Modestos Stavrakis | University of the Aegean (original) (raw)
Papers by Modestos Stavrakis
Personalisation is widely considered as a critical element of contemporary electronic businesses.... more Personalisation is widely considered as a critical element of contemporary electronic businesses. However, despite the wealth of scientific work on personalisation, the definition of the term remains blurred with as consequence a lack of clarity as to what to design or evaluate when it comes to this area of an e-business. E-business stakeholders, including designers, managers and customers, need to understand the significance of personalisation features for many reasons including: guidance for design and evaluation, user appeal and implications for e-business functionality. The paper introduces a descriptive framework for personalisation aspects of e-businesses, in business-to-consumer (B2C) situations, that is related to typical e-business functionality. The proposed framework classifies previous research and extends it to provide e-commerce stakeholders with a vocabulary for analysing e-businesses, for comparing personalisation features, and for explaining e-business commerce evaluation results. The framework is applied to the evaluation of the personalisation features of contemporary clothing e-businesses, and conclusions are drawn for the readiness of this sector to adopt personalisation requirements. P. Koutsabasis ( ) · M. Stavrakis · N. Viorres · J.S. Darzentas · T. Spyrou · J. Darzentas
Proceedings of the fifth international ACM conference on Assistive technologies - Assets '02, 2002
Abstract This paper presents the virtual reality applications developed for the feasibility study... more Abstract This paper presents the virtual reality applications developed for the feasibility study tests of the EU funded IST project ENORASI. ENORASI aims at developing a highly interactive and extensible haptic VR training system that allows visually impaired people, especially those blind from birth, to study and interact with various virtual objects. A number of custom applications have been developed based on the interface provided by the CyberGrasp haptic device. Eight test categories were identified and corresponding tests ...
hoc.elet.polimi.it
Dyslexia has a significant impact in the development of literacy skills, which represent a crucia... more Dyslexia has a significant impact in the development of literacy skills, which represent a crucial factor in success at school. Analyzing oral traditions in their function to preserve cultural capital, we come upon interesting similarities with study patterns used for and by dyslexic children, in their effort to understand and use written material. In this paper we outline a framework for the design of interactive systems, related to educational interactive storytelling, which aim in the development of literacy skills through narrative comprehension and recall in dyslexic children. We will examine a cognitive model of narrative comprehension, review a set of study skills for dyslexic children and propose a narrative framework based on the structure of the monomyth together with a teaching and assessment method. Finally, we will present the basic structural components for the construction of a prototype interactive storytelling system.
Lecture Notes in Computer Science, 2007
The aim of the paper is to identify and discuss major challenges for OSS from an HCI perspective,... more The aim of the paper is to identify and discuss major challenges for OSS from an HCI perspective, so as to aid the adoption and development processes for end-users, developers and organizations. The paper focuses on four important HCI concerns: product usability, support for user and development communities, accessibility and software usability and proposes areas for further research on the basis of related work and own experiences. 1 Netcraft -Web server survey archives 2006 2
CoDesign, 2008
The paper is concerned with the design of virtual environments for collaborative design (VECD) -a... more The paper is concerned with the design of virtual environments for collaborative design (VECD) -a particular class of collaborative virtual environments (CVEs) that focus on supporting design activities. VECD are becoming essential collaboration platforms for many designers and their clients, in a wide range of design domains including product, interior, architectural, automotive design etc. However, the contemporary design considerations of VECD are mainly driven by systematic approaches that do not reflect upon knowledge regarding requirements that stem out of everyday collaborative design activities. A consequence is that they do not yield methodical guidance to designers of VECD applications. This paper takes a social action standpoint for the purposeful identification and organisation of collaborative design activities; proposes guidelines at multiple levels of abstraction for the design of VECD; and finally, applies these to a case study development of a specific VECD for interior space design. The paper provides practical aids to designers of VECD so that they incorporate requirements about collaborative design early in the development lifecycle.
Electronic Commerce Research, 2008
Personalisation is widely considered as a critical element of contemporary electronic businesses.... more Personalisation is widely considered as a critical element of contemporary electronic businesses. However, despite the wealth of scientific work on personalisation, the definition of the term remains blurred with as consequence a lack of clarity as to what to design or evaluate when it comes to this area of an e-business. E-business stakeholders, including designers, managers and customers, need to understand the significance of personalisation features for many reasons including: guidance for design and evaluation, user appeal and implications for e-business functionality. The paper introduces a descriptive framework for personalisation aspects of e-businesses, in business-to-consumer (B2C) situations, that is related to typical e-business functionality. The proposed framework classifies previous research and extends it to provide e-commerce stakeholders with a vocabulary for analysing e-businesses, for comparing personalisation features, and for explaining e-business commerce evaluation results. The framework is applied to the evaluation of the personalisation features of contemporary clothing e-businesses, and conclusions are drawn for the readiness of this sector to adopt personalisation requirements. P. Koutsabasis ( ) · M. Stavrakis · N. Viorres · J.S. Darzentas · T. Spyrou · J. Darzentas
Proc. of 11th Panhellenic Conference on Informatics, PCI, Jun 1, 2007
The paper is concerned with the support of conceptual design activities in collaborative virtual ... more The paper is concerned with the support of conceptual design activities in collaborative virtual environments. It proposes a new understanding of conceptual design from a social perspective that explains the levels of support that are needed/required for this type of CVEs and presents the development of a particular CVE that supports conceptual design in the area of interior space design. It is envisaged that the proposed approach can be employed to provide insight to designers of CVEs for conceptual design about the ...
Lecture Notes in Computer Science, 2007
The paper outlines a theoretical framework for the conceptualisation and design of collaborative ... more The paper outlines a theoretical framework for the conceptualisation and design of collaborative systems for design organisations. The intent is to examine and support the idea of 'co-purposing' as an influential design metaphor for the analysis of design teams and the development of design support collaborative systems in contexts where systems' designers collaborate with their clients. By offering associations to the work activities and the social interaction of designers in actual design workspaces, we propose that the metaphor of 'co-purposing' can stand as an alternative perspective in the analysis and design of potentially new realisations of computer supported cooperative work systems for supporting teamwork.
This article presents an evaluation of web-based, asynchronous e-learning in academic education, ... more This article presents an evaluation of web-based, asynchronous e-learning in academic education, reflecting on its adoption and use in conjunction to teaching in the classroom. The principal aim of the study was to identify the implications of asynchronous e-learning to (a) students' and teachers' overall satisfaction and perceived performance,(b) the organization and management of learning, and (c) social interaction and collaboration between/among students and teachers.
Abstract The paper presents empirical knowledge concerning administrative, educational and social... more Abstract The paper presents empirical knowledge concerning administrative, educational and social implications from the adoption and widespread use of a collaborative content management platform that supports educational processes in the Department of Product and Systems Design, University of the Aegean, Greece.
Abstract Current technology systems, focusing in product design, do not provide a complete creati... more Abstract Current technology systems, focusing in product design, do not provide a complete creative environment. This paper proposes the 'fusion'of artificial agents and human designers in a synthetic environment for aesthetic product design. Computational models alone cannot fulfil the cycle of aesthetic product design because they are unable to evaluate variables related to aesthetic features of products/artefacts intended for humans.
The paper is concerned with the design of virtual environments for collaborative design (VECD)–a ... more The paper is concerned with the design of virtual environments for collaborative design (VECD)–a particular class of collaborative virtual environments (CVEs) that focus on supporting design activities. VECD are becoming essential collaboration platforms for many designers and their clients, in a wide range of design domains including product, interior, architectural, automotive design, etc.
Abstract This paper presents a haptic virtual reality (VR) tool developed for the training of the... more Abstract This paper presents a haptic virtual reality (VR) tool developed for the training of the visually impaired. The proposed approach focuses on the development of a highly interactive and extensible haptic VR training system (the ENORASI VR training system) that allows visually impaired, to study and interact with various virtual objects in specially designed virtual environments, while allowing designers to produce and customize these configurations.
Abstract The paper is concerned with the support of conceptual design activities in collaborative... more Abstract The paper is concerned with the support of conceptual design activities in collaborative virtual environments. It proposes a new understanding of conceptual design from a social perspective that explains the levels of support that are needed/required for this type of CVEs and presents the development of a particular CVE that supports conceptual design in the area of interior space design.
Abstract The paper outlines a theoretical framework for the conceptualisation and design of colla... more Abstract The paper outlines a theoretical framework for the conceptualisation and design of collaborative systems for design organisations. The intent is to examine and support the idea of'co-purposing'as an influential design metaphor for the analysis of design teams and the development of design support collaborative systems in contexts where systems' designers collaborate with their clients.
Abstract This paper describes the methodological research deliberations that take place during th... more Abstract This paper describes the methodological research deliberations that take place during the course of a collaborative project related to the design of Virtual Environments (VEs). This work describes the analysis of empirical and methodological views, found in the related literature, for the design of VEs while the paper's main purpose is to provide an up to date reflexive multi-methodological view that combines previous methodologies related to the project at hand and speculates on its use.
In recent years researchers have started developing force feedback interfaces, which permit blind... more In recent years researchers have started developing force feedback interfaces, which permit blind people not only to access bi-dimensional graphic interfaces (as was the case until now), but in addition to access information present on 3D Virtual Reality interfaces anticipating that the latter will be the natural form of information interchange in the very near future [1].
Personalisation is widely considered as a critical element of contemporary electronic businesses.... more Personalisation is widely considered as a critical element of contemporary electronic businesses. However, despite the wealth of scientific work on personalisation, the definition of the term remains blurred with as consequence a lack of clarity as to what to design or evaluate when it comes to this area of an e-business. E-business stakeholders, including designers, managers and customers, need to understand the significance of personalisation features for many reasons including: guidance for design and evaluation, user appeal and implications for e-business functionality. The paper introduces a descriptive framework for personalisation aspects of e-businesses, in business-to-consumer (B2C) situations, that is related to typical e-business functionality. The proposed framework classifies previous research and extends it to provide e-commerce stakeholders with a vocabulary for analysing e-businesses, for comparing personalisation features, and for explaining e-business commerce evaluation results. The framework is applied to the evaluation of the personalisation features of contemporary clothing e-businesses, and conclusions are drawn for the readiness of this sector to adopt personalisation requirements. P. Koutsabasis ( ) · M. Stavrakis · N. Viorres · J.S. Darzentas · T. Spyrou · J. Darzentas
Proceedings of the fifth international ACM conference on Assistive technologies - Assets '02, 2002
Abstract This paper presents the virtual reality applications developed for the feasibility study... more Abstract This paper presents the virtual reality applications developed for the feasibility study tests of the EU funded IST project ENORASI. ENORASI aims at developing a highly interactive and extensible haptic VR training system that allows visually impaired people, especially those blind from birth, to study and interact with various virtual objects. A number of custom applications have been developed based on the interface provided by the CyberGrasp haptic device. Eight test categories were identified and corresponding tests ...
hoc.elet.polimi.it
Dyslexia has a significant impact in the development of literacy skills, which represent a crucia... more Dyslexia has a significant impact in the development of literacy skills, which represent a crucial factor in success at school. Analyzing oral traditions in their function to preserve cultural capital, we come upon interesting similarities with study patterns used for and by dyslexic children, in their effort to understand and use written material. In this paper we outline a framework for the design of interactive systems, related to educational interactive storytelling, which aim in the development of literacy skills through narrative comprehension and recall in dyslexic children. We will examine a cognitive model of narrative comprehension, review a set of study skills for dyslexic children and propose a narrative framework based on the structure of the monomyth together with a teaching and assessment method. Finally, we will present the basic structural components for the construction of a prototype interactive storytelling system.
Lecture Notes in Computer Science, 2007
The aim of the paper is to identify and discuss major challenges for OSS from an HCI perspective,... more The aim of the paper is to identify and discuss major challenges for OSS from an HCI perspective, so as to aid the adoption and development processes for end-users, developers and organizations. The paper focuses on four important HCI concerns: product usability, support for user and development communities, accessibility and software usability and proposes areas for further research on the basis of related work and own experiences. 1 Netcraft -Web server survey archives 2006 2
CoDesign, 2008
The paper is concerned with the design of virtual environments for collaborative design (VECD) -a... more The paper is concerned with the design of virtual environments for collaborative design (VECD) -a particular class of collaborative virtual environments (CVEs) that focus on supporting design activities. VECD are becoming essential collaboration platforms for many designers and their clients, in a wide range of design domains including product, interior, architectural, automotive design etc. However, the contemporary design considerations of VECD are mainly driven by systematic approaches that do not reflect upon knowledge regarding requirements that stem out of everyday collaborative design activities. A consequence is that they do not yield methodical guidance to designers of VECD applications. This paper takes a social action standpoint for the purposeful identification and organisation of collaborative design activities; proposes guidelines at multiple levels of abstraction for the design of VECD; and finally, applies these to a case study development of a specific VECD for interior space design. The paper provides practical aids to designers of VECD so that they incorporate requirements about collaborative design early in the development lifecycle.
Electronic Commerce Research, 2008
Personalisation is widely considered as a critical element of contemporary electronic businesses.... more Personalisation is widely considered as a critical element of contemporary electronic businesses. However, despite the wealth of scientific work on personalisation, the definition of the term remains blurred with as consequence a lack of clarity as to what to design or evaluate when it comes to this area of an e-business. E-business stakeholders, including designers, managers and customers, need to understand the significance of personalisation features for many reasons including: guidance for design and evaluation, user appeal and implications for e-business functionality. The paper introduces a descriptive framework for personalisation aspects of e-businesses, in business-to-consumer (B2C) situations, that is related to typical e-business functionality. The proposed framework classifies previous research and extends it to provide e-commerce stakeholders with a vocabulary for analysing e-businesses, for comparing personalisation features, and for explaining e-business commerce evaluation results. The framework is applied to the evaluation of the personalisation features of contemporary clothing e-businesses, and conclusions are drawn for the readiness of this sector to adopt personalisation requirements. P. Koutsabasis ( ) · M. Stavrakis · N. Viorres · J.S. Darzentas · T. Spyrou · J. Darzentas
Proc. of 11th Panhellenic Conference on Informatics, PCI, Jun 1, 2007
The paper is concerned with the support of conceptual design activities in collaborative virtual ... more The paper is concerned with the support of conceptual design activities in collaborative virtual environments. It proposes a new understanding of conceptual design from a social perspective that explains the levels of support that are needed/required for this type of CVEs and presents the development of a particular CVE that supports conceptual design in the area of interior space design. It is envisaged that the proposed approach can be employed to provide insight to designers of CVEs for conceptual design about the ...
Lecture Notes in Computer Science, 2007
The paper outlines a theoretical framework for the conceptualisation and design of collaborative ... more The paper outlines a theoretical framework for the conceptualisation and design of collaborative systems for design organisations. The intent is to examine and support the idea of 'co-purposing' as an influential design metaphor for the analysis of design teams and the development of design support collaborative systems in contexts where systems' designers collaborate with their clients. By offering associations to the work activities and the social interaction of designers in actual design workspaces, we propose that the metaphor of 'co-purposing' can stand as an alternative perspective in the analysis and design of potentially new realisations of computer supported cooperative work systems for supporting teamwork.
This article presents an evaluation of web-based, asynchronous e-learning in academic education, ... more This article presents an evaluation of web-based, asynchronous e-learning in academic education, reflecting on its adoption and use in conjunction to teaching in the classroom. The principal aim of the study was to identify the implications of asynchronous e-learning to (a) students' and teachers' overall satisfaction and perceived performance,(b) the organization and management of learning, and (c) social interaction and collaboration between/among students and teachers.
Abstract The paper presents empirical knowledge concerning administrative, educational and social... more Abstract The paper presents empirical knowledge concerning administrative, educational and social implications from the adoption and widespread use of a collaborative content management platform that supports educational processes in the Department of Product and Systems Design, University of the Aegean, Greece.
Abstract Current technology systems, focusing in product design, do not provide a complete creati... more Abstract Current technology systems, focusing in product design, do not provide a complete creative environment. This paper proposes the 'fusion'of artificial agents and human designers in a synthetic environment for aesthetic product design. Computational models alone cannot fulfil the cycle of aesthetic product design because they are unable to evaluate variables related to aesthetic features of products/artefacts intended for humans.
The paper is concerned with the design of virtual environments for collaborative design (VECD)–a ... more The paper is concerned with the design of virtual environments for collaborative design (VECD)–a particular class of collaborative virtual environments (CVEs) that focus on supporting design activities. VECD are becoming essential collaboration platforms for many designers and their clients, in a wide range of design domains including product, interior, architectural, automotive design, etc.
Abstract This paper presents a haptic virtual reality (VR) tool developed for the training of the... more Abstract This paper presents a haptic virtual reality (VR) tool developed for the training of the visually impaired. The proposed approach focuses on the development of a highly interactive and extensible haptic VR training system (the ENORASI VR training system) that allows visually impaired, to study and interact with various virtual objects in specially designed virtual environments, while allowing designers to produce and customize these configurations.
Abstract The paper is concerned with the support of conceptual design activities in collaborative... more Abstract The paper is concerned with the support of conceptual design activities in collaborative virtual environments. It proposes a new understanding of conceptual design from a social perspective that explains the levels of support that are needed/required for this type of CVEs and presents the development of a particular CVE that supports conceptual design in the area of interior space design.
Abstract The paper outlines a theoretical framework for the conceptualisation and design of colla... more Abstract The paper outlines a theoretical framework for the conceptualisation and design of collaborative systems for design organisations. The intent is to examine and support the idea of'co-purposing'as an influential design metaphor for the analysis of design teams and the development of design support collaborative systems in contexts where systems' designers collaborate with their clients.
Abstract This paper describes the methodological research deliberations that take place during th... more Abstract This paper describes the methodological research deliberations that take place during the course of a collaborative project related to the design of Virtual Environments (VEs). This work describes the analysis of empirical and methodological views, found in the related literature, for the design of VEs while the paper's main purpose is to provide an up to date reflexive multi-methodological view that combines previous methodologies related to the project at hand and speculates on its use.
In recent years researchers have started developing force feedback interfaces, which permit blind... more In recent years researchers have started developing force feedback interfaces, which permit blind people not only to access bi-dimensional graphic interfaces (as was the case until now), but in addition to access information present on 3D Virtual Reality interfaces anticipating that the latter will be the natural form of information interchange in the very near future [1].