Effie Karuzaki

Effie Karuzaki
  • Foundation for Research and Technology Hellas

About

26
Publications
10,706
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322
Citations
Current institution
Foundation for Research and Technology Hellas

Publications

Publications (26)
Chapter
In this paper, we present a front-end User Interface for a secure Internet of Things platform that provides management features as a service on top of heterogeneous Internet of Things ecosystems. The proposed platform is capable of monitoring all the connected devices at various levels, such as remaining energy, uptime, network statistics, quality...
Article
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An approach to the representation and documentation of craft processes is proposed. The proposed approach is a method for the systematic identification and digital representation of pertinent data, information, and knowledge. The outcome representation is compatible with contemporary digitisation practices and digital preservation standards. The im...
Article
Full-text available
Virtual humans (VHs) are gaining increasing attention in various fields, including games and cultural heritage and technological contexts including virtual reality and augmented reality. Recently, since VHs can simulate human-like behavior, VHs have been proposed as virtual assistants (VAs) for all sorts of education and training applications, incl...
Article
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Intangible heritage is often linked to human actions and performances. The use of digital humans (DHs) for its digital representation and therefore its preservation, allows reframing the way to transmit and deal with content that is difficult to visualize. To that end, the digital human becomes an important element establishing the connection betwe...
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A web-based authoring platform for the representation of traditional crafts is proposed. This platform is rooted in a systematic method for craft representation, the adoption, knowledge, and representation standards of the cultural heritage (CH) domain, and the integration of outcomes from advanced digitization techniques. In this paper, we present...
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Full-text available
A protocol for the representation of traditional crafts and the tools to implement this are proposed. The proposed protocol is a method for the systematic collection and organization of digital assets and knowledge, their representation into a formal model, and their utilization for research, education, and preservation. A set of digital tools acco...
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Full-text available
In this paper, a representation based on digital assets and semantic annotations is established for Traditional Craft instances, in a way that captures their socio-historic context and preserves both their tangible and intangible Cultural Heritage dimensions. These meaningful and documented experiential presentations are delivered to the target aud...
Article
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In this article, the Mingei Online Platform is presented as an authoring platform for the representation of social and historic context encompassing a focal topic of interest. The proposed representation is employed in the contextualised presentation of a given topic, through documented narratives that support its presentation to diverse audiences....
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This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, following an articulated pipeline approach for data collection, ann...
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Full-text available
An approach to the representation and documentation of craft processes is proposed. The proposed approach is a method for the systematic identification and digital representation of pertinent data, information, and knowledge. The outcome representation is compatible with contemporary digitisation practices and digital preservation standards. The im...
Article
Full-text available
Traditional crafts involve craft artefacts, materials and tools while encompassing craftsmanship as a form of intangible cultural heritage (ICH). In modern societies, the production of traditional crafts (TCs) has decreased due to the lack of interest and the reduction in the number of practitioners. In this context, we explore modern digital techn...
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Full-text available
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the import...
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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 standard...
Chapter
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Advances in Cultural Heritage (CH) representation and presentation technologies are explored concerning new potentials brought by the gaming industry. These include the use of digitisation technologies for the creation of realistic digital assets, educational gaming concepts, and immersive technologies. In this context, it is shown how the creative...
Article
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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, engagi...
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Full-text available
Heritage Crafts (HCs) involve tangible craft artefacts, materials, and tools and encompass traditional craftsmanship as a form of Intangible Cultural Heritage. Intangible HC dimensions include dexterity, know-how, and skilled use of tools, as well as identity and traditions of the communities in which craftsmanship is, or was, practised. Despite th...
Conference Paper
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Public interaction displays contribute to upgrading the quality of public spaces since they attract many users and stimulate social interaction. In this paper, BubbleFeed is presented, a system for visualizing RSS news from multiple sources in public spaces. RSS news headlines are displayed inside virtual interactive bubbles ascending from the bott...
Conference Paper
As applications become larger, building their UI is getting harder. While a lot of research focuses on new ways of building UIs, little work focuses on reusing existing UI components to automatically compose large-scale interfaces. This paper introduces Yeti, an automatic UI composer for desktop and android applications written in Java, that adopts...
Article
Profile-based adaptivity is an important ingredient of interactive systems. Today, although users keep many profiles in different applications, adaptive systems still request them explicitly. While lingua franca methods on profiles are suggested, unless standardized, they are hardly deployed by different vendors. We present an approach to consolida...
Article
In this thesis, we focus on automatic coarse-grained composition of adaptive user interfaces relying on task trees. To achieve this goal we collect multiple user and context profiles from independent providers, and supply consolidated profiles to independent decision makers (DMs) according to their own profile models. Each DM chooses the best-fit c...
Article
In this work, we present the design and implementation of a system for proof explanation in the Semantic Web, based on defeasible reasoning. Trust is a vital feature for Semantic Web. If users (humans and agents) are to use and integrate system answers, they must trust them. Thus, systems should be able to explain their actions, sources, and belief...
Article
Full-text available
More and more games today try to adjust their gameplay to fit individual players; however, little work has been carried out in the same direction towards game presenter characters. Game commentary should take into account players' personalities along with game progress in order to achieve social player-adapted comment delivery that boosts the overa...
Conference Paper
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We propose artificial game presenter avatars embodying affective behavior to draw player-adapted social feedback during gameplay and introducing extra challenges to players called mini games, such as hangman and random card selection. The avatar's AI was designed as an extension of the traditional sense-think-act loop of game characters to address...
Conference Paper
Full-text available
In this work we present the design and implementation of a system for proof explanation in the Semantic Web, based on defeasible reasoning. Trust is a vital feature for Semantic Web. If users (humans and agents) are to use and integrate system answers, they must trust them. Thus, systems should be able to explain their actions, sources, and beliefs...
Conference Paper
Full-text available
The Tile Dreamer is an integrated tool for creating and managing tiles, being two dimensional recurring constituent components of commonly deployed in structuring tile-based game terrains. The application consists of four basic subsystems: (a) the main tile editor for constructing tiles; (b) the bitmap ripper, automatically computing the least numb...
Article
1 Abstract In this work we present the desing and implementation of a new system for proof explanation in the Semantic Web, using defeasible logic. Trust is a vital feature for Semantic Web. If users (humans and agents) are to use and integrate system an- swers, they must trust them. Thus, systems should be able to explain their actions, sources, a...

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