Christos Troussas

Christos Troussas
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Christos verified their affiliation via an institutional email.
Verified
Christos verified their affiliation via an institutional email.
  • PhD in Informatics
  • Assistant Professor at University of West Attica

About

225
Publications
77,360
Reads
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4,283
Citations
Introduction
I am currently Assistant Professor in the Department of Informatics and Computer Engineering at the University of West Attica (Greece). My specialization lies in Personalization Systems, Human-Centered Artificial Intelligence, Human-Machine Communication and Applied Artificial Intelligence. My research focuses on creating intuitive and personalized interactions between users and technology through the application of Artificial Intelligence.
Current institution
University of West Attica
Current position
  • Assistant Professor
Education
January 2011 - October 2017
University of Piraeus
Field of study
  • Software Personalization and Applied Artificial Intelligence
October 2008 - June 2010
University of Piraeus
Field of study
  • Intelligent Technologies for Human-Computer Interaction
October 2003 - June 2008
University of Piraeus
Field of study
  • Informatics

Publications

Publications (225)
Article
Full-text available
During the last decade, there has been a substantial increase of interest in studies related to Virtual Reality (VR) as a learning tool. This paper presents a systematic literature review of personalization strategies utilized in immersive VR for educational objectives in the classroom. For the purposes of this review, 69 studies between 2012 and 2...
Article
Full-text available
Personalized learning is a defining characteristic of current education, with flexible and adaptable experiences that respond to individual learners’ requirements and approaches to learning. Traditional implementations of educational theories—such as Kolb’s Experiential Learning Theory—often follow rule-based approaches, offering predefined structu...
Article
Full-text available
Adaptive educational systems are essential for addressing the diverse learning needs of students by dynamically adjusting instructional content and user interfaces (UI) based on real-time performance. Traditional adaptive learning environments often rely on static fuzzy logic rules, which lack the flexibility to evolve with learners’ changing behav...
Article
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Educational AI systems often do not employ proper sophistication techniques to enhance learner interactions, organize their contextual knowledge or even deliver personalized feedback. To address this gap, this paper seeks to reform the way ChatGPT supports learners by employing fuzzy memory retention and thematic clustering. To achieve this, three...
Article
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Objectives: This scoping review aimed to identify existing literature on the application of augmented reality (AR) in the intensive care unit (ICU) and analyse its current state of play regarding hands-on skills. Background: Active learner engagement can greatly enrich educational outcomes. With the rise of immersive and interactive technologies,...
Article
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Multimodal interaction is a transformative human-computer interaction (HCI) approach that allows users to interact with systems through various communication channels such as speech, gesture, touch, and gaze. With advancements in sensor technology and machine learning (ML), multimodal systems are becoming increasingly important in various applicati...
Article
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Since its emergence at the end of 2019, SARS-CoV-2 has infected millions of people worldwide, putting healthcare systems to the test. This has led many researchers to investigate how machine learning can assist clinicians in diagnosing infections caused by SARS-CoV-2. Building upon prior studies, we propose a novel deep learning framework designed...
Chapter
Learner modeling and analysis have become fundamental in reshaping the educational landscape by providing personalized learning experiences through data-driven insights. This chapter explores the dynamic role of learner models in adapting learning processes to individual needs, preferences, and performance. It delves into the data collection method...
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This chapter explores various teaching methods and strategies in the context of online instructional design, emphasizing the importance of adapting pedagogical approaches to suit modern technological advancements. The integration of Human–Computer Interaction (HCI) principles into online learning environments is examined, highlighting the role of u...
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This chapter explores the interdisciplinary field of Human–Computer Interaction (HCI) and its critical role in shaping educational experiences. HCI bridges the gap between humans and technological systems by designing interfaces that are intuitive, accessible and effective for diverse users. The chapter examines the evolution of HCI, tracing its or...
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This chapter explores the pivotal role of augmented intelligence and pedagogical theories in reshaping digital learning. Augmented intelligence, a symbiotic collaboration between human and machine intelligence, is positioned as a transformative force in education, enhancing cognitive processes and fostering creativity without replacing human capabi...
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This chapter presents a novel framework that combines principles of Human–Computer Interaction (HCI) and Human-Centered Artificial Intelligence (AI) to create adaptive learning technology systems tailored to modern educational needs. The framework is designed around five core pillars: personalization, collaboration, adaptability, accessibility, and...
Chapter
The primary aim of this chapter is to present case studies demonstrating the application of Interactive Machine Learning (IML) in creating Adaptive Learning Technology Systems. By leveraging the synergy between machine learning algorithms and Human–Computer Interaction (HCI), these systems offer personalized, dynamic, and scalable educational exper...
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This chapter explores the concept of learning styles and their significant role in enhancing educational experiences. It emphasizes how understanding individual learning preferences can improve the design of educational technologies, particularly in the fields of Human–Computer Interaction (HCI) and Augmented Intelligence (AI). The chapter discusse...
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This chapter delves into the importance of communication styles in the learning process, particularly in the context of Human–Computer Interaction (HCI) and Augmented Intelligence (AI). Communication styles, including verbal and non-verbal preferences, are essential for creating personalized learning experiences that align with individual needs. Th...
Chapter
This chapter explores various cognitive theories that provide valuable insights into how individuals process information, make decisions, and solve problems. It focuses on how cognitive styles, such as Cognitive Decision Theory, Dual Process Theory, and Kirton Adaptation-Innovation Theory, influence learning and decision-making. The chapter also hi...
Article
Full-text available
The article highlights the need for enhanced user interaction and personalization in virtual reality (VR) systems for cultural heritage. As cultural sites become accessible through VR, delivering meaningful and tailored user experiences is crucial for effective learning and engagement. Traditional VR systems often fail to address varying levels of...
Conference Paper
Full-text available
This paper explores the transformative potential of combining Artificial Intelligence (AI) with gamified learning environments (GLEs) to enhance personalized learning experiences. Gamified learning environments have emerged as relevant practical tools that provide dynamic learning pathways, helping learners engage better through motivation, interac...
Article
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Over the years, Digital Humanities Pedagogy has swiftly evolved, with a growing emphasis on the intersection between Computing and Humanities. However, in the associated literature, a lack of clarity has been found regarding the adoption of diverse approaches to DH pedagogy in different educational settings. This study tackles this research gap by...
Conference Paper
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This paper presents a roadmap for the architecture of an intelligent online virtual university that promises to redefine distance learning through its 3D immersive environment. This Unity-based solution offers a rich, interactive, and highly dynamic educational experience. The system is designed to overcome the challenges faced within modern educat...
Chapter
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In recent years, the Open Education movement has emerged as an innovative approach in the field of education. Closely connected to it are the Open Educational Resources (ΟΕRs), which are hosted in Digital Repositories. Despite their unique advantages, global recognition, and increasing numbers, OERs have not yet become fully established. Teachers e...
Chapter
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With technology fundamentally changing the way students learn, traditional lectures often fail to capture student interest and prepare them for rapidly evolving demands of the job market. This paper highlights the need for active learning approaches that spark interest, motivation, and engagement. A significant challenge to achieving this goal is a...
Chapter
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The pervasive impact of digital technologies has permeated all facets of our society. As technology continues to evolve rapidly, it is imperative for educators to adapt and integrate these advancements into their teaching methods. Nevertheless, educators face challenges in keeping pace with technological advancements for educational purposes. This...
Conference Paper
Full-text available
The study identifies how the game elements of points, badges, and leaderboards could be used to engage students to enhance learning outcomes in educational settings. As the innovative teaching paradigm is gaining importance every day, gamification is unrolling as a provoking approach to engaging and motivating students by making the learning proces...
Chapter
In the field of education, the integration of Artificial Intelligence technologies, particularly chatbots, has transformed education by offering personalized guidance and support to learners. This paper introduces a well-designed rule-based chatbot system tailored for computer programming education, specifically Java. The architecture comprises ess...
Article
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Policies, standards and recommendations for healthy childhood nutritional choices are well-defined and widely available, yet a significant percentage of children as well as parents and caregivers, fail to become aware and follow them despite the intense technological penetration and information abundance in everyday life. The aim of this work was t...
Article
Full-text available
Assessing the usefulness of reviews has been the aim of several research studies. However, results regarding the significance of usefulness determinants are often contradictory, thus decreasing the accuracy of reviews’ helpfulness estimation. Also, bias in user reviews attributed to differences, e.g., in gender, nationality, etc., may result in mis...
Preprint
Full-text available
The reviews usefulness has been the aim of several research studies. However, results regarding the significance of usefulness determinants are often contradicting, thus decreasing the accuracy of reviews’ helpfulness estimation. Also, bias in user reviews attributed to differences e.g. in gender, nationality, etc., may result into misleading judgm...
Article
Full-text available
The need for effective cognitive training methodologies has increased, particularly for individuals dealing with Attention Deficit Hyperactivity Disorder (ADHD). In response to this demand, Virtual Reality (VR) technology emerges as a promising tool to support cognitive functions. Addressing this imperative, our paper introduces ADHD Dog, a VR game...
Chapter
This chapter of this book centers on the enrichment of the domain knowledge model through the incorporation of the Structure of Observed Learning Outcomes (SOLO) taxonomy. It investigates the correlation between the domain knowledge model and the SOLO taxonomy, offering practical instances of learning tasks aligned with each SOLO level. The “Overvi...
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This chapter offers a comprehensive exploration of the architecture and practical implementation of a mobile training system, enriched with augmented reality (AR) features and adaptive capabilities based on fuzzy logic. It commences with an overview that encapsulates the core concepts and objectives of the system, followed by a detailed exposition...
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This chapter of the book centers on the application of fuzzy logic for modeling students’ knowledge, with a primary focus on enhancing spatial ability training through personalized and adaptive learning experiences. The chapter begins with an overview, emphasizing the utility of fuzzy logic in capturing and adapting to students’ knowledge levels. I...
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This chapter provides a comprehensive review of the literature regarding AI-enhanced Augmented Reality (AR). It serves as the foundational knowledge base for the study, offering insights into relevant theories, concepts, and prior research studies. The chapter begins with an “Overview” section, outlining the purpose and significance of the literatu...
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This book concluding chapter encapsulates the essence of our extensive research, which explores the intricate intersection of artificial intelligence (AI) and augmented reality (AR). Within these pages, we synthesize the pivotal findings, implications, and contributions distilled from our comprehensive study, shedding light on the multifaceted rela...
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This chapter of this book serves as an introductory chapter, offering readers a comprehensive overview of the research. It begins with an “Overview” section that outlines the main sections to provide readers with a roadmap of what to expect in the subsequent sections. The “Motivation” section explores the reasons behind conducting this research, em...
Chapter
This chapter of the book delves into the meticulous evaluation of an Artificial Intelligence-enhanced Augmented Reality (AR) mobile training system designed to enhance spatial ability training. This chapter adopts a multi-model evaluation approach, employing various research methods and techniques to comprehensively assess the system’s effectivenes...
Conference Paper
Full-text available
Stereotypes constitute a widely used technique for creating user models. This paper explores the potential of stereotype-based models in virtual environments in order to enhance user engagement and learning outcomes. The focus is on an application, named Beekeeper World, which employs adaptive scenarios that respond to user actions. These scenarios...
Chapter
The utilization of new technologies in education is essential for providing an effective and of high quality learning environment. The preschool education is considered quite demanding, especially with the increasing number of multilingual and multi-ethnic families in European countries. This fact leads to constantly find new teaching methods and w...
Chapter
Full-text available
Agricultural education holds significant importance as it provides comprehensive training in the principles and practices of agriculture, including apiculture, which plays a crucial role in sustainable practices and the cultivation of skilled farmers and apiarists. However, traditional approaches to agricultural education face inherent limitations...
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A challenging undertaking that involves an in-depth comprehension of the educational objectives, the target population, and the available technology is the design and development of personalized augmented reality systems for utilization in education. This paper introduces CoMoPAR, a high-level conceptual model that can be used as a starting point f...
Chapter
This paper presents a clear and detailed conceptual framework for creating Virtual Reality (VR) applications that incorporate personalization and gamification techniques. The framework comprises several layers designed to deliver a more immersive and engaging experience that is customized to the unique needs and preferences of each individual user....
Chapter
Full-text available
Technology has opened up new possibilities in the way we live, communicate, and learn. The daily engagement with activities of the digital world and the re-conceptualization of citizenship highlights the need to connect school to the wider socio-cultural context, in order to prepare tomorrow’s citizens to thrive in the local and global community. T...
Chapter
As big data analytics becomes increasingly prevalent, fostering a comprehensive understanding of digital information ownership and responsibility is crucial. This paper presents an educational game that uses mobile augmented reality and a server backend to promote responsible digital citizenship among students. The mobile app uses ArUco markers to...
Chapter
Full-text available
Augmented reality is an emerging technology that aims to enrich the elements of the real world with virtual information through the use of appropriate devices. These new technological devices, namely smart mobile devices such as smartphones and tablets, can serve as a link between augmented reality and the user. Augmented reality technology has not...
Chapter
The development and assessment of education policies in maritime is a complex task as it requires the consideration of several factors such as stakeholders’ views, infrastructure availability, lecturers’ potential, and motivation. Besides, the effectiveness of education policies can only be assessed at a later time after decisions have been made an...
Article
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The extensive pool of content within educational software platforms can often overwhelm learners, leaving them uncertain about what materials to engage with. In this context, recommender systems offer significant support by customizing the content delivered to learners, alleviating the confusion and enhancing the learning experience. To this end, t...
Chapter
Open Educational Resources are learning, instructional, and research materials in any type. However, diverse groups of learners can gain access in open educational resources. As a result, many users may have difficulties in finding precise material that matches their preferences. In response to this pressing demand, this paper presents a recommende...
Article
Full-text available
During the last decade, there has been a substantial increase of interest in studies related to Virtual Reality (VR) as a learning tool. This paper presents a systematic literature review of personalization strategies utilized in immersive VR for educational objectives in the classroom. For the purposes of this review, 69 studies between 2012 and 2...
Article
Full-text available
In the field of education, virtual reality (VR) offers learners an immersive and interactive learning experience, allowing them to comprehend challenging concepts and ideas more efficiently and effectively. VR technology has enabled educators to develop a wide range of learning experiences, from virtual field trips to complex simulations, that may...
Conference Paper
Full-text available
Virtual Environment (VE) technology has become increasingly popular in the cultural heritage field, providing new ways to experience and interact with cultural artifacts and sites. By creating immersive and realistic virtual environments, VE technology allows users to explore and engage with cultural heritage in a more dynamic and engaging way. Tow...
Article
Full-text available
This paper proposes a novel approach for enhancing feedback in intelligent tutoring systems (ITSs) for Java programming using natural language processing (NLP). The proposed approach overcomes the limitations of traditional rule-based feedback generation systems and provides more personalized and relevant feedback to the learner The system allows l...
Chapter
Full-text available
This paper proposes a novel approach for enhancing feedback in intelligent tutoring systems (ITSs) for Java programming using natural language processing (NLP). The proposed approach overcomes the limitations of traditional rule-based feedback generation systems and provides more personalized and relevant feedback to learners. The architecture incl...
Article
Full-text available
Recommender systems are widely used in various fields, such as e-commerce, entertainment, and education, to provide personalized recommendations to users based on their preferences and/or behavior. Τhis paper presents a novel approach to providing customized recommendations with the use of user-centric artificial intelligence. In greater detail, we...
Article
Full-text available
Group formation is a complex task requiring computational support to succeed. In the literature, there has been considerable effort in the development of algorithms for composing groups as well as their evaluation. The most widely used approach is the Genetic Algorithm, as, it can handle numerous variables, generating optimal solutions according to...
Article
Full-text available
Personalized training systems and augmented reality are two of the most promising educational technologies since they could enhance engineering students? spatial ability. Prior research has examined the benefits of the integration of augmented reality in increasing students? motivation and enhancing their spatial skills. However, based on the revie...
Article
Full-text available
Recommender systems can offer a fertile ground in e-learning software, since they can assist users by presenting them with learning material in which they can be more interested, based on their preferences. To this end, in this paper, we present a new method for a knowledge-graph-based, path-based recommender system for learning activities. The sug...
Chapter
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This study investigates learners’ viewing behaviors and engagement patterns through educational video analytics. Based on the performance of 42 instructional videos aiming to provide asynchronous help in both online and traditional Engineering laboratories in Higher Education, a comparative analysis has been performed. Data from YouTube channel’s r...
Article
Full-text available
In this systematic review, research works pertaining to the use of augmented reality (AR) in special education are investigated. In recent years, the introduction of Information and Communication Technology (ICT) in education has transformed the teaching and learning process. Augmented reality is an emerging technology, which has been widely used i...
Article
Full-text available
Adaptive systems and Augmented Reality are among the most promising technologies in teaching and learning processes, as they can be an effective tool for training engineering students’ spatial skills. Prior work has investigated the integration of AR technology in engineering education, and more specifically, in spatial ability training. However, t...
Chapter
Full-text available
This paper presents an educational digital game which combines FFNN and learning styles to provide optimal types of learning units to learners so they can advance their knowledge level and improve their and learning outcomes. The digital game has ten stages and its main scope it to teach the players basic computer science concepts. In each stage, t...
Chapter
Augmented Reality has been an important part of engineering education, and more specific in the field of spatial skills training. Based on the literature review, desktop or mobile spatial ability training applications already developed, lack personalization as they do not identify students’ learning styles, and the activities delivered to them are...
Chapter
The rapid development of information and communication technologies (ICT) has revolutionized teaching and learning strategies, leading to digital learning technologies. Digital learning is any type of learning that uses technology, such as Internet, social media, web technologies, multimedia, mobile devices, etc. Since digital learning has dominate...
Chapter
This paper presents a novel way to raise environmental awareness with the utilization of an electronic game, developed with the Unity engine using C#. The game, by analyzing the user, is responsible to aid him by giving him/her personalized guidance. The novelty of this approach is that it uses elements of the Montessorian theory, the phenomenon of...
Chapter
Virtual Reality is a beneficial and appealing supplement to traditional education. VR has been a broad term used to designate a variety of educational systems throughout the years, including desktop-based Virtual Reality, CAVE-based Virtual Reality, stereoscopic glasses-based Virtual Reality and custom-developed Virtual Reality systems. This study...
Chapter
E-learning is the process of acquiring knowledge through electronic devices such as computers and smart devices connected to the internet, facilitating users to learn anytime and anywhere. E-learning through modern virtual classroom platforms combines a variety of technological tools aiming at successful and effective distance learning, enhancing t...
Article
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With the immersion of a plethora of technological tools in the early post-COVID-19 era in university education, instructors around the world have been at the forefront of implementing hybrid learning spaces for knowledge delivery. The purpose of this experimental study is not only to divert the primary use of a YouTube channel into a tool to suppor...
Article
Full-text available
Nowadays, due to the increasing number of cyberattacks, cybersecurity education, training, and awareness are considered crucial for preparing current and future IT professionals. Thus, it is essential for educational institutions to foster well-designed learning strategies in the field of cybersecurity that will not only focus on theory-based learn...
Article
Abstract Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programs. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of tertiary students, digital mathematical games pose a potential to improve such a set of...
Article
Full-text available
Working in groups is an important collaboration activity in the educational context, where a variety of factors can influence the prediction of the teams’ performance. In the pertinent bibliography, several machine learning models are available for delivering predictions. In this sense, the main goal of the current research is to assess 28 differen...
Chapter
Adaptive learning systems employ educational techniques and use computer algorithms to orchestrate the interaction with the learner. One example of their activities is the error detection and diagnosis. Error diagnosis serves for identifying the learners’ mistakes, their nature and the reason for happening. This module is important since it can hel...
Article
Full-text available
Facing the disruption caused by COVID-19 pandemic, the emergence of imposed and exclusive online learning revealed challenges for researchers worldwide, as of reforming curricula shortly and of collecting data accumulated by monitoring stu-dents’ commitment and academic performance. With this pool of data, this research explores grade prediction in...
Article
Full-text available
Affective computing can be implemented across many fields in order to provide a unique experience by tailoring services and products according to each person’s needs and interests. More specifically, digital learning and robotics in education can benefit from affective computing with a redesign of the curriculum’s contents based on students’ emotio...
Article
The advent of social networking platforms has opened new horizons in the field of digital education. The research effort in this field is still in its infancy and many aspects remain unexplored. For instance, in traditional classrooms, tutors compute students’ final grade based on several external factors, such as their effort, participation, etc....
Article
Full-text available
Since mid-March 2020, due to the COVID-19 pandemic, higher education has been facing a very uncertain situation, despite the hasty implementation of information and communication technologies for distance and online learning. Hybrid learning, i.e., the mixing of distance and face-to-face learning, seems to be the rule in most universities today. In...
Article
Digitalization in education is of great importance, especially in era of COVID-19 pandemic. Augmented Reality can help to this direction, bringing a range of benefits in the field of education. Prior researches reveal that AR enhances the students’ learning outcomes offering significant pedagogical affordance when it is used in the tutoring of diff...
Article
Full-text available
Environmental awareness refers to the understanding of the importance of protecting the natural environment. Digital technologies can play an important role in raising awareness of environmental issues. In view of this compelling need, this paper presents a novel way to promote environmental awareness with the use of smartphones. To achieve this, i...

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