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Fotis Liarokapis

Bio: Fotis Liarokapis is an academic researcher from Masaryk University. The author has contributed to research in topics: Augmented reality & Virtual reality. The author has an hindex of 28, co-authored 147 publications receiving 2971 citations. Previous affiliations of Fotis Liarokapis include University of Madeira & University of Brighton.


Papers
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Journal ArticleDOI
TL;DR: This paper proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four-dimensional framework reported in a previous study, and presents the findings of the study.
Abstract: Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of ‘presence’ naturally is allowing for more complex social interactions and designed learning experiences and role plays, as well as encouraging learner empowerment through increased interactivity. To unpick these complex social interactions and more interactive designed experiences, this paper considers the use of virtual worlds in relation to structured learning activities for college and lifelong learners. This consideration necessarily has implications upon learning theories adopted and practices taken up, with real implications for tutors and learners alike. Alongside this is the notion of learning as an ongoing set of processes mediated via social interactions and experiential learning circumstances within designed virtual and hybrid spaces. This implies the need for new methodologies for evaluating the efficacy, benefits and challenges of learning in these new ways. Towards this aim, this paper proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four-dimensional framework reported in a previous study. The study undertaken aimed to test the efficacy of the proposed evaluation methodology and framework, and to evaluate the broader uses of a virtual world for supporting lifelong learners specifically in their educational choices and career decisions. The paper presents the findings of the study and considers that virtual worlds are reorganising significantly how we relate to the design and delivery of learning. This is opening up a transition in learning predicated upon the notion of learning design through the lens of ‘immersive learning experiences’ rather than sets of knowledge to be transferred between tutor and learner. The challenges that remain for tutors rest with the design and delivery of these activities and experiences. The approach advocated here builds upon an incremental testing and evaluation of virtual world learning experiences.

338 citations

Journal ArticleDOI
TL;DR: This report focuses on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games, and provides an overview of existing literature of relevance to the domain.
Abstract: 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 entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.

268 citations

Book ChapterDOI
14 Jul 2009
TL;DR: An evaluation to assess the usability of the NeuroSky's MindSet by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise suggests that the MS provides accurate readings regarding attention.
Abstract: This paper presents the results of a usability evaluation of the NeuroSky's MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumer-oriented BCI has appeared for the video game industry. The MS, a headset with a single electrode, is based on electro-encephalogram readings (EEG) capturing faint electrical signals generated by neural activity. The electrical signal across the electrode is measured to determine levels of attention (based on Alpha waveforms) and then translated into binary data. This paper presents the results of an evaluation to assess the usability of the MS by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise. The results of this evaluation suggest that the MS provides accurate readings regarding attention, since there is a positive correlation between measured and self-reported attention levels. The results also suggest there are some usability and technical problems with its operation. Future research is presented consisting of the definition a standardized reading methodology and an algorithm to level out the natural fluctuation of users' attention levels if they are to be used as inputs.

182 citations

01 Jan 2004
TL;DR: An educational application that allows users to interact with 3D web content using virtual and augmented reality (AR) enables the potential benefits of Web3D and AR technologies in engineering education and learning to be explored.
Abstract: We present an educational application that allows users to interact with 3D web content using virtual and augmented reality (AR). This enables us to explore the potential benefits of Web3D and AR technologies in engineering education and learning. A lecturer’s traditional delivery can be enriched by viewing multimedia content locally or over the Internet, as well as in a table-top AR environment. The implemented framework is composed an XML data repository, an XML based communications server, and an XML based client visualisation application. In this paper we illustrate the architecture by configuring it to deliver multimedia content related to the teaching of mechanical engineering. We illustrate four mechanical engineering themes (machines, vehicles, platonic solids and tools) to demonstrate use of the system to support learning through Web3D.

176 citations

Book ChapterDOI
01 Jan 2011
TL;DR: The chapter aims to set out the key conceptual territory for serious game design and bring together the main theoretical areas under consideration for future development of effective serious game content.
Abstract: This chapter explores the context for the new paradigm of learning emerging in education, in relation to key critical concepts that centre around gamification, immersion, interface and social interactivity. The chapter provides an extensive literature review as part of the context for the paradigm shift, including considering serious games and gamification, and social learning as key constructs for considering the changes to educational practices and infrastructure faced by educationalists and instructors over the coming years. The chapter also provides an historical background section and highlights some of the conceptual work that has been done already to frame the changes, firstly in relation to the notion of ‘gamification’ through the lens of an historical overview of serious games and secondly in a section exploring the need for an overall model for serious game design based upon four models and frameworks developed in past research work including the four dimensional framework, exploratory learning model, multimodal interface architecture model and the game-based learning framework. The chapter aims to set out the key conceptual territory for serious game design and bring together the main theoretical areas under consideration for future development of effective serious game content.

159 citations


Cited by
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Journal ArticleDOI

[...]

08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

01 Jan 2004
TL;DR: Comprehensive and up-to-date, this book includes essential topics that either reflect practical significance or are of theoretical importance and describes numerous important application areas such as image based rendering and digital libraries.
Abstract: From the Publisher: The accessible presentation of this book gives both a general view of the entire computer vision enterprise and also offers sufficient detail to be able to build useful applications. Users learn techniques that have proven to be useful by first-hand experience and a wide range of mathematical methods. A CD-ROM with every copy of the text contains source code for programming practice, color images, and illustrative movies. Comprehensive and up-to-date, this book includes essential topics that either reflect practical significance or are of theoretical importance. Topics are discussed in substantial and increasing depth. Application surveys describe numerous important application areas such as image based rendering and digital libraries. Many important algorithms broken down and illustrated in pseudo code. Appropriate for use by engineers as a comprehensive reference to the computer vision enterprise.

3,627 citations

01 Jan 2016
TL;DR: This is an introduction to the event related potential technique, which can help people facing with some malicious bugs inside their laptop to read a good book with a cup of tea in the afternoon.
Abstract: Thank you for downloading an introduction to the event related potential technique. Maybe you have knowledge that, people have look hundreds times for their favorite readings like this an introduction to the event related potential technique, but end up in malicious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they are facing with some malicious bugs inside their laptop.

2,445 citations