Panayiotis Zaphiris

Panayiotis Zaphiris
Cyprus University of Technology · Cyprus Interaction Lab

PhD in Human Computer Interaction

About

274
Publications
159,832
Reads
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4,110
Citations
Introduction
I am a Professor at the Department of Multimedia and Graphic Arts and the Cyprus Interaction Lab (http://www.cyprusinteractionlab.com) of the Cyprus University of Technology. Before that I was a Reader at the Centre for HCI Design , School of Informatics of City University London. Before City University, I was a researcher and PhD student at the Institute of Gerontology, Wayne State University. My research interests lie in HCI with an emphasis on inclusive design and social aspects of computing.
Additional affiliations
January 2014 - present
Cyprus University of Technology
Position
  • Professor (Full)
June 2009 - December 2013
Cyprus University of Technology
Position
  • Professor (Associate)
April 2002 - May 2009
City, University of London
Position
  • Professor (Full)
Education
August 1999 - May 2002
Wayne State University
Field of study
  • Human Computer Interaction
August 1995 - May 1998
University of Maryland, College Park
Field of study
  • Systems Engineering
August 1993 - May 1995
University of Maryland, College Park
Field of study
  • Electrical Engineering

Publications

Publications (274)
Article
Full-text available
Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional off...
Article
Full-text available
The aim of this research was to investigate age differences and similarities in the use of the social networking website MySpace, to explore potential differences in social capital among older people (users over 60 years of age) compared to teenagers (users between 13 and 19 years of age). We used locally developed web crawlers to collect data from...
Conference Paper
Full-text available
This article presents an investigation of empathy within an online community for older people (SeniorNet). Qualitative content analysis of 400 messages from a discussion board about depression was used to determine how empathy is expressed and facilitated in online communication. Special emphasis was placed on determining the components of online e...
Article
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This article explores the relationship between national culture and computer-mediated communication (CMC) in Wikipedia. The articles on the topic game from the French, German, Japanese, and Dutch Wikipedia websites were studied using content analysis methods. Correlations were investigated between patterns of contributions and the four dimensions o...
Article
Full-text available
This paper presents a systematic approach to the development of a set of research-based ageing-centred web design guidelines (SilverWeb Guidelines). The approach included an initial extensive literature review in the area of human–computer interaction and ageing, the development of an initial set of guidelines based on the reviewed literature, a ca...
Article
Purpose The purpose of this study is to chart the development of Makerspaces in higher education (MIHE), by building a map of existing research work in the field. Based on a corpus of 183 manuscripts, published between January 2014 and April 2021, it sets out to describe the range of topics covered under the umbrella of MIHE and provide a holistic...
Article
Purpose: The purpose of this study is to review the use of makerspaces for educational purposes by building a map that describes recent research in the field under investigation. Design/methodology/approach: The approach adopted in this research includes a systematic review of the literature, based on publications (from 2017 to 2019) through Google...
Preprint
Full-text available
Mouse-tracking of computer system users represents a less expensive, but also a far more applicable alternative to eye-tracking. The main disadvantage of mouse-tracking are errors manifested as discrepancies between the actual eye-gaze position and the mouse cursor position. This paper presents a method for automated correction of errors arising in...
Book
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research inst...
Book
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 pape...
Chapter
Full-text available
With millions of participants, Erasmus+ is a unique opportunity to study, train, gain work experience or volunteer abroad. However, the lack of language competences is still one of the main barriers to participation in European education, training, and youth programs. This work aims to identify, analyze and present the language needs of the partici...
Article
Full-text available
This paper reviews the literature devoted to the state of ICT as a play-based tool for children with disabilities published between 2014 and 2016. The purpose of the study was to unfold the notions on the research topic “ICT as a play-based tool for children with disabilities” for the construction of a research body map following a four-step approa...
Book
This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the...
Book
This two-volume set LNCS 12205 and LNCS 12206 constitutes the proceedings of the 7th International Conference on Learning and Collaboration Technologies, LCT 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The total of 1439 papers and 238 posters included in the...
Article
Full-text available
This paper describes aspirations and contributions that grew out of a developmental cycle of design-based research (DBR) implementation conducted over a three-year project. DBR engineers new learning environments and improves learning in context whilst communicating usable knowledge for learning and teaching in complex settings. This project employ...
Chapter
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Embodied interaction enriches conventional educational practice and provides ways of integrating the physical body and movement into the learning process. The Embodied theoretical framework via the use of emerging technologies has significantly changed the direction of teaching allowing learners to be more active and engage in collaborative learnin...
Poster
Full-text available
The purpose of this study is to investigate the use of augmented reality technology as an engaging method for meaningful public participation in the urban planning process leading to sustainable urban governance. Through a systematic four-stage approach, the interrelationships between ‘augmented reality’, ‘public participation’ and ‘urban governanc...
Article
Full-text available
ABSTRACT This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address...
Article
Researchers are increasingly exploring collaborative behaviour in complex socio-technical systems through in-the-wild investigations to understand, evaluate and technology. The space configuration and tools available in such activities are crucial for the successful collaboration of a group. This work offers an in-the-wild examination of six groups...
Article
Full-text available
There is strong evidence that movement and learning are deeply interlinked supporting effective cognitive functioning and thinking. The link between movement and learning constitutes a new pedagogical paradigm in the contemporary field of language learning and specifically in the area of Embodied Pedagogy and learning. Embodied theories argue that...
Article
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Current technological advancements offer many ways of enhancing disabled peoples’ access to cultural heritage environments. A new generation of social computing technologies and systems is changing the way in which we access cultural heritage, facilitating the inclusion of socially isolated groups of people. Under this perspective, this paper aims...
Book
This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers 209 posters presented at the HCII...
Book
This two-volume set LNCS 11590 and 11591 constitutes the refereed proceedings of the 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCII 2019, in Orlando, FL, USA in July 2019. The 1274 full papers and 209 posters presented at the H...
Article
Full-text available
The relationship among bodily movements, cognitive abilities, and academic achievement in children is receiving considerable attention in the research community. The embodied learning approach is based on the idea of an inseparable link between body and mind in learning, aiming for teaching methods that promote children’s active engagement in the c...
Article
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Many advocate for artificial agents to be empathic. Crowdsourcing could help, by facilitating human-in-the-loop approaches and data set creation for visual emotion recognition algorithms. Although crowdsourcing has been employed successfully for a range of tasks, it is not clear how effective crowdsourcing is when the task involves subjective ratin...
Article
Full-text available
Embodied Cognition (EC) as a learning paradigm is based on the idea of an inseparable link between body, mind, and environment. In recent years, the advent of theoretical learning approaches around EC theory has resulted in a number of empirical studies exploring the implementation of the theory in education. This systematic literature overview ide...
Conference Paper
Full-text available
Social computing constitutes a new computing paradigm in an interdisciplinary research community which will strongly influence informatics systems and applications in the years to come. Indeed, from a social perspective, considerable interest in examining the influences of Social Computing (SC) for Social Inclusion (SI) arises from researchers and...
Chapter
Full-text available
This paper reports on an exploratory study on the use of Google Expeditions in the context of an intensive 650-h Greek language course for specific academic purposes. Google Expeditions are collections of linked virtual reality (VR) content and supporting materials that can enable teachers to guide students through virtual trips to places throughou...
Book
This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were...
Book
This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were...
Conference Paper
Full-text available
This work shows the feasibility for document reader user applications using a consumer grade non-invasive BCI headset. Although Brain Computer Interface (BCI) type devices are beginning to aim at the consumer level, the level at which they can actually detect brain activity is limited. There is however progress achieved in allowing for interaction...
Conference Paper
Full-text available
This paper reports on an exploratory case study on the use of Google Expeditions in the context of an intensive Greek language course for specific academic purposes. Google Expeditions are collections of linked virtual reality content that can enable teachers to bring students on virtual trips to places like museums, human anatomy, surgical process...
Article
Full-text available
Websites that are usable and accessible can have a positive impact on overall user experience. Usability Inspection Methods (UIMs) can be applied to evaluate and measure usability. Current research in the fields of Web Accessibility and Human-Computer Interaction (HCI) are in need of additional UIMs that can be applied to also measure accessibility...
Conference Paper
Full-text available
The purpose of this phenomenographic study is to investigate the role of cultural values in perceptions of privacy, friendships, trust and motivations for using Facebook among Greek Cypriots. The study used a mixed method of semi-structured interviews and an exploratory online survey. The results of our study show that Greek Cypriot students use Fa...
Article
In the past decade, there has been increasing interest in studying the educational affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE (Knowledge, Skills, Attitudes, Values, Ethics) 21st Century Skills framework, this paper presents the current state of the art in MMORPGs empirical research from 2010 to 2016, considering...
Article
Full-text available
There is a steadily growing interest in the design and evaluation of digitally enhanced spaces in the real-world where users blend and appropriate multiple tools depending on their activities. Under the notion of “ubiquitous computing”, researchers have explored tools and theories to analyze, understand and model users in complex socio-technical sy...
Book
The two-volume set LNCS 10295 and 10296 constitute the refereed proceedings of the 4th International Conference on Learning and Collaboration Technologies, LCT 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, in conjunction with 15 thematically similar conferen...
Book
The two-volume set LNCS 10295 and 10296 constitute the refereed proceedings of the 4th International Conference on Learning and Collaboration Technologies, LCT 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, in conjunction with 15 thematically similar conferen...
Article
Full-text available
A games industry can help improve a country’s financial situation by increasing its GDP through the creation of many new job opportunities. Cyprus may be a suitable location for such an industry, mainly because of the high availability of graduates, and its strong service industry. In this work, results from a study on the feasibility of creating b...
Article
Full-text available
Studies on culture in HCI have always drawn the attention of academics. A comprehensive literature review of recent HCI studies on culture becomes a necessity. This study followed a systematic approach to review and create taxonomy of recent literature on culture from various HCI disciplines and how that relates to Social Networks. Most of the lite...
Article
This paper presents the results of a three-year design-based research (DBR) study on the use of social technologies for collaborative construction of shareable artifacts by groups of learners. The study builds on the learning theory of constructionism which assumes that knowledge is better gained when students find this knowledge for themselves whi...
Conference Paper
Full-text available
The current paper focuses on 3D subjective well-being through the study experience in Second Life, involving appraisal methods. It focuses on the determination of users' emotional profiles, pre and post Second life experience. It investigates, also, the emotional stimuli during 3D experience. Based on quantitative and qualitative analysis, this stu...
Conference Paper
Full-text available
The fragmentation of the state and civil war in parts of Africa and the Middle East, the rise of xenophobic nationalistic fervor in some Western countries, and military intervention to change international borders have brought to the forefront the challenge and consequences of armed conflict. The ubiquity of interactive technologies, and their infl...
Article
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This study explores the research development pertaining to the use of Web 2.0 technologies in the field of Computer-Assisted Language Learning (CALL). Published research manuscripts related to the use of Web 2.0 tools in CALL have been explored, and the following research foci have been determined: (1) Web 2.0 tools that dominate second/foreign lan...
Article
Full-text available
The CyprusInteraction Lab is an interdisciplinary research lab dealing with topics in humancomputer interaction, educational technology, and inclusive design. The lab is the first of its kind in Cyprus; even though it is relatively new, it already stands out with high-quality research and facilities. We design with people and the community in mind....
Article
Full-text available
In this study, we enhanced a problem-based learning (PBL) environment with affordable, everyday technologies that can be found in most university classrooms (e.g., projectors, tablets, students’ own smartphones, traditional paper–pencil, and Facebook). The study was conducted over a 3-year period, with 60 postgraduate learners in a human–computer i...
Article
Full-text available
With the increasing availability of interactive tabletops, researchers and practitioners have the opportunity to expand the learning environment and provide further support for collaboration and reflective conversations around design problems. In this manuscript, we present IdeaSpace, a tabletop application designed to support collaborative design...
Conference Paper
Full-text available
This study aimed to explore the potential value of a humanoid robot, NAO, in assisting the therapist during therapy sessions with children in the autism spectrum (ASD). We report findings from a single case, a 10-year old boy, Joe (pseudonym), diagnosed with high functioning ASD. The intervention was conducted in four consecutive therapy sessions w...
Conference Paper
Full-text available
An artifact ecology is an environment where multiple heterogeneous technologies co-exist and are interlinked as a unified system. To construct effective ecologies of artifacts for collaborative activities we need to acquire deep understanding of the complex interactions and interdependencies between users and tools. Researchers have identified Dist...
Conference Paper
Full-text available
The purpose of this paper is to chart research developments in HCI literature that focuses on accessibility for the deaf user group. A map for this particular landscape has been constructed based on a review of the four most relevant sources in HCI that focuses on accessibility, from 2000 to 2013. The map describes topics of research that are cover...
Article
Full-text available
The universal accessibility concept is usually formulated in terms that ignore the socioeconomic and sociopolitical contexts. Therefore, it has impact only on a small fraction of the global population of people with disabilities. This issue raises the need for a comprehensive approach that takes into account issues related to literacy, availability...
Article
Full-text available
This study explores the research development pertaining to computer-mediated communication (CMC) in the field of computer-assisted language learning (CALL). The basic premise of this study is that language and consequently communication are essential elements of culture; thus, deep understanding of the role of technology in facilitating communicati...
Article
Full-text available
This paper explores the affordances of social technologies for supporting the construction of a shareable artefact by a group of learners. A qualitative study that captures the use of five different types of social technologies (Facebook, blogs, wikis, Google Documents and Dropbox) in three different classroom settings sheds light on the potentials...
Conference Paper
Full-text available
Amid the flurry of web, mobile and virtual technologies researchers and practitioners in the second language classroom strive to explore their affordances and challenges in the learning process. Yet, the efforts to explore the impact of technology remain disparate and unconnected unless we broaden our understanding on how teachers, policy makers an...
Article
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This exploratory case study aims to examine how students benefit from a multimodal learning environment while they engage in collaborative problem-based activity in a Human Computer Interaction (HCI) university course. For 12 weeks, 30 students, in groups of 5-7 each, participated in weekly face-to-face meetings and online interactions. Students’ s...
Article
Full-text available
This paper reports on the use of design-based research (DBR) for the development of a framework that grounds the use of social technologies in learning. The paper focuses on three studies which step on the learning theory of constructionism. Constructionism assumes that knowledge is better gained when students find this knowledge for themselves whe...
Article
Full-text available
The process undertaken by an information seeker, in order to form relevance decisions regarding documents, is defined as “Document Triage.” To better facilitate users’ needs in their triage activities, interactive interfaces have begun to evolve within on-line academic repositories. In order to complement current work on interface design and intera...
Conference Paper
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Abstract. This paper reviews the theory of constructionism from its evolvement in 1980s towards its more recent implementations. By reviewing recent research conducted under the framework of constructionism, we set off in understanding its key ideas and their evolution over time. At the same time this paper acknowledges obstacles, challenges and cr...
Conference Paper
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This paper presents a different, until now, perspective of aesthetic experience during the process of designing 3D avatars, formulating and visualizing the combination of user-experience and psychology. The present research aims to define 3D aesthetic experience and the relation of HCI (Human-Computer Interaction) through a theoretical model delive...
Conference Paper
Full-text available
This paper presents the pilot study of a project for which the main aim is to implement an evaluation methodology service for the identification of the best locations on Cypriot web space based on eye tracking studies. Advertising budget, social demographics and web usage are some of the factors that are being considered. During this pilot study, a...
Conference Paper
Full-text available
This research paper focuses on the relationship between flow experience and multimodal learning environments. Flow experience has been defined as the state in which an individual feels completely absorbed and fully engaged in an activity. This concentration and complete engagement can lead to optimal learning. Several scholars in the areas of dista...