Akrivi Katifori

Akrivi Katifori
National and Kapodistrian University of Athens | uoa

Doctor of Engineering

About

110
Publications
60,683
Reads
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1,804
Citations
Citations since 2016
42 Research Items
941 Citations
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2016201720182019202020212022050100150
2016201720182019202020212022050100150

Publications

Publications (110)
Article
The ARIA project aims to create an engaging visitor experience for archives of music Cultural Heritage that targets the wider public. The challenge is to conceptualize an experience design where the intangible seamlessly meets the tangible, bridging the gap between obscure archival material and the direct and emotional experience of listening to mu...
Article
Full-text available
The annotation of animated motion-captured segments is a challenging, interdisciplinary task, especially when it comes to characterizing movement qualitatively. The lack of intuitive, easy-to-learn-and-use frameworks is considered to be one of the biggest challenges in this process; another is the lack of approaches able to motivate a wide audience...
Article
Full-text available
Social interaction has been recognized as positively affecting learning, with dialogue–as a common form of social interaction–comprising an integral part of collaborative learning. Interactive storytelling is defined as a branching narrative in which users can experience different story lines with alternative endings, depending on the choices they...
Article
Full-text available
In this paper, we present a conceptual framework and toolkit for movement annotation. We explain how the design of the annotation systems, based on the framework, if combined with specific strategies for the process of annotation, can enhance the collection of ground-truth datasets for training algorithms. Computational algorithms, such as machine...
Conference Paper
Full-text available
Recent advances in information and communication technologies have enabled the design and implementation of novel applications that highlight the social role of disseminating Cultural Heritage. So far, different approaches have created a rich pallet of design options where users experience sociality whether they are spatially close to each other or...
Article
In this work we explore the effect of personality traits on user interaction in virtual reality (VR), on the less widely studied aspect of task performance during object manipulation. We conducted an experiment measuring the performance of 39 users interacting with a virtual environment using the virtual hand metaphor to execute a simple selection...
Article
Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits, and using more advanced interpretative approaches such as digital storytelling and gam...
Chapter
As mobile devices gradually became more pervasive, there has been an evolution in their use in the museum and cultural heritage context. Traditionally, audio guides and mobile mediated narratives in general, have been a single user experience. However, as a museum visit is, in most cases, social in nature, different experimental applications attemp...
Article
This work investigates how to digitally mediate perspective sharing and face-to-face conversations within groups of museum visitors. We use the case of a storytelling group game and explore the potential of mobile technology as a tool to facilitate perspective sharing activities. Using information asymmetry, a "Social Mediator" role is introduced:...
Chapter
Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the inter...
Conference Paper
Digital storytelling has been extensively used in cultural heritage sites with the aim to construct knowledge about the past and promote its significance to the present. From the body of research and practical implementations that are concerned with hybrid forms of storytelling in cultural heritage sites, only a few systematically explore the inter...
Article
Labanotation is one of the most used systems for notating, analysing, and preserving movement and dance, an important part of Intangible Cultural Heritage. Labanotation consists of a powerful expressive symbolic language for documenting movement with a long history in dance research, history, and anthropology since its introduction by Rudolf von La...
Chapter
In our previous work, we have experimented with branching narratives in cultural heritage, seeking to validate the efficacy of such narratives in this context and identify best practices in their creation. In this work we present the Story Maker, an authoring tool designed as a result of an iterative co-design process with heritage domain experts....
Conference Paper
Full-text available
During the COVID 19 pandemic, cultural institutions were severely affected. To this end, they made an effort to enhance their online presence and online activity became the main way of approaching the public. Although the social aspects of a physical visit are well acknowledged and valued today, they nevertheless seemed to be largely neglected in t...
Preprint
Full-text available
The last decades the development of whole-body interaction technologies, as well as XR (Extended Reality) technologies , including Augmented, Mixed and Virtual Reality , created a strong potential for embodied and immer-sive experiences to support learning and the use of notation while moving. In our ongoing work, we explore this potential on the u...
Article
Full-text available
Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systemat...
Chapter
Digital storytelling in cultural heritage has been recognized as an effective technique for communicating heritage interpretation to the public. This chapter reports on the iterative design, development, and evaluation of a mobile digital storytelling experience for the Athens University History Museum. The experience combines a visually rich, illu...
Chapter
Full-text available
A growing body of research testifies to the capacity for archaeological and other cultural heritage sites to generate wonder, attachment, personal transformation and restoration, family bonding and community building amongst their visitors. Using evaluation data from two related European Commission‐funded research projects, CHESS and EMOTIVE, we di...
Preprint
Full-text available
Storytelling has the potential to revolutionize the way we engage with cultural heritage and has been widely recognized as an important direction for attracting and satisfying the audience of museums and other cultural heritage sites. This approach has been investigated in various research projects, but its adoption outside research remains limited...
Chapter
Full-text available
Digital storytelling in cultural heritage contexts has been recognized as a direction that cultural heritage institutions, including museums and historical sites, need to invest in to attract and engage their audiences. The term-interactive storytelling‖ is often used to characterize existing digital applications, whether these incorporate narrativ...
Chapter
Full-text available
While preconceptions of archaeology and cultural heritage are generally formed at a young age through exposures to mass media and teachings in formal and informal settings, the quality of these exposures is extremely variable and often fails to engage young people in meaningful ways. Although digital technologies may appear as tempting means to int...
Article
Storytelling has the potential to revolutionize the way we engage with cultural heritage and has been widely recognized as an important direction for attracting and satisfying the audience of museums and other cultural heritage sites. This approach has been investigated in various research projects, but its adoption outside research remains limited...
Article
Full-text available
Motion Capture and whole-body interaction technologies have been experimentally proven to contribute to the enhancement of dance learning and to the investigation of bodily knowledge, innovating at the same time the practice of dance. Designing and implementing a dance interactive learning system with the aim to achieve effective, enjoyable, and me...
Conference Paper
In this paper, we present the results of a user study focusing on whether the visitors' cultural preferences and expectations relate to different personality traits as defined by the Big Five personality model. We describe the user study procedure and report the correlations discovered between some of the Big Five factors and the participant assess...
Chapter
Full-text available
Can a chatbot enable us to change our conceptions, to be critically reflective? To what extent can interaction with a technologically “minimal” medium such as a chatbot evoke emotional engagement in ways that can challenge us to act on the world? In this paper, we discuss the design of a provocative bot, a “bot of conviction”, aimed at triggering c...
Conference Paper
This work presents an Android application using Near Field Communication developed with the aim to inspire the visitors of the Athens University Museum of Mineralogy and Petrology to focus on the details of the exhibits. The MoMaP application uses a gamification approach prompting the visitors to collect points in a game in which they participate a...
Conference Paper
Full-text available
Recent advances in technologies for capturing, analyzing and visualizing movement can revolutionize the way we create, practice, learn dance, and transmit bodily knowledge. The need for creating meaningful, searchable and re-usable libraries of motion capture and video movement segments can only be fulfilled through the collaboration of both techno...
Conference Paper
Full-text available
Choreomorphy is inspired by the Greek words "choros" (dance) and "morphe" (shape). Visual metaphors, such as the notion of transformation, and visual imagery are widely used in various movement and dance practices, education, and artistic creation. Motion capture and comprehensive movement representation technologies, if appropriately employed can...
Conference Paper
Full-text available
This study explores the effect of virtual reality on the sense of fear and presence in an immersive VR environment in comparison with a desktop screen. At the same time it attempts to answer whether users with specific psychological profiles measured with the Big 5 personality test are more susceptible to emotions of fear in digital environments th...
Conference Paper
In this work, we propose MagicHOLO, a method to support engaging collaborative and collocated experiences through 3D projections using personal mobile devices in the physical space of a museum. The users of the MagicHOLO mobile app are prompted to coordinate in order to create a common communication network for their devices and to decide on the el...
Article
Full-text available
Dance learning is by nature multimodal, while dance practice presents a wide diversity across genres and contexts. Choreography and artistic contemporary dance performances have been using interactive technologies to support their creative process for several decades. Nevertheless the use of interactive technologies to support dance learning and ed...
Conference Paper
Full-text available
The museum visit is a collaborative activity: people typically visit museums in social groups, and conversation between group members has been highlighted as a key aspect for an engaging visitor experience. In this work, we detail initial findings and experience results from the design and evaluation of a group-based digital storytelling journey, w...
Conference Paper
Full-text available
In this work we report on a recent user study where 20 couples experienced in a laboratory setting an interactive, mobile-based, digital story for an archaeological site. We describe the design of the experience and analyze our approach with regard to a design framework that was recently proposed for collocated interaction in mobile experiences. We...
Chapter
Incorporating digital tools in the business and scientific research workflows is at the moment an on-going process, challenging and demanding as every domain has its own needs in terms of data models and information retrieval methods. The information in some domains involves entity evolution, a characteristic that introduces additional tasks, such...
Conference Paper
Full-text available
Digital storytelling is one resource museums have in hand for enriching their offer to audiences and society at large. But how is the museum to author digital storytelling experiences that cater to various needs while maintaining scientific integrity? In this paper, we report on a series of experiences involving the creation of several interactive...
Article
Incorporating digital tools in the business and scientific research workflows is at the moment an ongoing process, challenging and demanding as every domain has its own needs in terms of data models and information retrieval methods. The information in some domains involves entity evolution, a characteristic that introduces additional tasks, such a...
Article
Incorporating digital tools in the business and scientific research workflows is at the moment an on-going process, challenging and demanding as every domain has its own needs in terms of data models and information retrieval methods. The information in some domains involves entity evolution, a characteristic that introduces additional tasks, such...
Conference Paper
CHESS is a research prototype system aimed at enriching museum visits through personalized interactive storytelling. Aspiring to replace traditional exhibit-centric descriptions by story-centric cohesive narrations with carefully-designed references to the exhibits, CHESS follows a plot-based approach, where the story authors create stories around...
Conference Paper
Full-text available
In this work, we present the CHESS research prototype system which offers personalized, interactive digital storytelling experiences to enhance museum visits, demonstrating the authoring and visiting experiences.
Conference Paper
In this paper, we present the vision of an open source learning analytics platform, able to harvest data from different sources, including e-learning platforms and environments, registrar's information systems, alumni systems, etc., so as to provide all stakeholders with the necessary functionality to make decisions on the learning process. The pla...
Conference Paper
Full-text available
This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and chal...
Conference Paper
Full-text available
Sets of 'personas' representing archetypical visitors of two very different museums, the Acropolis Museum in Greece and Cité de l'Espace in France, were defined and described as part of a multitude of user-centered design methods used to better understand the needs of visitors and develop for them a personalized mobile storytelling experience. Here...
Conference Paper
Full-text available
Digital archives comprise a valuable asset for effective information retrieval. In many cases, however, the special vocabulary of the archive restricts its access only to experts in the domain of the material it contains and, as a result, researchers of other disciplines or the general public cannot take full advantage of the wealth of information...
Conference Paper
Full-text available
While Digital Libraries (DLs) are moving towards universally accessible collections of human knowledge, considerable advances are needed in DL methodologies and technologies to make this happen. Interoperability between DLs is a crucial requirement to achieve this goal. The European project, DL.org, is focused on advancing the state of the art in t...
Book
Full-text available
The Digital Library universe is a complex framework bringing together many disciplines and fields, spanning data management, information retrieval, library sciences, document management, information systems, web image processing, artificial intelligence, human computer interaction and digital curation. The Digital Library universe is also an interp...
Book
Full-text available
Digital libraries are ubiquitous. They present themselves in a diversity of forms, offer a variety of services, and hold many different types of digital materials (e.g. publications, data, images). Digital libraries are complex entities. Indeed, the heterogeneous character, purpose, and functionality of digital libraries are reflected in the varian...
Book
Full-text available
The needs for ‘building by re-use’ and ‘sharing’ have grown out of the demand for powerful and rich Digital Libraries supporting a large variety of interdisciplinary activities coupled with the data deluge which the information society is now facing. Interoperability at a technical, semantic and organisational level is a central issue to satisfy th...
Conference Paper
Full-text available
Ontologies offer a flexible and expressive layer of abstraction, very useful for capturing the semantics of information repositories and facilitating their retrieval either by the user or by the system to support user tasks. This work presents an ontology-based user profiler, in the context of a Personal Interaction Management System (PIMS). The pr...
Article
This paper takes as its premise that the web is a place of action, not just information, and that the purpose of global data is to serve human needs. The paper presents several component technologies, which together work towards a vision where many small micro-applications can be threaded together using automated assistance to enable a unified and...
Conference Paper
Full-text available
The constant interaction of users with different Digital Libraries (DLs) and the subsequent scattering of user information across them raise the need not only for Digital Library interoperability but also for cross-Digital Library personalization. The latter calls for sharing and combining of user-information across different DL systems so that a D...
Conference Paper
Full-text available
News Archives constitute an important source for historians, both for research and educational purposes. However, access to their material is not easy due to the special characteristics of the archival content as well as the possible difference between the historian's vocabulary and that of the Archive. In the context of the Papyrus EU-funded proje...
Article
Full-text available
Historic research involves finding, using, and correlating information within primary and secondary sources, in order to communicate an understanding of past events. In this process, historians employ their scientific knowledge, experience, and intuition to formulate queries (who was involved in an event, when did an event occur etc.), and subseque...
Article
Ontologies, as knowledge engineering tools, allow information to be modelled in ways resembling to those used by the human brain, and may be very useful in the context of personal information management (PIM) and task information management (TIM). This work proposes the use of ontologies as a long-term knowledge store for PIM-related information, a...
Article
Full-text available
This paper describes methods to allow spreading activation to be used on web-scale information resources. Existing work has shown that spreading activation can be used to model context over small personal ontologies, which can be used to assist in various user activities, for example, in auto- completing web forms. This previous work is extended an...