Anastasia Ntagianta

Anastasia Ntagianta
  • Master of Science
  • Foundation for Research and Technology Hellas

About

14
Publications
2,493
Reads
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111
Citations
Current institution
Foundation for Research and Technology Hellas
Additional affiliations
October 2019 - present
Foundation for Research and Technology Hellas
Position
  • Designer
Description
  • User Interface (UI) & User Experience (UX) designer
Education
March 2016 - July 2019
University of Crete
Field of study
  • Computer Science
September 2010 - February 2016
University of Crete
Field of study
  • Computer Science

Publications

Publications (14)
Chapter
Full-text available
Serious games have emerged as a powerful tool for achieving targeted outcomes beyond entertainment, such as learning or raising awareness about a topic. Considering their pervasiveness and wide adoption in the educational domain, traditional assessment approaches of these games have predominantly focused on their entertainment value and achievement...
Conference Paper
Video games can be an effective medium for attaining learning goals, going beyond the function of entertainment. They also offer people an opportunity to virtually explore past an present sites of historic importance. With the growing popularity of video games comes the need for developing more inclusive content, embracing the medium's diverse audi...
Article
Full-text available
This work outlines the benefits of an open repository of cultural and touristic content for promoting sustainability in tourism. The repository aims at sharing digital content with individuals, local communities, businesses, and tour operators to promote responsible tourism practices. By providing access to cultural and touristic content, the repos...
Conference Paper
This work presents a web-based authoring tool that enables museum curators and individuals to make digital collections of exhibits accessible and explorable via the Web. It allows users to create interactive and immersive virtual 3D/VR exhibitions using a unified collaborative authoring environment based on a Human-Centered Design approach with the...
Article
Full-text available
With the ever-advancing availability of digitized museum artifacts, the question of how to make the vast collection of exhibits accessible and explorable beyond what museums traditionally offer via their websites and exposed databases has recently gained increased attention. This research work introduces the Invisible Museum: a user-centric platfor...
Article
Full-text available
The proliferation of Internet of Things devices and services and their integration in everyday environments led to the emergence of intelligent offices, classrooms, conference, and meeting rooms that adhere to the paradigm of Ambient Intelligence. Usually, the type of activities performed in such environments (i.e., presentations and lectures) can...
Conference Paper
In the domain of education, an Intelligent Classroom that employs Ambient Intelligence technologies can not only improve learning and student performance, but also support educators with the various educational tasks, such as lecturing, course preparation and classroom management. Given that the board is one of the key artifacts of any classroom, u...
Conference Paper
Full-text available
In the recent past there has been growing interest in how technology can improve the efficiency of education at all levels. When used appropriately, Information and communication technologies (ICTs) can expand access to information, strengthen the relevance of education to the modern digital workplace, and raise educational quality by transforming...
Poster
The emergence of Intelligent Classrooms, and in particular classrooms equipped with facilities for identifying the students’ attention levels, has raised the need for appropriate student-friendly tools that not only facilitate application hosting, but also acts as the means to re-engage inattentive students in the educational process. This work pre...
Conference Paper
Full-text available
It is almost inevitable that during a course, students will get distracted either by internal or external stimuli. Introducing engaging activities into the main lecture and changing pedagogies within a class period has remarkable effects on students' concentration levels. This paper presents LECTORstudio, an authoring tool that enables educators to...
Poster
Full-text available
This work focuses on the design and implementation of several Learning Analytics dashboards for the “Home Game”, a multimodal interactive educational game for children with cognitive impairments. Taking into consideration that educators often have to re-evaluate and modify, at real-time, the structure of a course based on the students’ needs, the g...

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