Eleftherios Anastasovitis

Eleftherios Anastasovitis
The Centre for Research and Technology, Hellas · Information Technologies Institute (ITI)

PhD candidate in Virtual Reality and Serious Games, M.Sc in Cultural Informatics and Communication, M.Ed in Adult Education, B.Sc in Informatics

About

29
Publications
6,979
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
72
Citations
Citations since 2017
22 Research Items
71 Citations
2017201820192020202120222023051015
2017201820192020202120222023051015
2017201820192020202120222023051015
2017201820192020202120222023051015
Introduction
Eleftherios Anastasovitis is a Research Assistant at the CERTH/ITI, in VR, Computer Graphics, and Serious Games for Cultural Heritage and Training. Eleftherios was/is involved in various EU/National research projects. He is a PhD candidate in Dept. of Applied Informatics at University of Macedonia, researching VR and Serious Games for CH. He is VR Software Engineer and Manager in Pyrseia Informatics. He obtains MSc in Cultural Informatics and Communication, and also MEd in Adult Education.
Additional affiliations
March 2019 - present
University of Macedonia
Position
  • Instructor
January 2016 - present
The Centre for Research and Technology, Hellas
Position
  • Research Assistant
January 2012 - March 2020
Pyrseia Informatics
Position
  • Designer
Description
  • www.pyrseia.gr
Education
October 2013 - September 2017
Hellenic Open University
Field of study
  • Adult Education
October 2012 - February 2014
University of the Aegean
Field of study
  • Cultural Informatics and Communication
October 1999 - November 2005
Aristotle University of Thessaloniki
Field of study
  • Informatics

Publications

Publications (29)
Article
The extended research of the Computed Tomography (CT) scans of the fragments of the Antikythera Mechanism was the cornerstone for revealing the structure and functions of the first mechanical computer. In this article we present a unique methodology for the transformation of CT-scans files into photorealistic three-dimensional (3D) objects where ot...
Article
Full-text available
The contribution of this paper is toward three directions, namely (a) in identifying the advantages and disadvantages of the current state-of-the-art methods that allow laymen in programming to author VR experiences; (b) in examining how easily non-experts in programming can author VR experiences by analysing the responses from several testers towa...
Chapter
Recent technological advances have greatly affected the museum practice, introducing new and innovative technological solutions for the creation of more interactive, multisensory and experiential museum exhibitions. Virtual reality applications allow museums’ visitors to be fully immersed in interactive adventures and consequently, many museums are...
Chapter
Creative industries, such as cinematography and videogames, have invaded everyday life, offering fun and entertainment. The progress of immersive technologies provides breathtaking experiences to the users of creative digital productions. Through virtual reality the player can interact with the elements of the virtual world in a physical way. The c...
Conference Paper
Full-text available
The cardinal objective of our idea is to provide an advanced solution for maximizing the feel of presence to end-users of Virtual Reality applications by combining the creative industry of clothing with the game industry, in a way that VR developers, 3D artists and cloth designers, can easily overcome the technical barriers and provide to all playe...
Conference Paper
Full-text available
In our presentation we suggest the embodiment of full-immersive virtual experiences for the Naval History of the Greek War of Independence, in the context of the Virtual Museum EPANASTASIS-1821. Our contribution leads the Virtual Museums one step forward, converting them to experiential virtual places for better understanding of Cultural Heritage,...
Conference Paper
Creative industries, such as cinematography and videogames, have invaded everyday life, offering fun and entertainment. The progress of immersive technologies provides breathtaking experiences to the users of creative digital productions. Through virtual reality the player can interact with the elements of the virtual world in a physical way. The c...
Conference Paper
Recent technological advances have greatly affected the museum practice, introducing new and innovative technological solutions for the creation of more interactive, multisensory and experiential museum exhibitions. Virtual reality applications allow museums' visitors to be fully immersed in interactive adventures and consequently, many museums are...
Presentation
Full-text available
Presentation of the full-paper "Creative Industries and Immersive Technologies for Training, Understanding and Communication in Cultural Heritage" that analyze three use-cases by Pyrseia Informatics: a) Tsunami in ancient Potidaea (3D video animation production and VR serious game), b) Virtual Antikythera Mechanism (Virtual Museum and VR serious ga...
Conference Paper
Full-text available
The rapid advancement in the field of new technologies provides additional opportunities in all areas of our daily lives. Augmented reality applications incorporate new forms of information representation in the physical space, such as animated 3D graphics, enhancing knowledge about an object, exhibit, and concept. Virtual reality technologies prov...
Poster
Full-text available
In this application poster and demo, we present the methodology and the design of a full-immersive Virtual Reality Serious Game, that is in progress, for the emblematic artifact of Cultural Heritage, the Antikythera Mechanism. Extending our Virtual Museum for the Antikythera Mechanism the user can act both in modern time and in 2nd century BC, the...
Conference Paper
Full-text available
Online virtual labs, emulate real laboratories where students can accomplish a number of learning tasks and receive courses that otherwise would be difficult if not infeasible to be offered. In reaching this challenging goal, we developed two virtual labs enhancing students knowledge by providing an entertaining and engaging experience. Ensuring th...
Conference Paper
Full-text available
This paper focuses on the design and implementation of a tool that allows educators to author 3D virtual labs. The methodology followed is based on web 3D frameworks such as three.js and WordPress that allowed us to develop simplified interfaces for modifying Unity3D templates. Two types of templates namely one for Chemistry and one for Wind Energy...
Conference Paper
The Antikythera Mechanism is not only an artifact. It is the first known geared computer that spurs interest of archaeologists, astronomers, mechanical engineers and software developers. The high degree of corrosion, caused by its long burial in the shipwreck of the Antikythera, makes it a hypersensitive artifact. A pioneering technique has been ap...
Conference Paper
Full-text available
This demonstration provides a virtual museum for the Antikythera Mechanism, where visitor can interact with the digitally reconstructed fragments. By using Virtual Reality (VR) technologies in the context of an educational Serious Game (SG), the user can learn more about the operation of the first known computer, from a different perspective than b...
Conference Paper
Full-text available
DigiArt is an interdisciplinary research project with focus on developing new methods and tools for automated 3D modeling and analysis of physical cultural resources and assets such as Cultural Heritage (CH) and archaeological sites, monuments, sculptures, beyond simple digital reconstruction. In this demonstration, the case of Scladina cave is bei...
Thesis
Full-text available
The Antikythera Mechanism is a distinctive artifact of the World Cultural Heritage. It is exposed in a fossilized state at the National Archaeological Museum of Athens, which makes its research difficult. It is an interdisciplinary subject of study, which has intensified in recent years. The results of the studies, however, are mainly used for the...
Conference Paper
Full-text available
The use of serious game (SG) for learning is now further extended in cultural heritage (CH). SGs simulate the real world through the application of 3D models that initiates interaction, imagination and trigger the immersion of the user. The design and development of three SGs that gamify three case studies of european CH are presented, in the conte...
Conference Paper
The Antikythera Mechanism is not only an artifact. It is the first known geared computer that spurs interest of archaeologists, astronomers , mechanical engineers and software developers. Its high level of corrosion, make very difficult its further studies. Although , the generated data which have been produced during an international research proj...
Technical Report
Full-text available
Software implementation of the framework for composing stories in the 3D cultural worlds. This framework will enable curators to make Unity3D games with an easy-to-learn web based framework. This is the initial implementation of the specifications and architecture defined in the D6.1 Architecture and Interface Design. We have employed the popular w...
Technical Report
Full-text available
Report on the architecture that will be adopted for integrating all technologies under the joint cause of supporting the story telling engine. Mockups specifying the design and workflow of the final application are also included, discussing how they manage to address the functional requirements reported in D2.2- Definition of functional requirement...
Conference Paper
Full-text available
3D εικονικών κόσμων, συνδυάστηκε με την αντίστοιχη εξέλιξη των δυνατοτήτων του υλικού των ηλεκτρονικών υπολογιστών. Αποτέλεσμα αυτής της προόδου, είναι η διάδοση της χρήσης των 3D γραφικών, από αποκλειστικές γραμμικές ψηφιακές παραγωγές, σε πλήρως διαδραστικές. Ο χρήστης επιλέγει τον τρόπο και τον όγκο των πληροφοριών που θα ανακτήσει. Μοναδικός πε...
Presentation
Full-text available
Presentation for the paper entitled: "Σχεδίαση και ανάπτυξη εκπαιδευτικού παιχνιδιού σοβαρού σκοπού με τη χρήση 3D γραφικών: Η περίπτωση ThiroPedia" by Eleftherios Anastasovitis and Christina Tsita
Conference Paper
Full-text available
Τα τρισδιάστατα γραφικά αποτελούν έναν τρόπο αναπαράστασης της πληροφορίας. Η χρήση της τρισδιάστατης αναπαράστασης είναι ευρεία και εφαρμόζεται σε όλα τα πεδία της καθημερινής ζωής. Εφαρμογές τρισδιάστατης αναπαράστασης συναντά κανείς στην τηλεόραση, στον κινηματογράφο, στην εκπαίδευση, στην επιστήμη, στη μηχανική, στην αρχιτεκτονική, στην αρχαιολ...
Thesis
Full-text available
3D graphics are an interesting/rewarding/multi-faceted way to represent information. The use of 3D representation is broad and applies to all areas of daily life. Applications of 3D representation can be found in television, cinema, education, science, engineering, architecture, archaeology and so on. This thesis focuses on the 3D representation o...
Presentation
Full-text available
Presentation of Master thesis, entitled: "Tsunami in ancient Potidaea: A 3D representation"

Network

Cited By

Projects

Projects (8)
Project
The research project proposes an innovative methodology for the digital representation of human biographies. We use state-of-the-art technologies for the study and documentation of anthropological material from the archeological excavations of METRO, Thessaloniki, and develop innovative applications for the dissemination of results. By applying ancient DNA, stable isotopes, and novel imaging technologies, we reconstruct the health, nutrition, and demographics of the city's inhabitants. At the same time, we develop advanced visualizations with augmented (AR) and virtual (VR) reality applications, and alternative themed walks.
Project
Thessaloniki is a modern city with a long history, where the past and the present coexist in a unique way. One of the most emblematic monuments of the city is the Galerian Complex, which includes different monuments (palace with thrones and auditoriums, peristyles and baths, hippodrome, temple, triumphal arch, etc.) that now coexist with the modern buildings of the city. Ideally, a tour of the Galerian Complex should combine the observation of building remains with an experiential way that will allow the visitor to become acquainted with both the historical and social context to which they belong and the process by which they came to light. The cardinal objective of the e-SKAPANI project is the utilization of the latest developments in the field of 3D capturing & digitization, as well as in the field of virtual and augmented reality, with the aim of developing innovative tools for the diagnosis, maintenance, documentation and promotion of Galerian monuments and artifacts, as well as the virtual connection of the Archaeological Museum with the Complex, but also the city itself. These tools will support the development of demonstration facilities and applications by promoting a multi-level cultural experience in the form of city walks and Museum visits.
Archived project
3D graphics are an interesting/rewarding/multi-faceted way to represent information. The use of 3D representation is broad and applies to all areas of daily life. Applications of 3D representation can be found in television, cinema, education, science, engineering, architecture, archaeology and so on. This Master thesis focuses on the 3D representation of a natural phenomenon, which reportedly occurred in 479 BC in the Thermaikos Gulf of the Aegean Sea. The historical references to the event are confirmed by recent geological studies, although the archaeological record remains limited. The synthesis of the data available from different disciplines led to the design and development of a digital video: it represents the historical references of Herodotus and collates them with the results of geological investigations conducted recently. The representation is performed using only 3D graphics and simultaneous support of sound. We present the development stages of pre-production, with script writing and storyboard until post-production, monitoring and debugging of the final digital product.