
Vasiliki Nikolakopoulou- PhD candidate
- PhD Student at University of the Aegean
Vasiliki Nikolakopoulou
- PhD candidate
- PhD Student at University of the Aegean
About
33
Publications
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Introduction
Vasiliki Nikolakopoulou currently studies at the Department of Product and Systems Design Engineering, University of the Aegean, as a PhD student. She does research in HCI, Evaluation of UX and Visitor Experience, Digital Cultural Heritage, Heritage Management and Education.
Current institution
Publications
Publications (33)
Damianidis, K. et al. (2024) ‘3D digital study of the historic ship-model “ARIS” of Admiral Miaoulis from the 19thcentury – VHSS Project; Preliminary Report’, in I.R. Rossi et al. (eds) Sailing through History Reading the Past – Imagining the Future. Proceedings of the 16th International Symposium on Boat & Ship Archaeology. ISBSA 16 26 September –...
Face‐to‐face communication relies extensively on non‐verbal cues (NVCs) which complement, or at times dominate, the communicative process as they convey emotions with intense salience, thus definitively affecting interpersonal communication. The capture, transference, and subsequent interpretation of NVCs becomes complicated in computer‐mediated co...
Hybrid physical-digital installations in museums are interactive systems or exhibits that seamlessly combine physical (tangible) artifacts with virtual environments. In the museum, hybrid installations offer direct, hands-on experiences to visitors and thus may enhance their interest and engagement. Moreover, the entanglement of tangible and virtua...
Spatial Augmented Reality (SAR), as implemented with projection mapping, is part of mixed-reality technology with numerous applications in the cultural domain. In museums, interactive projection mapping has been exploited to superimpose virtual content on exhibited artefacts, offering users various hybrid ways to interact with the artefacts’ physic...
The design of location-based games (LBGs) for cultural heritage should ensure the active participation and contribution of local communities and heritage professionals to achieve contextual relevance, importance, and content validity. This paper presents an approach and methods of the participatory and co-design of LBGs that promote awareness and l...
Social Virtual Reality (SVR) platforms allow remote, synchronous interaction and communication between individuals immersed in shared virtual worlds. Such platforms commonly implement full-body motion and real-time voice communication, but often lack complete non-verbal cues support. This work presents the development process and preliminary usabil...
This paper probes the implicit dimension of the experiences of four design researchers living on an island of the Mediterranean. Through introspective methods, their points of view begin to uncover areas of convergence and divergence pivoting on themes of culture, community, and tacit knowledge. We aim to explore how the topos informs design and ho...
Location-based games can engage visitors of a cultural site in learning and sensitization activities about local heritage. This paper reflects on the design thinking approach followed to develop a mobile learning game about the cultural heritage (CH) of industrial oil production in Lesvos Island, Greece. The game starts in the museum and continues...
Social Virtual Reality (SVR) platforms allow remote, synchronous interaction and communication between individuals immersed in shared virtual worlds. Such platforms commonly implement full-body motion and real-time voice communication, but often lack complete non-verbal cues support. This work presents the development process and preliminary usabil...
Expert reviews of mobile games for cultural heritage (MG-CH) may predictively assess various aspects of game and content design in an iterative development process. They are not common because finding experts with knowledge for all aspects of MG-CH is difficult, while related heuristic sets are lengthy. Furthermore, ecologically valid evaluations o...
The research project “Mouseion Topos” (in English: “Museums Place”), focusing on traditional local settlements situated at three Aegean islands, aims to contribute to the promotion of their physiognomy and intangible cultural heritage by connecting regional museums with each settlement. The present article, part of the project’s initial phase, via...
The paper presents a mobile location-based app that promotes learning and sensitization about the Tinian marble craftsmanship, which is enlisted to the Representative List of the Intangible Cultural Heritage of Humanity of UNESCO. It consists of a location-based game and a tour that provide semantic connections to visitors of the museum of Marble C...
As one of the essential variables of mass tourism, tour guiding suffered a significant hit in the context of the COVID-19 conjuncture. The pandemic revealed pathologies of the field spanning over decades, highlighting at the same time an essential structural issue: the tour guiding has never been treated as a methodological tool-object for the docu...
Interactive installations in museums usually adopt hybrid technologies that combine physical elements with digital content, and studies so far show that this approach enhances the interest and engagement of visitors compared to non-interactive media or purely digital environments. However, the design of such systems is complicated, as it involves a...
Over the last few years, an increasing number of cultural sites, including museums, archaeological places, and historic cities, have adopted a wide range of interactive technologies to enhance the visitor (user) experience. This chapter presents a review of interactive systems for cultural heritage, selected from a total of 83 publications in 2012-...
Over the last few years, an increasing number of cultural sites, including museums, archaeological places, and historic cities, adopt a wide range of interactive technologies to enhance the visitor (user) experience. This paper presents a review of interactive systems for cultural heritage, selected from a total of 83 publications in 2012-2019, fro...
Στο έργο «Μουσείων Τόπος», το Εργαστήριο Σχεδιασμού Διαδραστικών Εφαρμογών του Πανεπιστημίου Αιγαίου (Σύρος), σε συνεργασία με το Πολιτιστικό Ίδρυμα της τράπεζας Πειραιώς (ΠΙΟΠ) και δύο σημαντικές εταιρείες τεχνολογίας (GET & DotSoft) διερευνά τις πιθανές τεχνολογικές εφαρμογές που θα μπορούσαν να αναπτυχθούν με στόχο την ψηφιακή διασύνδεση μουσείω...
Στην παρούσα έρευνα βασικός στόχος είναι ο σχεδιασμός και η ανάπτυξη ενός «Εικονικού Μουσείου» («ΕΜ» για συντομία), βασισμένου στην πλούσια πολιτιστική κληρονομιά του «Αρχείου Κουνάδη», ώστε ένα ευρύτερο κοινό, εντός και εκτός της χώρας, να μπορέσει να επωφεληθεί τόσο ερευνητικά όσο και δημιουργικά. Το «Αρχείο Κουνάδη» περιλαμβάνει μία από τις μεγα...
In this paper, we present some of the novel results of the Marie Curie Initial Training Network for Digital Cultural Heritage (ITN-DCH) project, describing briefly the work done focusing on the project's first case study: the Panagia Phorviotisa of Asinou, an UNESCO World Heritage Listed (WHL) monument in Cyprus. The paper introduces some challenge...
From the ancient library of Alexandria 2300 years ago, the objectives of the collection of information has a common fundamental base: to gather, preserve, and promote knowledge, thus helping in the intellectual and cognitive evolution of humanity. Today, the information revolution has given the ability to scientists, educators, researchers, and ind...
This paper presents alternative methodologies for disseminating information that derives from a holistic documentation of a monument with the use of interactive technologies. These technologies are incorporated within an interactive book, while the book’s context is about the unique monument Panagia of Asinou church in Nicosia (Cyprus). The prototy...
This case study is about the cultural promotion and exploitation of the ancient quarries of Paros island in Greece, in a multilayered project which uses modern technologies attempting to “return” all the marble works that have been created from 7th to 5th century BC to their place of origin. Taking total advantage of the emerging technological affo...
Nowadays, there is a rising demand of reusing the constantly enriched information from heritage digitalization in different ways. One of the objectives of the EU Europeana Space project is the development of a holistic approach for educating people (grown-ups and kids) on Monuments that are listed at UNESCO world heritage list, in Cyprus. The propo...
The expansion of the term “monument” to include the surrounding area of the tangible cultural asset, its natural environment as well as the intangible data relating to its existence and use has gradually resulted the formation of the term “cultural landscapes”. “Monument” has evolved into “monumental place” and a “place with its own soul” and nowad...