for children with cognitive disabilities: The “Home game” case. British Journal of Educational Technology 2018, 49, 701 -716.
AMA StyleMaria Korozi, Asterios Leonidis, Stavroula Ntoa, Dimitrios Arampatzis, Ilia Adami, Margherita Antona, Constantine Stephanidis. Designing an augmented tabletop game for children with cognitive disabilities: The “Home game” case. British Journal of Educational Technology. 2018; 49 (4):701-716.
Chicago/Turabian StyleMaria Korozi; Asterios Leonidis; Stavroula Ntoa; Dimitrios Arampatzis; Ilia Adami; Margherita Antona; Constantine Stephanidis. 2018. "Designing an augmented tabletop game for children with cognitive disabilities: The “Home game” case." British Journal of Educational Technology 49, no. 4: 701-716.
Dimitris Grammenos; Xenophon Zabulis; Chatziantoniou Antonis; Zinovia Stefanidi; Ilia Adami; Vassiliki Neroutsou. COIN-O-RAMA. Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference 2018, 38 -45.
AMA StyleDimitris Grammenos, Xenophon Zabulis, Chatziantoniou Antonis, Zinovia Stefanidi, Ilia Adami, Vassiliki Neroutsou. COIN-O-RAMA. Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference. 2018; ():38-45.
Chicago/Turabian StyleDimitris Grammenos; Xenophon Zabulis; Chatziantoniou Antonis; Zinovia Stefanidi; Ilia Adami; Vassiliki Neroutsou. 2018. "COIN-O-RAMA." Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference , no. : 38-45.
Crossword puzzles are a very popular word game, with high recreational and educational value, which can also be used as mental work-out tools, assisting in the prevention of age-related diseases, such as Alzheimer’s disease. Despite their high value and although users with visual impairments constitute an important market share, there are only few accessible crossword puzzles. Even these, however, are limited in providing alternative input and output modalities for users with disabilities and do not support equitable use, simplicity and intuitiveness, especially for blind users. This paper presents A-Cross, an accessible crossword puzzle for visually impaired users, aiming to support word solving in a novel and usable way. The evaluation process that was followed in order to assess the usability and accessibility of a functional yet early prototype of the A-Cross puzzle is also described.
Stavroula Ntoa; Ilia Adami; Giannis Prokopiou; Margherita Antona; Constantine Stephanidis. A-Cross: An Accessible Crossword Puzzle for Visually Impaired Users. Transactions on Petri Nets and Other Models of Concurrency XV 2011, 6766, 342 -351.
AMA StyleStavroula Ntoa, Ilia Adami, Giannis Prokopiou, Margherita Antona, Constantine Stephanidis. A-Cross: An Accessible Crossword Puzzle for Visually Impaired Users. Transactions on Petri Nets and Other Models of Concurrency XV. 2011; 6766 ():342-351.
Chicago/Turabian StyleStavroula Ntoa; Ilia Adami; Giannis Prokopiou; Margherita Antona; Constantine Stephanidis. 2011. "A-Cross: An Accessible Crossword Puzzle for Visually Impaired Users." Transactions on Petri Nets and Other Models of Concurrency XV 6766, no. : 342-351.
Dimitris Grammenos; Sokratis Kartakis; Ilia Adami; Constantine Stephanidis. CAMILE. Proceedings of the 1st ACM international conference on PErvasive Technologies Related to Assistive Environments - PETRA '08 2008, 1 .
AMA StyleDimitris Grammenos, Sokratis Kartakis, Ilia Adami, Constantine Stephanidis. CAMILE. Proceedings of the 1st ACM international conference on PErvasive Technologies Related to Assistive Environments - PETRA '08. 2008; ():1.
Chicago/Turabian StyleDimitris Grammenos; Sokratis Kartakis; Ilia Adami; Constantine Stephanidis. 2008. "CAMILE." Proceedings of the 1st ACM international conference on PErvasive Technologies Related to Assistive Environments - PETRA '08 , no. : 1.