
Ioannis DeliyannisIonian University | IONIO · Department of Audio and Visual Arts
Ioannis Deliyannis
BSc Computer Science, Ph.D Computer Science Interactive Multimedia Systems
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Publications (106)
Interdisciplinarity in scientific research and applied pedagogy is an approach that aims to go beyond the limits set by each discipline and to create an eclectic perspective, so as to organize teaching and learning around the construction of meaning in the context of real-world problems or activities. This paper showcases how technology, psychology...
Enhancing cultural heritage is a rapidly evolving process thanks to cutting-edge technologies. This paper showcases the creation of an integrated interactive tour guide for the Old Town of Corfu, a designated UNESCO World Heritage Site. The “Holograms - Corfu Hologrammatic Tour” is an innovative application that provides visitors with useful and re...
Virtual reality technologies (VRTs) are high-tech human–computer interfaces used to develop digital content and can be applied to multiple different areas, often offering innovative solutions to existing problems. A wide range of digital games is being also developed with VRTs and together with their components, the games' structural elements are a...
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and at...
Multisensory technologies pave the way for the collective transfer and sharing
of the senses on the Internet. The Human-Computer Interaction (HCI) community
considers digital olfactory stimulation to be a helpful step in developing technology
related to digital multisensory communication. The article provides a brief overview of
digital scent t...
Η μάθηση είναι το κυριότερο ερευνητικό αντικείμενο της εκπαιδευτικής ψυχολογίας, η οποία αντλεί, συμπληρωματικά, πληροφορίες από την παιδαγωγική, την κοινωνιολογία, την εκπαιδευτική τεχνολογία, καθώς και τη σύγχρονη έρευνα για τον εγκέφαλο, ενώ η μάθηση που βασίζεται στο παιχνίδι κατέχει αξιοσημείωτη θέση στον διάλογο για την εκπαίδευση, τυπική και...
Both the digitization of chemical senses and their future commercialization have aroused the interest of the research community. Their commercial applications will enhance the user experience and contribute to the transition of the next generation of the internet by offering inseparable multisensory experiences from reality. This fast abstract anno...
teachers seek to attract students' attention by demonstrating the relevance of learning content to daily activities and enhancing their students' self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games. DG...
Education is the cornerstone for a society without discrimination as it promotes full personality development and enhances respect for human rights and fundamental freedoms. As a result of the "Education for all" policy, more children with Special Educational Needs and/or Disabilities (SEND) are included in neighbourhood schools regardless of their...
The paper presents the results of a study in which the users’ experience when playing serious games (in terms of gaming and learning) was examined, in an effort to determine which factors contribute significantly to the above and how they are related. Two serious games were used (one 2D and one 3D) and the target group was 384 university students....
Transmedia storytelling (TS) is a technique of telling a story across multiple platforms. TS facilitates students to learn not from but with their teacher during practising life skills in collaboration with their classmates. With this in mind, we propose ways of fundamental life skills training highlighting (1) the role of cutting-edge technologies...
Η εικονική πραγματικότητα (VR) αναφέρεται στην προσομοίωση ενός τρισδιάστατου πραγματικού ή φανταστικού περιβάλλοντος που δημιουργείται αποκλειστικά από υπολογιστικά συστήματα. Η VR χάρη στα μοναδικά χαρακτηριστικά της αξιοποιείται, ιδιαίτερα, στην ανάπτυξη ψηφιακών παιχνιδιών (ΨΠ). Η δυναμική αλληλεπίδραση των χαρακτηριστικών τόσο της VR, όσο και...
Effectiveness, efficiency, scalability, autonomy, engagement, flexibility, adaptiveness, personalization, conversationality, reflectiveness, innovation, and self-organization are some of the fundamental features of smart environments. Smart environments are considered a good learning practice for formal and informal education; however, it is import...
BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children's independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy...
This paper presents the digital tools, online platform and methodology created during the implementation of BYZART, a European co-funded project for the enrichment of Europeana collections with heritage objects for Byzantine art and archaeology provided by the partners of the project. The creation of the platform and its usability are thoroughly de...
This paper deals with the contribution of Art Didactics and Creative Technologies in the adoption of an active attitude to decision making processes on the part of students and their participation in issues both at the level of culture and at the level of knowledge and means. The usage and the study of specific artworks is carried out in a frame of...
Η εκπαίδευση των μαθητών με ειδικές εκπαιδευτικές ανάγκες παρουσιάζει ιδιαίτερο ενδιαφέρον, διότι παρόλο που οι μαθητές μπορεί να εμφανίζουν κοινά χαρακτηριστικά σύμφωνα με τη διάγνωσή τους, εντούτοις απαιτεί προσωποποιημένες προσεγγίσεις μάθησης. Η προσωποποιημένη μάθηση είναι μια καινοτόμος τάση σε πολλά εκπαιδευτικά περιβάλλοντα, όπως είναι και...
This work focuses on cultural heritage conservation and the wide variety of environmental factors of the deterioration process. The most common causes of weathering are (i) microclimatic conditions ii) chemically reactive pollutants (especially carbonaceous and chlorinated) captured in both the dry and wet phase iii) salt depositions. The main obje...
This work focuses on cultural heritage conservation and the wide variety of environmental factors of the deterioration process. The most common causes of weathering are (i) microclimatic conditions ii) chemically reactive pollutants (especially carbonaceous and chlorinated) captured in both the dry and wet phase iii) salt depositions. The main obje...
Electroencephalography (EEG) systems and brain-computer interfaces (BCIs) are terms frequently involved in the field of neurological research. Under a technological point of view, BCI is considered to be a significant achievement within the frame of learning disabilities rehabilitation. Nevertheless, the specifications for efficient use for cogniti...
The educational philosophy of the 21st century focuses on three pedagogical principles: personalization, participation, and productivity. In our digital era, cutting-edge technologies support the application of those principles as learners face new challenges but at the same time, they are presented with new learning opportunities. In order to adap...
Η εργασία παρουσιάζει τα αποτελέσματα έρευνας στην οποία καταγράφηκαν οι απόψεις των χρηστών για τα σοβαρά παιχνίδια. Χρησιμοποιήθηκαν δύο τέτοια (ένα 2D και ένα 3D) από 254 φοιτητές, εν δυνάμει χρήστες τους. Μέσα από ένα ερωτηματολόγιο εννέα ανοιχτών ερωτήσεων, τους ζητήθηκε να προτείνουν βελτιώσεις για έναν ίσο αριθμό παραγόντων που θεωρήθηκε ότι...
Στην ψηφιακή εποχή που διανύουμε, οι μαθητές αντιμετωπίζουν νέες προκλήσεις αλλά
ταυτόχρονα παρουσιάζονται νέες ευκαιρίες μάθησης. Προκειμένου να προσαρμο-
στούν, πρέπει να απομακρυνθούν από τις παθητικές τεχνικές μάθησης και να ανακα-
λύψουν πώς να εφαρμόσουν δεξιότητες όπως είναι η κριτική σκέψη, η επικοινωνία, η
συνεργασία και η δημιουργικότητα....
“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors’ team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D s...
Serious games are gaining an ever-increasing interest of many scholars of the
learning process of all educational levels. Important aspects of serious games
implementation in education relate to their features, their relevance to pedagogy
and learners' views. This quantitative research focused on characteristics of
pedagogical departments’ students...
New technologies and media aim at triggering student interest in mathematics and at making learning an entertaining process. However, playful math games need to provide learners with a better experience, which is connected with an engaging gameplay. Popular game mechanics could be used in order to integrate learning in the playing activities. This...
Aim/Purpose This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background Although the impact of serious games on learning is their most widely examined aspect, research is spread thin across a large number of studies having little in common in ter...
Digital games designed for children and adolescents in the Diabetics Education (DE) context aim at positively influencing diabetics' behavior or teaching DE knowledge and skills. Previous work has not considered playful learning of difficult content, such as the Carbohydrate Counting Method, which involves counting the number of carbohydrate grams...
Three instructional approaches are commonly applied to promote daily living skills: (1) in-vivo instruction, (2) video-based instruction (VBI) and (3) computer-based intervention (CBI). The problem with all three approaches individually is that the application of taught
skills to real-life is very difficult for children with a limited ability to id...
The degree of child independence in Activities of Daily Living (ADLs) is crucial for parents, caregivers, educators, and therapists. Achieving basic skills is vital not only for children with developmental disabilities but also for typically developing preschoolers and primary school students. People with developmental disorders often have difficul...
The degree of child independence in Activities of Daily Living (ADLs) is crucial for parents, caregivers, educators, and therapists. Achieving basic skills is vital not only for children with developmental disabilities but also for typically developing preschoolers and primary school students. People with developmental disorders often have difficul...
Abstract
Although a number of researchers consider serious games as effective teaching/learning tools, the literature is fragmented when it comes to the factors that shape the users' experience and views. We are currently lacking a comprehensive tool that simultaneously examines their effectiveness while contrasting user views. The study is an att...
In recent years, Game Based Learning has assumed a significant place in education debate, alt¬hough games are not a new field in pedagogical research. Educational technology and Digital Game Based Learning are increasingly gaining ground in schools. Our research focuses on this aspect of learning interactivity relating to game content development.
You have the tablet, I have the cards, let's play together! Combining card-based games, puzzles, multimedia applications and learning content that support inclusive education scenarios Summary Working with students with difficulties is challenging because even though they share common features according to their diagnosis, most of them need individ...
The use of digital games for educational purposes is constantly increasing. The teacher is considered as fundamental factor in the successful implementation of digital games into the classroom. Our research aims to explore undergraduate students' attitudes as future teachers for the exploitation of collaborative digital games in the learning proces...
During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential fa...
During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential fa...
The development of Smart Learning Environments is a complex software engineering process combined with pedagogical principles. Smart pedagogy requirements have advanced beyond the delivery of interactive-adaptive content, which in the past was delivered through single-media systems and applications, to complex multisensory experiences. Contemporary...
Human behavior is very much based on motivation. For decades, researchers have been trying to describe motives in biological terms, or physiological ones, while others are emphasizing on their cognitive aspect in people’s behavior and hence in learning. Motivation and learning can affect one another. Contemporary research recognizes the importance...
Τα ψηφιακά παιχνίδια αποτελούν σημαντικό μέρος της καθημερινότητας των παιδιών. Παράλληλα, υπάρχει έντονο ερευνητικό ενδιαφέρον για την αξιοποίησή τους στην εκπαίδευση, καθώς θεωρείται ότι, μέσω αυτών, επιτυγχάνονται ενδιαφέροντα μαθησιακά οφέλη και υπάρχει θετική επίπτωση σε μια σειρά δεξιοτήτων. Υπό το πρίσμα αυτό, στο άρθρο επιχειρείται μια κριτ...
Τα κίνητρα και ο ρόλος τους στη μάθηση αποτελούν κεντρικό ζήτημα για δύο κύριες θεωρίες μάθησης, τις συμπεριφορικές και τις γνωστικές. Τα τελευταία χρόνια, η έρευνα επικεντρώνεται στη σημασία της παρότρυνσης των μαθητών να συμμετέχουν σε μαθησιακές δραστηριότητες μέσα από ψηφιακά παιχνίδια, οικοδομώντας σχέσεις ανάμεσα σε αυτά που γνωρίζουν και σε...
Motivation and its role in learning is a central issue for two movements in psychology, behaviorism and cognitive theories. I n recent years, research focuses on the importance of promoting students' engagement in learning and building relationships between what they already know and what they are about to learn through digital games. Students alre...
The proliferation of smartphones with video recording and action cameras has empowered users to effortlessly capture everyday moments and activities in video format. This process often results into long video sequences that need to be edited down and summarized in order to be properly archived, shared within social media, or simply projected to fam...
The use of multimedia tools for the promotion of cultural heritage and the creation of interactive gamification environments can support learning and have been in the center of mixed reality research for years. This paper presents a work-in-progress that has been designed for deeper access to cultural knowledge, with the use of different technologi...
Ένας συστηματικός τομέας μελέτης των μαθητών με ειδικές εκπαιδευτικές ανάγκες είναι οι Μαθησιακές Δυσκολίες (ΜΔ). Τα παιδιά που έχουν ΜΔ, ενώ δεν παρουσιάζουν εμφανείς νοητικές διαταραχές, ψυχοκοινωνικά προβλήματα ή άλλα αναπτυξιακά προβλήματα, δεν μπορούν να επωφεληθούν της τυπικής εκπαίδευσης λόγω των δυσκολιών που έχουν, με αποτέλεσμα να έχουν σ...
Η μελέτη της ανθρώπινης μάθησης επικεντρώνεται στο πώς τα άτομα αποκτούν και τροποποιούν γνώσεις, δεξιότητες, στρατηγικές, πεποιθήσεις και συμπεριφορές. Από την αρχαιότητα, ακόμα, η διαδικασία της μάθησης απασχόλησε φιλοσόφους και ερευνητές. Από φιλοσοφικής άποψης, η μάθηση αναφέρεται στην καταγωγή, τη φύση, τα όρια και τις μεθόδους απόκτησης της γ...
The study presents the initial stage of the development of a scale for measuring the factors that affect and shape the learning experience when playing serious games. A comprehensive literature review revealed a number of studies on educational games. A
draft questionnaire was developed on the basis of their results.
Our main objective is to produce state-of-the-art edutainment and serious game end-systems, which satisfy the requirements of all three parties involved in the development process: content experts, end-users and application developers. Their requirements are often cross disciplinary, as each party involved in the process requires solutions to a num...
Contemporary interactive art-technology projects often employ diversified and complex sensing mechanisms. As sensor integration introduces increased hardware cost, engineering and time constraints, artists are either forced to limit the intended project's functionality, increase its budget or allow more time for development. This work introduces th...
Multimedia has evolved with the introduction of interaction, allowing and encouraging users to control and navigate through content. Experimental multimedia is a new human-computer communication method that allows for the reinvention and redevelopment of user content. Experimental Multimedia Systems for Interactivity and Strategic Innovation presen...
In this chapter we discuss the development of edutainment systems supported by augmented reality applications, in order to enable augmented reality technologies for archaeology within the so-called communication engine for museums and cultural tourism. The task in hand is interdisciplinary and its successful implementation relies heavily on informa...
In this chapter, we present the main interaction design issues that arise during the development of edutainment scenarios through the use of branded augmented reality (AR) authoring environments. Most proprietary AR systems offer limited interaction features within their entry-level version, while licensing unlocks the desired advanced features. In...
This work presents the development of iMediaTV, a low-cost Interactive Television service designed to adapt in order to cover varying converging content presentation and interaction requirements: from standard streamed content to new-media artwork. In this process, content, system and user complexities are introduced that need to be resolved before...
The wide availability of networked mobile devices provides a reliable platform for the development of the so-called communication engine for museums and cultural tourism. This research presents and discusses a novel open framework, which can be employed to augment the visitor’s experience and present targeted information in a personalised audio-vis...
An earlier work of the authors introduced an adapted version of the Computational Geometry Algorithm (CGA) designed to analyse an audio stream and produce a unique coding-independent fingerprint. As the adaptability and the induced calculation load of the proposed algorithm form a key characteristic for multiple applications, our current investigat...
The wide availability of networked mobile devices provides a reliable platform for the development of the so-called communication engine for museums and cultural tourism. This research presents and discusses a novel open framework, which can be employed to augment the visitor's experience and present targeted information in a personalised audio-vis...
This work presents an adapted version of the Computational Geometry Algorithm (CGA) used for the development of audio-based applications and services. The CGA algorithm analyses an audio stream and produces a unique set of points that can be considered to be the audio data “fingerprint”. It is shown that this fingerprint is coding-independent, a fa...
The main aim of this study is to describe how multimedia technology can be employed within an interdisciplinary context. This generates investigation /presentation tools for complex research-level content. The Contraction-Flows multimedia system (MMS) focuses on rheological studies. It involves planar and axisymmetric data, for four different geome...
The reverse roller-coating case-study involves a large volume of industrially-related simulation results. Flow settings and results are discussed, in an attempt to identify the principal factors that affect the coating process. The main objective is to evaluate results, covering industrial requirements to identify optimal operating windows. This is...
Perhaps the most dramatic Information Society development witnessed today is the wide availability of social networking capabilities for the users, orchestrated through the wide variety of virtual multimedia communication tools. Mobile and networked interactive multimedia applications are employed to promptly capture or create user-centered content
Edutainment may be considered a developing contemporary research field particularly as new and open source game development environments are made available to the research community. Nevertheless, most edutainment scenarios are usually limited in terms of interactivity, design and aesthetics, a fact that may be attributed to the task complexity, wh...
Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immer...
The development of an interactive Internet-based TV system designed to cover the broadcasting needs for new media artwork introduces various complexities across the organisation, production and interaction forefronts, as live interactive installation art and multi-sourced multimedia content poses particular presentation requirements. Our work prese...
The audio characteristics of computer games and virtual worlds have been shown to greatly affect the users' experience in such environments. Social software platforms such as last.fm, youtube.com and facebook.com record their users' musical preferences offering thus a wealth of accessible information for the enrichment of games and virtual worlds....
Internet-based interactive TV is an emerging field affected by advances in various research areas introducing communication, network-efficiency, content management, usability, aesthetic and copyright issues. Content types that pose special presentation and interaction requirements include interactive installation art, games and multimedia productio...
The book targets the technologies of Information Society, presenting their unique characteristics, while describing how they can be integrated into higher-order systems. To those without much experience in everyday technologies such as computers, mobile devices, broadcast networks and communications, it offers a comprehensive introduction with prac...
Internet-based interactive TV is an emerging field that is affected by advances in various research areas including communication, interactivity, network efficiency, content management and aesthetics. Despite constantly reducing costs in the area of broadcast infrastructure development, this new medium has yet to claim its market position and recog...
A detailed industrially-based multimedia case-study is considered, featuring experimental and simulation dough-kneading data-sets. Multimedia environments are employed, creating flexible implementations, whilst dealing with large and densely interrelated data. This complicated rheological investigation, aided via multimedia technology, spans across...
The Makaton Vocabulary Development Project is a widely used communication system designed for individuals with speech and communication disabilities. It enables educators to teach students how to communicate alternatively through selection and combination of visual representations, symbols, words, gestures and sounds. Our analysis has indicated var...
The increased interest for developing new representation techniques and tools for proving and demonstrating basic mathematical propositions and concepts is the forefront of educational research worldwide in the area of e-learning for mathematics. Although many novel ideas have been proposed for illustrating basic mathematical (i.e. geometrical) con...