Panagiotis Petridis

Panagiotis Petridis
Aston University · Operations and Information Management Group

MEng,PhD

About

90
Publications
60,029
Reads
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2,502
Citations
Additional affiliations
January 2010 - December 2011
Coventry University
February 2009 - September 2014
Coventry University
Position
  • Research Associate
January 2006 - present
University of Sussex

Publications

Publications (90)
Article
Full-text available
This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with...
Chapter
The significance of using games for educational purposes is well documented in the literature. It has been argued that serious games can draw more engagement and user attention to topics when compared to conventional web or print media, including concepts around energy education. The Smarter Household project has deployed an energy indoor health mo...
Article
Full-text available
It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when e...
Article
Smart metering of domestic energy use allows consumer feedback through in-home displays (IHDs), websites or smart phone apps. Research has illustrated the need for additional 'sense-making' information to help households make informed energy-related decisions. This study investigates how household members respond when energy consumption data is int...
Article
The current rollout of smart meters for gas and electricity, both in the UK and internationally, will help suppliers to better forecast demand and supply accurate bills to consumers. However, even with an in-home display (IHD), the benefits of a smart meter to a domestic customer are limited by the so-called ‘double invisibility’ of energy [1] and...
Conference Paper
This paper includes our preliminary findings about user interface design of an interactive and engaging 'home energy dashboard' application to understand energy consumption and indoor environmental conditions while stimulating energy efficiency behaviour and learning to make smart choices. Social housing customers, a social housing provider and a U...
Conference Paper
Full-text available
Abstract. Servitization can include many kinds of processes and outcomes depending upon the contexts in which it occurs. This means that servitization is difficult to model accurately in simulations. Games, on the other hand, prioritize the provision of engaging experiences for participants over modelling realistic processes, while Serious Games ca...
Chapter
Full-text available
This chapter describes how multimodal serious games can create an immersive experience to enhance the visitor’s experience. The creation of more engaging digital heritage exhibitions by seamlessly integrating technologies to provide a multimodal virtual and augmented reality experience is presented. In engaging exhibitions, participants can switch...
Article
Full-text available
Increasingly, manufacturing organizations compete by developing product-service systems rather than offering products alone. To transform themselves into providers of advanced services, however, product-centric manufacturing firms need to overcome a range of barriers. While previous studies have highlighted the teaching/learning potential of ‘gamif...
Article
This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned, de...
Conference Paper
Full-text available
The importance of using games for supporting behavioural and attitudinal change has been explored in the literature, most recently the games for change movement has promulgated the use of games for supporting altruistic changes that have a positive impact upon the environment. This paper presents a Serious Game designed for University students and...
Conference Paper
Increasingly, manufacturing organizations compete through product service systems (PSS) rather than products alone. Though there is much work that demonstrates the benefits of servitization, many manufacturers have been reluctant to adopt this practice and remain product-oriented. Similarly, there are studies that indicate the potential for gamific...
Article
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across differe...
Article
This paper discusses the integration of quiz mechanism into digital game-based learning platform addressing environmental and social issues caused by population growth. 50 participants' learning outcomes were compared before and after the session. Semi-structured interview was used to gather participants' viewpoints regarding of issues presented in...
Article
The paper presents a review on, and analysis of, the design, development and evaluation of experiences of learning through the 'Sustainability Serious Game'. The mobile game has been developed as means of helping public authorities to collect information and feedback on how public spaces could be improved based on collective intelligence procedures...
Article
Full-text available
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across differe...
Chapter
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than...
Conference Paper
Full-text available
The scope of this paper is to present the Pulse Width Modulation (PWM) based method for Active Power (AP) and Reactive Power (RP) measurements as can be applied in Power Meters. Necessarily, the main aim of the material presented is a twofold, first to present a realization methodology of the proposed algorithm, and second to verify the algorithm’s...
Article
This paper proposes a set of criteria for evaluation of serious games (SGs) which are intended as effective methods of engaging energy users and lowering consumption. We discuss opportunities for using SGs in energy research which go beyond existing feedback mechanisms, including use of immersive virtual worlds for learning and testing behaviours,...
Conference Paper
Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about serviti...
Article
Full-text available
This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain-computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second...
Article
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than...
Conference Paper
Full-text available
The scope of this paper is to present the Pulse Width Modulation (PWM) based method for Active Power (AP) and Reactive Power (RP) measurements as can be applied in Power Meters. Necessarily, the main aim of the material presented is a two-fold, first to present a realisation methodology of the proposed algorithm, and second to verify the algorithm’...
Conference Paper
Full-text available
This paper presents the usability evaluation of two games that are built upon existing experiments, assessing risk aversion and delayed gratification. The games were created in order to elicit players' personality traits. The game scenarios were based on adapted validated experiments on cognitive psychology and behavioural economics. The purpose of...
Conference Paper
Full-text available
There is wide consensus internationally amongst scientific communities that Inquiry-Based Learning can be employed to foster acquisition of clearly defined, 'certain' knowledge such as the conceptual foundations of a scientific discipline. Alternatively, it can be used to engage students with uncertainty, multiple perspectives and contestation thro...
Conference Paper
Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might brin...
Conference Paper
THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused by rapid population growth. Unlike many environmental games, THE GROWTH demonstrates that financial, social and health factors can be improv...
Conference Paper
Full-text available
METPEX is a 3 year, FP7 project which aims to develop a PanEuropean tool to measure the quality of the passenger’s experience of multimodal transport. Initial work has led to the development of a comprehensive set of variables relating to different passenger groups, forms of transport and journey stages. This paper addresses the main challenges in...
Conference Paper
Full-text available
Gamification design can create interactive, challenging, engaging and media rich environment to help many manufacturing and service operations (Werbach and Hunter, 2012). The purpose of this paper is to explore gamification from a servitization perspective to understand the opportunities and research challenges. We review the literature of gamifica...
Chapter
Full-text available
The study described in this paper has set out to explore gamification from a servitization perspective to understand the opportunities and research challenges. A systematic literature review has been conducted to capture key characteristics of differing forms of gamification processes in a servitization context. The findings of our study focus on t...
Article
Full-text available
Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games – videogames designed for educational objec...
Conference Paper
Full-text available
The use of digital games and gamification has demonstrable potential to improve many aspects of how businesses provide training to staff, operate, and communicate with consumers. However, a need still exists for the benefits and potential of adopting games and gamification be effectively communicated to decision-makers across sectors. This article...
Article
Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage and retain users whilst transferring information. This paper presents an evaluation of a game-based approach seeking to improve the road safety behaviour amongst children aged 9-15 within the UK, made available outside of a cla...
Article
Full-text available
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches continues to increase. In this workshop paper, a range of challenges are described related specifically to the cas...
Article
A significant challenge for science teachers' training is to understand how to enact teaching strategies that would encourage students to perceive learning as a memorable experience instantiated through an activity; and thereby getting involved in a process of meaning-making. This paper describes SimAULA, a serious game that aims to integrate inqui...
Article
Full-text available
In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dyna...
Conference Paper
Full-text available
This paper aims at examining how to fully interact with serious games in noisy environments using only non-invasive EEG-based information. Two different EEG-based BCI devices were used, one which requires no calibration, and another one that needs some sort of calibration to create a user profile. User testing was performed using both types of BCIs...
Conference Paper
The Open Innovation Exchange Program (OpEx) is an online market place for Business Community Engagement, which encourages collaboration on innovative products and services. Individual participants are able to set their dissemination level keeping their Intellectual Property safe, while still enabling collaborations between Coventry University acade...
Article
Full-text available
Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues. As part of a comprehensi...
Conference Paper
Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly explor...
Conference Paper
Game-based approaches to learning are increasingly being recognized as having the potential to stimulate intrinsic motivation amongst learners. Whilst a range of examples of effective serious games exist, creating the high-fidelity content with which to populate a serious game is resource-intensive task. To reduce this resource requirement, researc...
Conference Paper
Full-text available
This paper proposes a prototype system for cultural heritage based on brain computer interfaces for navigating and interacting with serious games. By analyzing traditional human-computer interaction methods and paradigms with brain-controlled games it is possible to investigate novel methods for interacting and perceiving virtual heritage worlds. A...
Article
Full-text available
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosion of the “population” of Massively Multiplayer On-line Role Playing Games and other shared virtual environments. Many suggest this will lead...
Conference Paper
Full-text available
Despite the rapid emergence of game-based learning as a method for conveying educational content, constructing pedagogies which effectively combine elements of entertainment gaming with methods of instruction remains a demanding task. Through the notion of 'intuitive guided' learning, this paper presents an approach which seeks to facilitate a stru...
Conference Paper
Full-text available
mEducator 3.0 is a content sharing approach for medical education, based on Linked Data principles. Through standardization, it enables sharing and discovery of medical information. Overall the mEducator project seeks to address the following two different approaches, mEducator 2.0, based on web 2.0 and ad-hoc Application Programmers Interfaces (AP...
Article
The ‘traditional’ construction industry has constantly been challenged to improve its inherent problematic practices. Offsite production (OSP), under the umbrella of modern methods of construction (MMC), has been acknowledged as a means to help improve construction industry performance as well as meet new market demands through the provision of imp...
Article
Full-text available
Serious games represent the state-of-the-art in the convergence of electronic gaming technologies with instructional design principles and pedagogies. Despite the value of high-fidelity content in engaging learners and providing realistic training environments, building games which deliver high levels of visual and functional realism is a complex,...
Conference Paper
Full-text available
Games are increasingly recognized for their educational potential. However, when used as a learning resource, games can differ substantially from other educational media. They often combine high-fidelity audio and video content with experiential, social, or exploratory pedagogy. As educators increasingly turn to technology to support the delivery a...
Article
Full-text available
Complete involvement of learners in their learning environment has the potential to promote better absorption of knowledge, through pedagogic mechanisms such as experiential learning. To support such approaches within the domain of cultural heritage, this article discusses the deployment of tactile perception as a part of an ongoing development of...
Conference Paper
Serious games have recognized potential as a means to tackle many challenges in education, ranging from stimulating increased learner motivation, to transferring challenging concepts in a novel and engaging form. They are commonly shown to work most effectively in blended approaches to learning, whereby the game plays a core role in a wider pedagog...
Chapter
Full-text available
This paper presents a serious game for cultural heritage and in particular for museum environments focusing on the younger generation. The aim of the game is to solve a treasure hunt scenario by collecting medieval objects that used to be located in and around the Priory Undercroft. Located in the heart of Coventry, UK, the Priory Undercrofts are t...
Article
Full-text available
As technology evolves to support an increasingly diverse range of pedagogic approaches, various kinds of technology-driven interventions have already been integrated into conventional teaching methods, which include web-based tools and mobile devices, social networking environments and computer games. Such integration is capable of providing platfo...
Conference Paper
Full-text available
Serious games are very content-rich forms of educational media, often combining high fidelity visual and audio content with diverse pedagogic approaches. This paper introduces scenario-based serious games repurposing and demonstrates repurposing a serious game into new learning objects. The process uses the scenario editor called "mEditor". Two cas...
Conference Paper
Full-text available
In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social...
Article
Full-text available
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertai...
Chapter
Full-text available
This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such an environment is describedas an exploratory, expansive virtual world within which a user may interact in a non-linear and situated fashi...
Conference Paper
In the last decade, Further and Higher education institutes in the UK are face with demands to reduce the energy and carbon emissions as a result of the climate changes and rising energy prices. iSpace proposes an innovative approach to closing the feedback loop between users and their carbon footprint. This approach is realised through greater use...