Emmanouel RovithisIonian University | IONIO · Department of Audio and Visual Arts
Emmanouel Rovithis
PhD
About
25
Publications
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Introduction
Holding a PhD in Electronic Music Composition (Department of Music Studies, Ionian University) and an MA in Music Composition (Anglia Polytechnic University, UK). Currently teaching and researching as Laboratory Research Personnel at the Department of Audio and Visual Studies of the Ionian University focusing on Audio Games, Audio Augmented Reality, Art Didactics and Gamification. Composing music for theatre and cinema.
Publications
Publications (25)
Audio-Games (AGs) are electronic games that mainly (or exclusively) implement auditory means to express the game’s plot, mechanics and content. AG players need to concentrate on perceiving sound, in order to understand and play the game. Recent developments in the field of edutainment suggest that AGs can be implemented not only as entertaining sys...
Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize com...
Games and films, being fundamental aspects of modern culture, have been extensively studied as means to realize educational design in terms of methodology, structure, and content. However, their combination into a hybrid educational model that will draw upon technology to facilitate creative and effective interaction within a learning context remai...
This paper proposes a novel approach to audio game design by introducing the concept of speech puzzles (spuzzles) to describe the utilisation of recorded voice for the creation of audio puzzles in ways that challenge players’ different listening modes. In the fields of audio games and audio-interactive applications, speech serves instructive, descr...
Digital literacy has become a focal topic in modern educational studies. In that context, the Pedagogical and Didactical Sufficiency Program (PDSP) of the Ionian University Department of Audio & Visual Arts is investigating ways to enhance the learning process through the utilization of Information and Communication Technologies (ICT) in teaching p...
The study presents the authors’ research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame’s current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the c...
This book was inadvertently published with incorrect spelling of the author’s name in Chapter 13 and the preface of the front matter. We have now updated the author’s name in Chapter 13 and in the preface as ‘Emmanouel Rovithis’.
In the framework of the proposed approach “Serious Film Games” (S.FI.GA.), play and cinematography are combined to aim the study of randomness, risk and uncertainty, in an online teaching environment for the process of scriptwriting. Students and graduates of the Pedagogical and Didactical Sufficiency Program (PDSP) of the Department of Audio & Vis...
Citizen Science aims to engage people in research activities on important issues related
to their well-being. Smart Cities aim to provide them with services that improve the quality
of their life. Both concepts have seen significant growth in the last years and can be further
enhanced by combining their purposes with Internet of Things technologies...
At the core of augmented reality audio (ARA) technology lies the ARA mix, a process responsible for the assignment of a virtual environment to a real one. Legacy ARA mix models have focused on the natural reproduction of the real environment, whereas the virtual environment is simply mixed through fixed gain methods. This study presents a novel app...
Citizen Science aims to engage people in research activities on important issues related to their well-being. Smart Cities aim to provide them with services that improve the quality of their life. Both concepts have seen significant growth in the last years, and can be further enhanced by combining their purposes with IoT technologies that allow fo...
Το πεδίο της Επαυξημένης Πραγματικότητας αφορά τεχνολογίες, οι οποίες εμπλουτίζουν τον φυσικό κόσμο με εικονικές πληροφορίες και παρέχουν στους χρήστες δυνατότητες αλληλεπίδρασης με το περιβάλλον τους που δεν θα ήταν εφικτές μέσω της άμεσης αισθητηριακής αντίληψης. Εξαιτίας των εγγενών αυτών χαρακτηριστικών, η Επαυξημένη Πραγματικότητα χρησιμοποιεί...
Η σχεδόν καθολική παρουσία της ψηφιακής τεχνολογίας στους τομείς της ανθρώπινης δραστηριότητας σε συνδυασμό με την κατεύθυνσή της σε ολοένα μεγαλύτερο εύρος χρηστών μέσω εργαλείων ολοένα αυξανόμενης υπολογιστικής ισχύος και αλληλεπιδραστικών δυνατοτήτων έχει δημιουργήσει νέες προκλήσεις ως προς τον ρόλο της σύγχρονης εκπαίδευσης, στρέφοντας το ενδι...
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences....
Audio-only games represent an alternative type of gaming genres that continuously evolves following the technological trends that boost the video-games market. Since augmented reality is now a widespread approach for producing new kind of immersive applications, including games, it is expected that audio-only games will be influenced by this approa...
Electronic computer games used for educational purposes currently constitute an essential component of the learning process. By combining entertaining elements with interactive technologies to deliver the respective curricula they can enhance the development of various skills, as well as serve as platforms for the application of modern educational...
This paper introduces the work-in-progress AstroSonic, an educational audio-only game on the subject of Astronomy that aims to investigate the efficiency of applying game mechanics on non-speech audio content to convey non-musical, scientific curricula. First, the authors establish the theoretical framework by analyzing the positive impact of audio...
Οι σύγχρονες εκπαιδευτικές τάσεις υιοθετούν παιγνιακά σενάρια που δίνουν στον μαθητή ενεργό ρόλο στη διδακτική διαδικασία. Παράλληλα, η τεχνολογική εξέλιξη της σύγχρονης κοινωνίας επιτάσσει την εξοικείωση διδασκόντων και διδασκόμενων με ψηφιακά συστήματα αλληλεπίδρασης. Σε αυτό το πλαίσιο, τα ψηφιακά ηχητικά παιχνίδια, παιχνίδια που χρησιμοποιούν κ...
Ψηφιακά διαδραστικά περιβάλλοντα χρησιμοποιούνται στις μέρες μας όλο και περισσότερο όχι μόνο για την ψυχαγωγία, αλλά και για την εκπαίδευση και ευαισθητοποίηση του χρήστη. Ως διαδραστικά ηχητικά περιβάλλοντα ορίζονται αυτά που χρησιμοποιούν ως βασικό φορέα της μεταδιδόμενης πληροφορίας τον ήχο, συνθήκη που αποδεδειγμένα προάγει τη μαθησιακή διαδικ...
Το παιχνίδι αποτελεί ανέκαθεν διδακτική δραστηριότητα. Η εκπαιδευτική προσέγγιση του παιχνιδιού οφείλει να προσαρμοστεί στη σύγχρονη εποχή και στις ιδιαίτερες ανάγκες των γενεών της ψηφιακής τεχνολογίας. Η παρούσα εισήγηση εκθέτει την πορεία από το παιχνίδι στο ηλεκτρονικό παιχνίδι και τέλος στο ηχητικό παιχνίδι με έμφαση στη διδακτική πτυχή και τα...
Audio-Games (AGs) are electronic games that feature partially or completely auditory interfaces to express the game’s plot and mechanics. The required concentration on sonic information makes AGs a suitable medium not only for entertainment, but also for education on (and not limited to) music and sound studies curricula. This paper presents a nove...
Τα Ηχητικά Παιχνίδια χρησιμοποιούν ως βάση τον ήχο, για να συνθέσουν τον τρόπο του παιχνιδιού και την αλληλεπίδραση με τον παίκτη, χαρακτηριστικό που τα καθιστά κατάλληλα να εφαρμοστούν ως εκπαιδευτικά περιβάλλοντα για θέματα που σχετίζονται με την ακουστική, τη μουσική και άλλα πεδία. Η παρούσα εισήγηση περιγράφει πρώτα το θεωρητικό και πρακτικό π...
This paper examines the use of sound in designing and structuring the gameplay of Audio-Based games. The classification into different categories and the discussion of existing techniques conclude that there are issues that need to be dealt with: the conflict between a strict system of rules and free improvisation, the sonic description of visual e...