• Home
  • SINTEF
  • Department of Department for Networked Systems and Services
  • Costas Boletsis
Costas Boletsis

Costas Boletsis
SINTEF | Stiftelsen for industriell og teknisk forskning · Department of Department for Networked Systems and Services

Doctor of Philosophy

About

35
Publications
46,272
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,127
Citations
Citations since 2016
24 Research Items
1084 Citations
2016201720182019202020212022050100150200
2016201720182019202020212022050100150200
2016201720182019202020212022050100150200
2016201720182019202020212022050100150200
Additional affiliations
September 2018 - present
SINTEF
Position
  • Researcher
September 2016 - September 2018
SINTEF
Position
  • PostDoc Position
September 2012 - August 2016
Norwegian University of Science and Technology
Position
  • Research Assistant

Publications

Publications (35)
Article
Full-text available
Researchers have proposed a wide range of categorization schemes in order to characterize the space of VR locomotion techniques. In a previous work, a typology of VR locomotion techniques was proposed, introducing motion-based, roomscale-based, controller-based, and teleportation-based types of VR locomotion. The fact that (i) the proposed typology...
Conference Paper
Full-text available
Although numerous methods have been formalized for handling the technical aspects of developing domain-specific modeling languages (DSMLs), user needs and usability aspects are often addressed in ad hoc manners and late in the development process. Working in this context, this paper presents the development of the customer journey modeling language...
Chapter
Full-text available
Small and medium enterprises (SMEs) make up a significant part of European economies. Despite their economic importance, they are often described as poorly placed to deal with cyber risks because of resource constraints or commercial interests. Providing appropriate tooling would facilitate a greater appreciation of the risks and provide mitigation...
Article
Full-text available
Language, speech and conversational behaviours reflect cognitive changes that may precede physiological changes and offer a much more cost-effective option for detecting preclinical cognitive decline. Artificial intelligence and machine learning have been established as a means to facilitate automated speech-based cognitive screening through automa...
Conference Paper
Full-text available
In this work, we examine the value that immersive technologies can bring to retailing through the retail practices they facilitate. To that end, a literature review is conducted resulting in the documentation of 28 augmented reality (AR) and virtual reality (VR) applications from 38 publications. After analyzing the applications’ functionality and...
Chapter
Full-text available
When evaluating virtual reality (VR) locomotion techniques, the user experience metrics that are used are usually either focused on specific experiential dimensions or based on non-standardised, subjective reporting. The field would benefit from a standard questionnaire for evaluating the general user experience of VR locomotion techniques. This pa...
Article
Full-text available
Existing consumer VR systems support text input using handheld controllers in combination with virtual keyboards and many designers have attempted to build on these widely used techniques. However, information on current and well-established VR text-input techniques is lacking. In this work, we conduct a comparative empirical evaluation of four con...
Article
Full-text available
The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusin...
Article
Full-text available
The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for m...
Article
Full-text available
COSTAS BOLETSIS, AMELA KARAHASANOVIĆ, "Augmented Reality and Virtual Reality for Retail Innovation", Magma nr. 7, 2018, Fagbokforlaget. https://www.magma.no/augmented-reality-and-virtual-reality-for-retail-innovation
Conference Paper
Full-text available
Audio augmented reality (AR) has a long research tradition in the tourism industry. Audio AR tour guides for urban environments provide location-based, auditory information about nearby sights, minimising distractions from interacting with mobile devices and enabling users to focus on their new surroundings. In this work, we present the design, dev...
Conference Paper
Full-text available
Audio augmented reality (AR) allows for the simultaneous perception of the real environment and a virtual audio overlay. This is especially important in a mobile use context, where users should be continuously aware of their surroundings, such as in the case of urban tourism, when tourists explore foreign cities and their tourist sights. In this wo...
Conference Paper
Full-text available
This work introduces a new service prototyping method called the VR (virtual reality) service walkthrough. The VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. The ultimate goal of the method is to enable service designers to increase empathy with the potential customer g...
Article
Full-text available
The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both researchers and users in analyzing and experiencing current VR locomotion techniques, the field of...
Conference Paper
Full-text available
In this work, we present a case study, examining the design, development, and evaluation of an Augmented Reality serious game for cognitive screening (namely Smartkuber), which aims to provide reliable and motivating cognitive screening for the elderly. This case study can be of interest for the game designers and researchers, allowing them to buil...
Conference Paper
Full-text available
The paper describes our ongoing work on a new prototyping method for service design, Virtual Bodystorming. Virtual Bodystorming utilizes Virtual Reality (VR) and enables the user to role-play the service scenario in a fully immersive and collaborative VR environment. In this environment, various service-related areas and objects can be recreated wi...
Article
Full-text available
The intangible reading and valorisation of the cultural heritage is often put aside by the tourism models due to the considered supremacy of the physical built environment of the site. In this work, a theoretical framework is proposed and described, which aims to investigate the role of the intangible patrimony under the scope of place-making. The...
Conference Paper
Full-text available
Using serious games for cognitive screening can provide a motivating and entertaining alternative to traditional cognitive screening methods. Cognitive decline is usually measured by tests of mental processing, however age-related changes in sleep may also reveal signs of cognitive decline among older individuals. The current work presents and eval...
Thesis
Full-text available
Cognitive impairment in the elderly can be associated with the normal ageing processes or be a symptom of early onset dementia. Even though, early detection of dementia has many benefits, cognitive impairment is still underrecognised and under-diagnosed. This lack of diagnosis often leads to confusion over behavioural changes and prevents social an...
Article
Full-text available
Objective: The goal of this study was to design and develop a serious game for cognitive health screening of the elderly, namely Smartkuber, and evaluate its construct, criteria (concurrent and predictive), and content validity, assessing its relationship with the Montreal Cognitive Assessment (MoCA) test. Furthermore, the study aims to evaluate t...
Article
Full-text available
Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a ser...
Conference Paper
Full-text available
A large number of dementia patients receive home-based care, in order to maintain their independence and improve quality of life and health status. The current formal home-based care model presents certain limitations related to the monitoring of the patients and the reporting of the progression of physical and cognitive decline. In recent years, n...
Article
Full-text available
In this paper, we discuss the limitations of common cognitive training and cognitive screening methods, and examine how serious games could address some of these issues. We propose a cognitive game system, supporting self-care of cognitive health, in non-clinical settings, which can also function as a connection between the players/patients and the...
Article
Full-text available
This research presents a mobile augmented reality (MAR) travel guide, named CorfuAR, which supports personalized recommendations. We report the development process and devise a theoretical model that explores the adoption of MAR applications through their emotional impact. A field study on Corfu visitors (n=105) shows that the functional properties...
Article
Full-text available
There is the potential that cognitive activity may delay cognitive decline in people with mild cognitive impairment. Games provide both cognitive challenge and motivation for repeated use, a prerequisite for long lasting effect. Recent advances in technology introduce several new interaction methods, potentially leading to more efficient, personali...
Conference Paper
Full-text available
Educational games constitute a major field inside the serious games ecosystem, attempting to educate the players, while entertaining them. Augmented Reality (AR) has found application in educational games, introducing properties that improve gameplay and that potentially produce unique educational affordances. In this study, we present the “Table M...
Conference Paper
Full-text available
Serious games find wide application in the health domain, occupying their own place in the video game industry (games for health). Currently, there is a proliferation of cognitive training, exercise and social games, targeting one of the most dangerous disease of the era: dementia, as well as its various symptoms and stages like Mild Cognitive Impa...
Article
Full-text available
Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still pr...
Article
Full-text available
This research proposes a set of interaction design principles for the development of mobile augmented reality (MAR) applications. The design recommendations adopt a user-centered perspective and, thus, they focus on the necessary actions to ensure high-quality MAR user experiences. To formulate our propositions we relied on theoretical grounding an...
Chapter
Full-text available
Serious games for dementia (SG4D) hold their own, unique and significant space within the Games for Health domain. However, the SG4D field still has not been fully mapped out and classified. In this work, we present a generic taxonomy of serious games for dementia, based on the health functions and the health purposes they serve. Firstly, we classi...
Article
Full-text available
This paper describes the application of Latent Semantic Analysis to the term-document matrices that result from modeling an action game. Innovative solutions to address challenges like the definition of "words" and "documents" in the dynamic and complex domain of action games are proposed, and interesting, previously unknown semantic information is...
Conference Paper
Similarity measurement between two musical pieces is a hard problem. Humans perceive such similarity by employing a large amount of contextually semantic information. Commonly used content-based me-thodologies rely on information that includes little or no semantic information, and thus are reaching a performance “upper bound”. Recent research pert...

Network

Cited By

Projects

Projects (2)