Konstantinos Papangelis

Konstantinos Papangelis
  • BSc (Hons), MSc, PhD
  • Professor (Assistant) at Rochester Institute of Technology

Immanentizing the eschaton

About

92
Publications
26,162
Reads
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1,034
Citations
Introduction
Please 'request full article' if you want to read but have no access to my papers. I will be happy to send them to you.
Current institution
Rochester Institute of Technology
Current position
  • Professor (Assistant)
Education
September 2011 - May 2016
University of Aberdeen
Field of study
  • Computing Science

Publications

Publications (92)
Preprint
Full-text available
In our effort to implement an interactive customer segmentation tool for a global manufacturing company, we identified user experience (UX) challenges with technical implications. The main challenge relates to domain users' effort, in our case sales experts, to interpret the clusters produced by an unsupervised Machine Learning (ML) algorithm, for...
Conference Paper
Full-text available
Tasks in augmented reality (AR), such as 3D interaction and instructional comprehension, are often designed for users with uniform sensory abilities. Such an approach, however, can overlook the more nuanced needs of Deaf and Hard of Hearing (DHH) users who might have reduced auditory perception. To better understand these challenges, our study util...
Article
Full-text available
There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people to do so. Past research has showed that gamified map-based apps and location-based games (LBGs) have the capability to incentivize people to go to nature areas in cities and beyond. In this study, we explored LBGs' po...
Poster
Full-text available
Sensory-intensive and attention-demanding tasks like visual scanning, interacting with 3D objects, comprehending and following instructions, etc. are becoming more common in Augmented Reality (AR) environments as the technology expands through diverse fields. It is important to understand how these types of tasks are experienced by Deaf and Hard of...
Article
Full-text available
AI systems are increasingly being adopted across various domains and application areas. With this surge, there is a growing research focus and societal concern for actively involving humans in developing, operating, and adopting these systems. Despite this concern, most existing literature on AI and Human-Computer Interaction (HCI) primarily focuse...
Preprint
Full-text available
AI systems are increasingly being adopted across various domains and application areas. With this surge, there is a growing research focus and societal concern for actively involving humans in developing, operating, and adopting these systems. Despite this concern, most existing literature on AI and Human-Computer Interaction (HCI) primarily focuse...
Conference Paper
Full-text available
Spatial Computing integrates technologies like Mixed Reality, Artificial Intelligence, and the Global Positioning System, enabling immersive, natural, and intelligent multi-modal interactions in physical and virtual spaces. With the huge potential to benefit users in multiple scenarios (e.g., gaming, education, design, and healthcare), Spatial Comp...
Conference Paper
Full-text available
Co-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (D...
Article
Full-text available
Traditional location-based advertising (LBA), such as billboards and signage, has long been a staple of direct-to-consumer advertising. In recent years, however, the prominence and popularity of location-based games have made digital LBA even more appealing. This paper draws on an original research project devised to explore a notable gap in the li...
Article
Full-text available
Location-based multiplayer games such as Pokémon GO are tied to real-world locations. Past research has demonstrated that, consequently, these games influence where players move. In order to explore what dynamics in these games incentivize travel to specific places or areas, we engaged in interviews with active players. We discovered 11 unique game...
Poster
Full-text available
One of the most recent developments in augmented reality (AR) technology is co-located collaborative multiplayer AR environments, yet little research has been done to determine how communication and collaboration function in these settings. There is a gap in our understanding of whether these environments are currently accessible for Deaf and Hard...
Article
Full-text available
The overlaying of physical spaces with digital information produces hybrid spaces, redefining people’s experience of social interactions. Location-based games (LBGs) with social components are a good case. Yet, the impact LBGs have on sociability remains under-researched. In April 2020, the new in-person/remote raiding format in the LBG Pokémon GO...
Conference Paper
Full-text available
Interactive Machine Learning (IML) apps permeate all aspects of businesses, including sales. Customer segmentation is integral for sales, to identify customer groups to serve them appropriately. However, the novelty of such apps in a sales context raises the question: what challenges designers of such apps will face, in a sales context? To explore...
Conference Paper
Full-text available
Crowdsourcing in China is a thriving industry. Among its most interesting structures, we find crowdfarms, in which crowdworkers self-organize as small organizations to tackle macrotasks. Little, however, is known as to which practices these crowdfarms use to tackle the macrotasks, and this goes hand in hand with the current practice of the HCI rese...
Conference Paper
Full-text available
In our digitized modernity, there are an increasing number of discourses related to the benefits of returning to nature for well-being, health, lived daily experiences and promoting ecological sustainability. Concurrently, location-based games (LBGs), such as Pokémon GO, have become a prominent game-technological trend, which influences players' mo...
Article
Since its creation, the Location-Based Game (LBG), Pokémon GO , has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications...
Article
As the volume and complexity of distributed online work increases, collaboration among people who have never worked together in the past is becoming increasingly necessary. Recent research has proposed algorithms to maximize the performance of online collaborations by grouping workers in a top-down fashion and according to a set of predefined decis...
Article
Full-text available
A new type of crowdsourcing workforce
Article
Full-text available
***Purpose*** Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group form...
Chapter
In the midst of a disaster event like a hurricane, all electrical, connected objects are typically rendered useless. A lack of connectivity, electricity, and potential mobility issues render devices (and sometimes users) unable to perform their basic functions. The potential for the sheer volume of these devices, of the apps installed on them, are...
Preprint
Full-text available
Since its creation, the Location-Based Game (LBG), Pokémon GO, has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications...
Article
Studies of identity and location-based social networks (LBSN) have tended to focus on the performative aspects associated with marking one's location. Yet these studies often present this practice as being an a priori aspect of locative media. What is missing from this research is a more granular understanding of how this process develops over time...
Chapter
Full-text available
This paper, based on a reflective approach, presents several insights and lessons learned from the design, development, and deployment of a location-based social network and a location-based game. These are analyzed and discussed against the life-cycle of our studies, and range from engaging with the participants, to dealing with technical issues w...
Conference Paper
Full-text available
Spatial experience is an important subject in various fields, and in HCI it has been mostly investigated in the urban scale. Research on human scale spaces has focused mostly on the personal meaning or aesthetic and embodied experiences in the space. Further, spatial experience is increasingly topical in envisioning how to build and interact with t...
Conference Paper
Full-text available
Crowdsourcing is a new value creation business model. Annual revenue of the Chinese market alone is hundreds of millions of dollars, yet few studies have focused on the practices of the Chinese crowdsourcing workforce, and those that do mainly focus on solo crowdworkers. We have extended our study of solo crowdworker practices to include crowdfarms...
Preprint
Full-text available
Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, we aim to address this lacuna through...
Preprint
Full-text available
As the volume and complexity of distributed online work increases, the collaboration among people who have never worked together in the past is becoming increasingly necessary. Recent research has proposed algorithms to maximize the performance of such teams by grouping workers according to a set of predefined decision criteria. This approach micro...
Conference Paper
Full-text available
Popular location-based games (LBGs) such as Pokémon GO have been downloaded hundreds of millions of times and have been shown to have a positive impact on mild exercise and social well-being of their players. Some of the currently popular LBGs introduce a gamified implementation of territorial conflict, where players are divided into teams that bat...
Article
Full-text available
Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visualizations. This research investigates the use of co-located collaborative visualizations in mobile devices, how users working with two different modes of interaction and...
Article
Full-text available
Recent research highlights the potential of crowdsourcing in China. Yet very few studies explore the workplace context and experi- ences of Chinese crowdworkers. Those that do, focus mainly on the work experiences of solo crowdworkers but do not deal with issues pertaining to the substantial amount of people working in ‘crowdfarms’. This article ad...
Article
Full-text available
Intangible Cultural Heritage is at a continuous risk of extinction. Where historical artefacts engine the machinery of intercontinental mass-tourism, socio-technical changes are reshaping the anthropomorphic landscapes everywhere on the globe, at an unprecedented rate. There is an increasing urge to tap into the hidden semantics and the anecdotes s...
Conference Paper
Full-text available
What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries , institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human...
Chapter
Online crowds have the potential to do more complex work in teams, rather than as individuals. Team formation algorithms typically maximize some notion of global utility of team output by allocating people to teams or tasks. However, decisions made by these algorithms do not consider the decisions or preferences of the people themselves. This paper...
Article
Full-text available
Expressions of territoriality have been positioned as one of the main reasons users alter their behaviors and perceptions of spatiality and sociality while engaging with location-based social networks (LBSN). Despite the potential for this interplay to further our understanding of LBSN usage in the context of identity, very little work has actually...
Preprint
Full-text available
Despite the growing interest in crowdsourcing, this new labor model has recently received severe criticism. The most important point of this criticism is that crowdworkers are often underpaid and overworked. This severely affects job satisfaction and productivity. Although there is a growing body of evidence exploring the work experiences of crowdw...
Chapter
Full-text available
Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this brings unique challenges to the practicalities of their design. There is a need to balance the core game play with the spatial requirements of locat...
Conference Paper
Full-text available
We report of a new crowdsourcing work paradigm that we came across while interviewing crowdworkers in China mid-May 2019 - that of companies that solely focus in undertaking and doing crowdsourcing tasks en masse. In addition, we discuss why such companies emerged recently, and how it affects the crowdsourcing landscape in China. With this work we...
Preprint
Full-text available
Research in Mobile Location-Based Crowdsourcing is hindered by a marked lack of real-world data. The development of a standardized, lightweight, easily deployable, modular, composable, and most of all, scalable experimentation framework would go a long way in facilitating such research. Conveniently , these are all salient characteristics of system...
Preprint
Full-text available
Research in Mobile Location-Based Crowdsourcing is hindered by a marked lack of real-world data. The development of a standardized, lightweight, easily deployable, modular, composable, and most of all, scalable experimentation framework would go a long way in facilitating such research. Conveniently, these are all salient characteristics of systems...
Conference Paper
The popularity of social media provides a new platform to collect big social data. With the development of social sentiment analysis, high business value extracted from social data are applied to various fields. Asset price prediction, as an emerging topic based on the behavioral economics, is closely linked to social data analysis. This research a...
Chapter
Full-text available
The conceptual distinction between microtasks and macrotasks has been made relatively early on in the crowdsourcing literature. However, only recently a handful of research works has explored it explicitly. These works, for the most part, have focused on simply discussing macrotasks within the confines of their own work (e.g., in terms of creativit...
Article
The recent developments in web technologies, pervasive and ubiquitous systems and networks, cloud and highly distributed computing systems, and the availability of massive amounts of data have changed the field of computer supported collaboration, particularly with the emergence of new capabilities and forms of collaboration both locally and remote...
Article
Full-text available
This research explores the design and evaluation of visualization techniques of targets that reside outside of users' view or are occluded by other elements within a virtual reality environment (VE). We first compare four techniques (3DWedge, 3DArrow, 3DMinimap, and Radar) that can provide direction and distance information of targets. To give stru...
Chapter
Full-text available
This research aims to explore the usability and gameplay experiences of a two-player game across three platforms. The game is based on a variation of the board game Jenga—a game played in social, casual settings. Our game requires spatial, tactical, and mental reasoning from players to win and consists of a tower of blocks piled on top of each othe...
Book
Crowdsourcing is an emerging paradigm that promises to transform several domains: creative work, business work, cultural cooperation, etc. Crowdsourcing reflects the close-knit interplay between the latest computer technologies, the rapidly changing work model of the 21st century, and the very nature of people. The interplay makes for an exciting b...
Article
Full-text available
Abstract Virtual reality technologies (VR) have advanced rapidly in the last few years. Prime examples include the Oculus RIFT and HTC Vive that are both head-worn/mounted displays (HMDs). VR HMDs enable a sense of immersion and allow enhanced natural interaction experiences with 3D objects. In this research we explore suitable interactions for man...
Article
Full-text available
Following successful crowd ideation contests, organizations in search of the "next big thing" are left with hundreds of ideas. Expert-based idea filtering is lengthy and costly; therefore, crowd-based strategies are often employed. Unfortunately, these strategies typically (1) do not separate the mediocre from the excellent, and (2) direct all the...
Article
Full-text available
The paper presents reflections on understanding the issues of designing locative sonic memory-scapes. As physical space and digital media become ever more intertwined, together forming and augmenting meaning and experience, we need methods to further explore possible ways in which physical places and intangible personal content can be used to devel...
Article
Crowdsourcing is growing rapidly in both industry and academia, introducing new ways of conducting work and improving our understanding of how to utilize the potential of crowds. Related research has emphasized on how to improve crowdsourcing platforms and related practices to foster collaboration, motivation, trust, quality and creativity. However...
Article
Current virtual reality environments, due to their higher viewing resolution and degree of immersion, can help users to acquire spatial knowledge with more ease. In addition, they are considered suitable environments that can facilitate collaborative engagement. With recent advances, we have a new wave of virtual reality technologies in the form of...
Article
Target selection is one of the most common and important tasks in interactive systems. Within virtual reality environments, target selection can pose extra challenges to users because targets can be located far away, clustered together, and occluded from view. Although selection techniques have been explored, it is often unclear which techniques pe...
Article
Full-text available
Real-time passenger information (RTPI) systems have been identified as having benefits in terms of passenger willingness to travel by public transport and their satisfaction levels with services provided. The lack of this amenity in rural areas, however, may hamper public transport use, thus reinforcing patterns of over-reliance on personal vehicle...
Article
Full-text available
ABSTRACT Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are...
Conference Paper
Full-text available
Self-identity in mobile location-based social networks (LBSN) is a relatively underexplored topic. In this paper, we present our initial understandings on the role that LBSN play in the self-identity of its users and introduce a relationship between self-identity and expressions of territoriality in LBSN. Our work presented in this paper is based o...
Article
Full-text available
With the increasing popularity of mobile video games, game designers and developers are starting to integrate geolocation into video games. Popular location-based games such as Ingress or Pokémon Go have millions of users, yet little is known about how the use of such games influences the nature of a user’s interaction with other users and their ph...
Conference Paper
Full-text available
Abstract - link in text The paper presents reflections on understanding the issues of designing of locative sonic memory-scapes. As physical space and digital media become ever more intertwined, together forming and augmenting meaning and experience, we need methods to further explore possible ways in which physical places and intangible personal c...
Conference Paper
Full-text available
With the increasing popularity of mobile video games, game designers and developers are starting to integrate geolocation information into such games. Although popular location-based games (LBGs) such as Ingress and Pokémon Go have millions of users, research still needs to be carried out to fully understand the ways in which such games impact upon...
Article
The availability of real-time passenger information (RTPI) is a key factor in making public transport both accessible and attractive to users. Unfortunately, rural areas often lack the infrastructure necessary to provide such information, and the cost of deploying and maintaining the required technologies outside of urban areas is seen as prohibiti...
Conference Paper
Full-text available
Despite the rapid advancement of display capabilities of VR, in the form of wearable goggles like the Oculus for example, there has been relatively limited progress in the development of input devices for this technology. In this paper, we describe an input controller that is aimed at supporting users' navigation activities in virtual reality envir...
Conference Paper
Full-text available
While many cultural heritage projects currently exist, few explore the full potential of mobile technologies as a mechanism to explore intangible heritage as a way to preserve culture. This paper outlines three distinct areas necessary for the design, development and application of mobile technologies within this domain. We represent these as: a) T...
Article
Full-text available
Mobile real-time passenger information (RTPI) systems are becoming ubiquitous in public transport and a plethora of studies have explored the effects they have on passengers. However, these studies mostly focus on urban areas and largely ignore rural dwellers. In this paper, we present results of a study that looks into the effects that mobile RTPI...
Conference Paper
Full-text available
In recent years, the advances in real-time transport telematics systems that use computer, communication, navigation and information systems, make the dissemination of the passenger information more effective and efficient. This led to real time passenger information systems to become more and more common. This paper explores the aforementioned in...
Conference Paper
In this paper, we will examine how the performance and player believability aspects of abstract intelligent agents within video games interact and affect one another. We will present the study used to assess whether performance and believability do have an effect on one another and how much of an effect. Followed by the results to the study and a d...
Article
Full-text available
In recent decades, use of demand-responsive and flexible transport services (e.g. dial-a-ride services, shared taxicabs, car-club) in rural areas has been promoted as a promising solution to connect rural dwellers to appropriate transport nodes (such as train stations/bus stops). It is accepted that such services, that aim to provide the desired le...
Chapter
Full-text available
Public transport information provision in rural areas is often fragmented and of poor quality at best and non-existent at worst. This can have a significant impact on the everyday life of the inhabitants of rural areas, particularly in terms of limiting their travel choices and thereby their opportunities to access goods, service and social network...
Conference Paper
Passengers in rural areas are provided with little or no information regarding public transport disruptions. This can result in high levels of travel uncertainty with significant potential to affect travel behaviour. This paper, through 52 interviews, and 7 focus groups in rural areas in Scotland and England, explores the passenger experience, and...
Article
Full-text available
This demo paper describes a real-time passenger information system based on citizen sensing and linked data.
Article
Full-text available
Real time passenger information (RTPI) is commonly available in urban areas for immediately before and during journeys; however, non-urban areas (e.g. suburban, rural, and remote areas) often have little or no access to it. One of the main challenges in providing RTPI in rural areas is the lack of infrastructure for obtaining real time vehicle loca...
Article
Full-text available
Passenger information is an important commodity to successful transport service provision. However, it is often operator-centric, incomplete, inaccurate or does not reflect real world situations. The Informed Rural Passenger 1 (IRP) project aims to address this issue by creating an information ecosystem that integrates information from various tran...

Questions

Question (1)
Question
Hello all. I have a question. We use 3 surveys use the same questionnaire. These surveys have been deployed to different subjects and all measure the same things. The EFA and CFA illustrate that for all questionnaires the dimensions extracted are the same. All of them are reliable and valid. We want to compare results between these 3 surveys. The question we have is the following: the dimensions are the same but the items are slightly different in each dimension of each survey. Can we compare the 3 questionnaires regardless of the difference in items? Also please let me know if you have any relevant references.
An example illustrating the issue:
In survey 1, factor A has 4 items that are Q1, Q2,Q3,Q4, yet in survey 2, factor A has Q1, Q2, Q4. So you see the factors extracted in different surveys are the same but the detailed items in the factors are slightly different. We are wondering if we can make comparison between survey 1 and survey 2 directly. Hope this makes things more clear.
Please let me know if you require clarifications.
Thank you

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