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Institution

University of Piraeus

EducationPiraeus, Attiki, Greece
About: University of Piraeus is a education organization based out in Piraeus, Attiki, Greece. It is known for research contribution in the topics: Context (language use) & Computer science. The organization has 1731 authors who have published 6209 publications receiving 106699 citations.


Papers
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Journal ArticleDOI
TL;DR: In this article, different models are used in order to extend the usability of the Environmental Design of Industrial Products method of impact assessment, and the results that are produced by applying different methods of Impact Assessment are examined in the cases of the recovery and disposal chains of lead-acid batteries.

58 citations

Journal ArticleDOI
TL;DR: In this paper, a comparison of atmospheric deposition fluxes with sediment traps data (simultaneously collected) highlighted the significance of atmospheric inputs to the biogeochemical cycling of trace elements.

58 citations

Journal ArticleDOI
TL;DR: In this paper, the reverse supply chain of used starter or lead-acid batteries is outlined and analyzed, which is used to identify the lead emissions as well as all the environmental exchanges through materials balance.
Abstract: The increasing demand for efficient management of used products after the end of their life cycle stems from the increasing awareness of modern society about possible threats against the environment. Used starter or lead–acid batteries contain lead up to 65%, which is also valuable after the end of their life cycle. Recycling of lead gives rise to some environmental problems associated with its collection, processing and recycling and, finally, entering the main (forward) supply chain. In this paper, the lead recovery from old batteries is examined using life cycle inventory analysis (LCIA). The reverse supply chain of used starter or lead–acid batteries is outlined and analyzed. A model for this product system is formulated, which is used to identify the lead emissions as well as all the environmental exchanges through materials balance. The proposed model formulation, which is appropriately adapted to the needs of the reverse supply chain, is used as a tool in a LCIA in order to identify those stages in the battery life cycle that give rise to the greatest environmental burdens. A similar analysis is also made for the case of disposal. The model may be used in order to assess all the associated impacts in an in-depth life cycle analysis (LCA). A preliminary comparison between the two end-of-life scenarios in terms of their environmental inputs and outputs is also attempted. Thus, based on several assumptions, an inventory analysis referring to the above chains has been conducted whose results have been summarized in an Inventory table, which produces comprehensive information about each life stage of the examined end-of-life scenarios.

58 citations

Journal Article
TL;DR: Evidence is provided for the effect of a general-purpose commercial digital game on the achievement of standard curriculum Mathematics educational objectives as well as general educational objective as defined by standard taxonomies and students’ opinions about their participation in the proposed game-supported educational scenario and potential changes in their attitudes toward math teaching and learning in junior high school are investigated.
Abstract: Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this paper is to provide evidence for the effect of a general-purpose commercial digital game (namely, the “Sims 2-Open for Business”) on the achievement of standard curriculum Mathematics educational objectives as well as general educational objectives as defined by standard taxonomies. Furthermore, students’ opinions about their participation in the proposed game-supported educational scenario and potential changes in their attitudes toward math teaching and learning in junior high school are investigated. The results of the conducted research showed that: (i) students engaged in the game-supported educational activities achieved the same results with those who did not, with regard to the subject matter educational objectives, (ii) digital gamesupported educational activities resulted in better achievement of the general educational objectives, and (iii) no significant differences were observed with regard to students’ attitudes towards math teaching and learning.

58 citations

Journal ArticleDOI
TL;DR: This work surveys the most well-known research studies and the state-of-the-art on affect recognition domain based on smartphone acquired data, namely smartphone embedded sensors and smartphone usage to demonstrate the current research trends towards mobile affective computing.

57 citations


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Network Information
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Performance
Metrics
No. of papers from the Institution in previous years
YearPapers
202313
202270
2021379
2020407
2019395
2018366