Stella Sylaiou | Aristotle University of Thessaloniki (original) (raw)

Papers by Stella Sylaiou

Research paper thumbnail of Digital image formats suitable for museum publications

More and more museums make use of digital technologies, in order not only to make their collectio... more More and more museums make use of digital technologies, in order not only to make their collections digitally accessible to the wide public and to contribute to the preservation of their exhibits, but also to augment the visitor’s understanding. Museum data are published in web pages at the Internet, or/and in closed networks (intranets) for their visitors. The main problem has to do with the slow speed of the Internet, with regard to the large amount of information–more specifically of pictures – that should be transferred. These images should have high resolution, in order to show adequately the details of the exhibits. However this involves pictures of large sizes and thus it creates storage and transmission problems of files. In order for these problems to be faced, new formats of pictures, such as FlashPix and JPEG2000 were created, that can manage the transfer of large amount of data and pictures of high resolution. This paper presents the comparative results of our research w...

Research paper thumbnail of Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world

There are reasons to consider virtual reality (VR) as a newly arrived communication medium that o... more There are reasons to consider virtual reality (VR) as a newly arrived communication medium that ought to be differentiated from all other forms of mediated communication, since it is the first and only medium with the potential to enable incorporation of the full spectrum of both verbal and non-verbal cues. The present paper is part of a broader scheme in investigating potential differentiations in interpersonal communication between the physical world and VR. Our experimental design builds upon the existing knowledge base of forced compliance experiments; the set-up involved a comparative study of two groups (N = 46) performing tasks under the authoritative influence of a researcher who applied persuasion techniques. Results indicate that VR-mediated communication is as intricate as face to face, since subjects were equally or more compliant, with the nature of information exchanged (e.g. fact-based, morality-based, etc.) being a contributing factor, whilst exemplifying under-devel...

Research paper thumbnail of Towards the Digital Age Psychogeography and the hybrid flâneur

Towards the Digital Age Psychogeography and the hybrid flâneur, 2018

Research paper thumbnail of Remote Synchronous Interaction in Mixed Reality Gaming Worlds

Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems

Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper pr... more Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper presents SEaMlESS, a multiuser, long-distance room-scale MR world. SEaMlESS utilizes widespread 3D modelling techniques and object tracking technologies to enable free user movement by providing full-body motion control, accurate real object representation within the virtual world, as well as interaction with real and virtual objects.

Research paper thumbnail of Virtual Museum Interface Evaluation: the ARCO case

The Augmented Representation of Cultural Objects (ARCO) system provides software and interface to... more The Augmented Representation of Cultural Objects (ARCO) system provides software and interface tools to museum curators to develop virtual museum exhibitions, as well as a virtual environment for museum visitors over the World Wide Web or in informative kiosks. The main purpose of the system is to offer an enhanced educative and entertaining experience to virtual museum visitors. In order to assess the usability of the system, two approaches have been employed: a questionnaire based survey and a Cognitive Walkthrough session. Both approaches employed expert evaluators, such as domain experts and usability experts. The result of this study show a fair performance of the followed approach, as regards the consumed time, financial and other resources, as a great deal of usability problems has been uncovered and many aspects of the system have been investigated. The knowledge gathered aims at creating a conceptual framework for diagnose usability problems in systems in the area of virtua...

Research paper thumbnail of Virtual Museums: First Results of a Survey on Methods and Tools

Museums are interested in digitizing their collections in order not only to preserve the cultural... more Museums are interested in digitizing their collections in order not only to preserve the cultural information, but also to make it available to the wide public in an attractive manner. Emerging technologies, such as VR, AR and Web3D are widely used for creating virtual museum exhibitions in a museum environment through informative kiosks and on the World Wide Web. This paper makes a survey in the field and explores the various kinds of virtual museums, their advantages and limitations by presenting old and new methods and tools used for their creation.

Research paper thumbnail of From 3D Model to Stereoscopic Video: A case study based on an ancient theatre

An important factor for the interpretation and the analysis of an archaeological site is its topo... more An important factor for the interpretation and the analysis of an archaeological site is its topography. Maps often use dense contours and the information provided is neither always adequate, nor easy to be decoded by non-specialists. The creation of a 3D model, which includes the landscape and the under study monuments is not only a valuable tool but also an interesting fi nal product for the non specialist. Unfortunately, the projection of such product into 2D screens (like monitors or projection screens) wastes the third dimension and leaves it on the – what is called“2.5D projection”. On the other hand, the creation of a 3D product, like a stereoscopic video and its projection, using stereoscopic techniques, is a unique tool for the understanding, perception and promotion of the site. The disadvantage of such products is that they need specialized hardware in order to project correctly the content of the product. Fortunately, nowadays the cost of these systems is affordable not ...

Research paper thumbnail of Storytelling in Virtual Museums: Engaging A Multitude of Voices

This chapter explores the integration of affective storytelling in virtual museum (VM) experience... more This chapter explores the integration of affective storytelling in virtual museum (VM) experience. The use of Information and Communication Technologies (ICT) affects the way people create, communicate and learn, opens novel opportunities and provides new means for museums to create narratives, express their points and provide quality experiences. Museums’ integration of new media, empowers people to construct their own understandings within an open-ended framework. ICT permeate cultural life, not only by introducing new forms of creative expression and meanings for art, but also by enriching, transforming and enhancing the museum experience. ICT in museums can empower curators to disseminate their ideas and facilitate understandings of the complexities regarding museum exhibits and thus develop aesthetic perception, sensitivities and creativity. In this chapter, the function and cultural significance of storytelling as such is addressed, before venturing into discussing digital sto...

Research paper thumbnail of Preliminary Evaluation of the Augmented Representation of Cultural Objects System

We present a preliminary human-centred evaluation of the ARCO (Augmented Representation of Cultur... more We present a preliminary human-centred evaluation of the ARCO (Augmented Representation of Cultural Objects) system that provides museums with software and interface tools that allow them to build integrated Web3D, Virtual and Augmented Reality based virtual museums. Heuristic evaluation and cognitive walkthroughs have been employed, focusing on expert evaluation (curators of museums) and novices (visitors of museums), to evaluate various components and interfaces of the system.

Research paper thumbnail of Stereoscopic Visualization and Database Information Retrieval

Augmented reality is one of the new applications to archaeology that gives to user the sense of “... more Augmented reality is one of the new applications to archaeology that gives to user the sense of “being there” and allows to observe virtually reconstructed archaeological landscapes with historical buildings. This paper presents a system that aims to representation of a virtual environment in stereo, using 3 virtual cameras. It allows user to put in scene one or more models that are ready to use and to navigate in them. In addition to this, it gives the opportunity to interact with the virtual environment in real time, to rotate the objects presented in scene and observe their detail. It also establishes links between the objects of the scene and any database and allows user to obtain additional information about the places or objects. The system can be used by researchers as a tool that will help them in developing and testing new techniques on 3D representation (e.g. multiple LOD meshes, etc) of any 3D data. Virtual Reality (VR) is not a new concept. Although VR hybrid systems exi...

Research paper thumbnail of Investigating Body Transfer Illusion from Human to Monkey Body

This paper presents a virtual reality study examining the magnitude of embodiment into a human an... more This paper presents a virtual reality study examining the magnitude of embodiment into a human and nonhuman avatar. It examines the user experience of inhabiting the body of animals in immersive virtual environments. Participants embodied in a human-like virtual avatar experienced body transfer illusion into a body of a monkey. The experiment consisted of two variants. In the first variant, participants did not have the ability to control the hands inside the Monkey avatar, they were instructed to just look over the scene from their fixed point of view. In the second variant, the ability to move arms and hands of the Monkey avatar was enabled, and this fact was articulated to the test subjects. Results suggest that the body transfer illusion is indeed possible. The study also indicates that the actual shape or visual representation of the body matters less than the amount and diversity of stimuli, and possibilities of controlling the avatar’s body. Results of this study can be lever...

Research paper thumbnail of Exploring aspects of obedience in VR-mediated communication

2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX)

Social psychology has been shedding light for decades to the complexities of interpersonal commun... more Social psychology has been shedding light for decades to the complexities of interpersonal communication, whilst other fields, such as Computer-mediated Communication, showcase how mediums of communication affect interlocutors to re-negotiate symbolic interactionism. Current developments in Virtual Reality (VR), with the emergence of Social VR among others, compel for a close examination of VR-mediated communication and the probable effects it might have on communicative processes. In this study we conducted an explorative, between-groups comparative experiment, with 51 participants, to establish how susceptible they are to techniques of persuasion and authority when those are filtered through a synthetic environment. As this was an uncharted area of inquiry, our only hypothesis was in reference to level of realness, based on which, face-to-face interactions posed greater probability of participant compliance. Our main findings refute this hypothesis, since the second group (VR) was substantially more susceptible to persuasion techniques.

Research paper thumbnail of Cultural Heritage Documentation: the case study of the Ottoman Bath in Apollonia, Greece, in:The RISE IMET International Conference on Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, Nicosia, Cyprus, June 2-4th 2021

This paper presents a cutting-edge application, namely, “Mergin’Mode” (https://merginmode.com/), ... more This paper presents a cutting-edge application, namely, “Mergin’Mode” (https://merginmode.com/), on the basis of its first pilot implementation which took place within a project aiming at the accurate visual documentation and innovative reconstruction of a specific cultural heritage building. Prior to this, it presents the primary mapping techniques and provides a comparative analysis and a benchmarking based on features that are considered critical in the cases of Cultural Heritage (CH) sites digital documentation. The ability of “Mergin’Mode” to represent monuments by merging their actual image with a detailed and accurate virtual reconstruction of their initial condition, overlaid with the use of Mixed Reality (MR) is demonstrated. Moreover, the archeological characteristics of the specific site, as well as background information on the technologies employed and the documentation protocols are provided. The application, which relies on Geoinformation technologies, is able to provide stunning on-site MR experiences by combining state-of-the-art digital recording technologies (mainly Photogrammetry and laser scanning), as well as input from archeologists and other specialists. More specifically the case study presented, regards the reconstruction and representation of an Ottoman Bath in Apollonia, Greece. The paper begins with the provision of background knowledge and context, giving a description of the technical processes involved in the pilot implementation of “Mergin’Mode”. The architecture of “Mergin’Mode”, i.e., its components and the characteristics of its authoring tool are described, thereby outlining the applications’ vast ability to adapt, expand and provide meaningful, exhilarating, and informative experiences to on-site (or remote) visitors. “Mergin’Mode” is presented as an example of a cutting-edge application that brings to life archeological sites fusing the actual with the virtual, the present and the past, by incorporating diverse interaction modalities, multimodal content, dynamic input with the use of Geoinformatics, thus adding value to the experience of CH sites’ visitors.

Research paper thumbnail of The Volunteered Geographic Information in Archaeology

The purpose of the paper is to investigate the Volunteered Geographic Information (VGI), which is... more The purpose of the paper is to investigate the Volunteered Geographic Information (VGI), which is still at a very early stage, to identify its use worldwide including characteristic examples and research its potential applications in Cultural Heritage andArchaeology as a new field for study. In the first part of the paper a brief review of the field is given, the international terminology and its components are analysed. The basic framework of VGI and the international research trends are presented as well. The second part deals with the applications of VGI in Cultural Heritage and Archaeology. Finally, some thoughts, conclusions and recommendations for action and institutionalization of use are offered underlining that VGI cannot be applied to Archaeology without professional attendance and supervision so as unwanted results can be prevented.

Research paper thumbnail of Assessment of Virtual Guides’ Credibility in Virtual Museum Environments

Lecture Notes in Computer Science

Research paper thumbnail of Interactions in Augmented and Mixed Reality: An Overview

Applied Sciences

This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY

Research paper thumbnail of Avatars as storytellers: affective narratives in virtual museums

Personal and Ubiquitous Computing

This article explores the affective potential of virtual humans in a virtual museum (VM) environm... more This article explores the affective potential of virtual humans in a virtual museum (VM) environments. Three avatars (personifying a curator, a guard, and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.

Research paper thumbnail of Mixed Reality: A Reconsideration Based on Mixed Objects and Geospatial Modalities

Applied Sciences

We put forward a conceptualization of Mixed Reality as a blend of digital objects with real ones ... more We put forward a conceptualization of Mixed Reality as a blend of digital objects with real ones that coexist and interact with each other and they are also spatially referenced so that they are properly perceived in space by an observer that could potentially be at any position any time. In accordance with this statement, we have adopted the concept of a Mixed Object which is composed of a set of physical properties linked with a set of digital ones. In our case, the physical properties are acquired by employing geospatial technologies such as photogrammetry, laser scanning, unmanned aerial vehicles and positioning systems and are further processed in order to be visually displayed by utilizing Geographical Information Systems and Geovisualization frameworks in combination with traditional image processing techniques. We show that the Mixed Object approach is in conformance with Microsoft’s approach on Mixed Reality as the common space between humans, computers, and the environment...

Research paper thumbnail of Literary Myths in Mixed Reality

FIGURE 2 | "A day in Pompeii" I, 3 reproduced with the permission of the copyright holder (Zero O... more FIGURE 2 | "A day in Pompeii" I, 3 reproduced with the permission of the copyright holder (Zero One Studio). FIGURE 3 | "A day in Pompeii" II, 4 reproduced with the permission of the copyright holder (Zero One Studio). FIGURE 4 | "A day in Pompeii" III, 4 reproduced with the permission of the copyright holder (Zero One Studio).

Research paper thumbnail of Digital Heritage Systems: The ARCO Evaluation

This chapter describes the evaluation methods conducted for a digital heritage system, called ARC... more This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.

Research paper thumbnail of Digital image formats suitable for museum publications

More and more museums make use of digital technologies, in order not only to make their collectio... more More and more museums make use of digital technologies, in order not only to make their collections digitally accessible to the wide public and to contribute to the preservation of their exhibits, but also to augment the visitor’s understanding. Museum data are published in web pages at the Internet, or/and in closed networks (intranets) for their visitors. The main problem has to do with the slow speed of the Internet, with regard to the large amount of information–more specifically of pictures – that should be transferred. These images should have high resolution, in order to show adequately the details of the exhibits. However this involves pictures of large sizes and thus it creates storage and transmission problems of files. In order for these problems to be faced, new formats of pictures, such as FlashPix and JPEG2000 were created, that can manage the transfer of large amount of data and pictures of high resolution. This paper presents the comparative results of our research w...

Research paper thumbnail of Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world

There are reasons to consider virtual reality (VR) as a newly arrived communication medium that o... more There are reasons to consider virtual reality (VR) as a newly arrived communication medium that ought to be differentiated from all other forms of mediated communication, since it is the first and only medium with the potential to enable incorporation of the full spectrum of both verbal and non-verbal cues. The present paper is part of a broader scheme in investigating potential differentiations in interpersonal communication between the physical world and VR. Our experimental design builds upon the existing knowledge base of forced compliance experiments; the set-up involved a comparative study of two groups (N = 46) performing tasks under the authoritative influence of a researcher who applied persuasion techniques. Results indicate that VR-mediated communication is as intricate as face to face, since subjects were equally or more compliant, with the nature of information exchanged (e.g. fact-based, morality-based, etc.) being a contributing factor, whilst exemplifying under-devel...

Research paper thumbnail of Towards the Digital Age Psychogeography and the hybrid flâneur

Towards the Digital Age Psychogeography and the hybrid flâneur, 2018

Research paper thumbnail of Remote Synchronous Interaction in Mixed Reality Gaming Worlds

Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems

Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper pr... more Mixed-Reality (MR) worlds are created by fusing together real and virtual elements. This paper presents SEaMlESS, a multiuser, long-distance room-scale MR world. SEaMlESS utilizes widespread 3D modelling techniques and object tracking technologies to enable free user movement by providing full-body motion control, accurate real object representation within the virtual world, as well as interaction with real and virtual objects.

Research paper thumbnail of Virtual Museum Interface Evaluation: the ARCO case

The Augmented Representation of Cultural Objects (ARCO) system provides software and interface to... more The Augmented Representation of Cultural Objects (ARCO) system provides software and interface tools to museum curators to develop virtual museum exhibitions, as well as a virtual environment for museum visitors over the World Wide Web or in informative kiosks. The main purpose of the system is to offer an enhanced educative and entertaining experience to virtual museum visitors. In order to assess the usability of the system, two approaches have been employed: a questionnaire based survey and a Cognitive Walkthrough session. Both approaches employed expert evaluators, such as domain experts and usability experts. The result of this study show a fair performance of the followed approach, as regards the consumed time, financial and other resources, as a great deal of usability problems has been uncovered and many aspects of the system have been investigated. The knowledge gathered aims at creating a conceptual framework for diagnose usability problems in systems in the area of virtua...

Research paper thumbnail of Virtual Museums: First Results of a Survey on Methods and Tools

Museums are interested in digitizing their collections in order not only to preserve the cultural... more Museums are interested in digitizing their collections in order not only to preserve the cultural information, but also to make it available to the wide public in an attractive manner. Emerging technologies, such as VR, AR and Web3D are widely used for creating virtual museum exhibitions in a museum environment through informative kiosks and on the World Wide Web. This paper makes a survey in the field and explores the various kinds of virtual museums, their advantages and limitations by presenting old and new methods and tools used for their creation.

Research paper thumbnail of From 3D Model to Stereoscopic Video: A case study based on an ancient theatre

An important factor for the interpretation and the analysis of an archaeological site is its topo... more An important factor for the interpretation and the analysis of an archaeological site is its topography. Maps often use dense contours and the information provided is neither always adequate, nor easy to be decoded by non-specialists. The creation of a 3D model, which includes the landscape and the under study monuments is not only a valuable tool but also an interesting fi nal product for the non specialist. Unfortunately, the projection of such product into 2D screens (like monitors or projection screens) wastes the third dimension and leaves it on the – what is called“2.5D projection”. On the other hand, the creation of a 3D product, like a stereoscopic video and its projection, using stereoscopic techniques, is a unique tool for the understanding, perception and promotion of the site. The disadvantage of such products is that they need specialized hardware in order to project correctly the content of the product. Fortunately, nowadays the cost of these systems is affordable not ...

Research paper thumbnail of Storytelling in Virtual Museums: Engaging A Multitude of Voices

This chapter explores the integration of affective storytelling in virtual museum (VM) experience... more This chapter explores the integration of affective storytelling in virtual museum (VM) experience. The use of Information and Communication Technologies (ICT) affects the way people create, communicate and learn, opens novel opportunities and provides new means for museums to create narratives, express their points and provide quality experiences. Museums’ integration of new media, empowers people to construct their own understandings within an open-ended framework. ICT permeate cultural life, not only by introducing new forms of creative expression and meanings for art, but also by enriching, transforming and enhancing the museum experience. ICT in museums can empower curators to disseminate their ideas and facilitate understandings of the complexities regarding museum exhibits and thus develop aesthetic perception, sensitivities and creativity. In this chapter, the function and cultural significance of storytelling as such is addressed, before venturing into discussing digital sto...

Research paper thumbnail of Preliminary Evaluation of the Augmented Representation of Cultural Objects System

We present a preliminary human-centred evaluation of the ARCO (Augmented Representation of Cultur... more We present a preliminary human-centred evaluation of the ARCO (Augmented Representation of Cultural Objects) system that provides museums with software and interface tools that allow them to build integrated Web3D, Virtual and Augmented Reality based virtual museums. Heuristic evaluation and cognitive walkthroughs have been employed, focusing on expert evaluation (curators of museums) and novices (visitors of museums), to evaluate various components and interfaces of the system.

Research paper thumbnail of Stereoscopic Visualization and Database Information Retrieval

Augmented reality is one of the new applications to archaeology that gives to user the sense of “... more Augmented reality is one of the new applications to archaeology that gives to user the sense of “being there” and allows to observe virtually reconstructed archaeological landscapes with historical buildings. This paper presents a system that aims to representation of a virtual environment in stereo, using 3 virtual cameras. It allows user to put in scene one or more models that are ready to use and to navigate in them. In addition to this, it gives the opportunity to interact with the virtual environment in real time, to rotate the objects presented in scene and observe their detail. It also establishes links between the objects of the scene and any database and allows user to obtain additional information about the places or objects. The system can be used by researchers as a tool that will help them in developing and testing new techniques on 3D representation (e.g. multiple LOD meshes, etc) of any 3D data. Virtual Reality (VR) is not a new concept. Although VR hybrid systems exi...

Research paper thumbnail of Investigating Body Transfer Illusion from Human to Monkey Body

This paper presents a virtual reality study examining the magnitude of embodiment into a human an... more This paper presents a virtual reality study examining the magnitude of embodiment into a human and nonhuman avatar. It examines the user experience of inhabiting the body of animals in immersive virtual environments. Participants embodied in a human-like virtual avatar experienced body transfer illusion into a body of a monkey. The experiment consisted of two variants. In the first variant, participants did not have the ability to control the hands inside the Monkey avatar, they were instructed to just look over the scene from their fixed point of view. In the second variant, the ability to move arms and hands of the Monkey avatar was enabled, and this fact was articulated to the test subjects. Results suggest that the body transfer illusion is indeed possible. The study also indicates that the actual shape or visual representation of the body matters less than the amount and diversity of stimuli, and possibilities of controlling the avatar’s body. Results of this study can be lever...

Research paper thumbnail of Exploring aspects of obedience in VR-mediated communication

2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX)

Social psychology has been shedding light for decades to the complexities of interpersonal commun... more Social psychology has been shedding light for decades to the complexities of interpersonal communication, whilst other fields, such as Computer-mediated Communication, showcase how mediums of communication affect interlocutors to re-negotiate symbolic interactionism. Current developments in Virtual Reality (VR), with the emergence of Social VR among others, compel for a close examination of VR-mediated communication and the probable effects it might have on communicative processes. In this study we conducted an explorative, between-groups comparative experiment, with 51 participants, to establish how susceptible they are to techniques of persuasion and authority when those are filtered through a synthetic environment. As this was an uncharted area of inquiry, our only hypothesis was in reference to level of realness, based on which, face-to-face interactions posed greater probability of participant compliance. Our main findings refute this hypothesis, since the second group (VR) was substantially more susceptible to persuasion techniques.

Research paper thumbnail of Cultural Heritage Documentation: the case study of the Ottoman Bath in Apollonia, Greece, in:The RISE IMET International Conference on Emerging Technologies and the Digital Transformation of Museums and Heritage Sites, Nicosia, Cyprus, June 2-4th 2021

This paper presents a cutting-edge application, namely, “Mergin’Mode” (https://merginmode.com/), ... more This paper presents a cutting-edge application, namely, “Mergin’Mode” (https://merginmode.com/), on the basis of its first pilot implementation which took place within a project aiming at the accurate visual documentation and innovative reconstruction of a specific cultural heritage building. Prior to this, it presents the primary mapping techniques and provides a comparative analysis and a benchmarking based on features that are considered critical in the cases of Cultural Heritage (CH) sites digital documentation. The ability of “Mergin’Mode” to represent monuments by merging their actual image with a detailed and accurate virtual reconstruction of their initial condition, overlaid with the use of Mixed Reality (MR) is demonstrated. Moreover, the archeological characteristics of the specific site, as well as background information on the technologies employed and the documentation protocols are provided. The application, which relies on Geoinformation technologies, is able to provide stunning on-site MR experiences by combining state-of-the-art digital recording technologies (mainly Photogrammetry and laser scanning), as well as input from archeologists and other specialists. More specifically the case study presented, regards the reconstruction and representation of an Ottoman Bath in Apollonia, Greece. The paper begins with the provision of background knowledge and context, giving a description of the technical processes involved in the pilot implementation of “Mergin’Mode”. The architecture of “Mergin’Mode”, i.e., its components and the characteristics of its authoring tool are described, thereby outlining the applications’ vast ability to adapt, expand and provide meaningful, exhilarating, and informative experiences to on-site (or remote) visitors. “Mergin’Mode” is presented as an example of a cutting-edge application that brings to life archeological sites fusing the actual with the virtual, the present and the past, by incorporating diverse interaction modalities, multimodal content, dynamic input with the use of Geoinformatics, thus adding value to the experience of CH sites’ visitors.

Research paper thumbnail of The Volunteered Geographic Information in Archaeology

The purpose of the paper is to investigate the Volunteered Geographic Information (VGI), which is... more The purpose of the paper is to investigate the Volunteered Geographic Information (VGI), which is still at a very early stage, to identify its use worldwide including characteristic examples and research its potential applications in Cultural Heritage andArchaeology as a new field for study. In the first part of the paper a brief review of the field is given, the international terminology and its components are analysed. The basic framework of VGI and the international research trends are presented as well. The second part deals with the applications of VGI in Cultural Heritage and Archaeology. Finally, some thoughts, conclusions and recommendations for action and institutionalization of use are offered underlining that VGI cannot be applied to Archaeology without professional attendance and supervision so as unwanted results can be prevented.

Research paper thumbnail of Assessment of Virtual Guides’ Credibility in Virtual Museum Environments

Lecture Notes in Computer Science

Research paper thumbnail of Interactions in Augmented and Mixed Reality: An Overview

Applied Sciences

This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY

Research paper thumbnail of Avatars as storytellers: affective narratives in virtual museums

Personal and Ubiquitous Computing

This article explores the affective potential of virtual humans in a virtual museum (VM) environm... more This article explores the affective potential of virtual humans in a virtual museum (VM) environments. Three avatars (personifying a curator, a guard, and a visitor, respectively) have been employed as storytellers introducing participants to the emotive story behind a historical sculpture. The emotional responses of a test group have been correlated to a range of factors, namely, the role acted by the virtual storytellers, the subjects’ own stance on cultural heritage, gender, and predispositions towards the sense of presence and affective responses. We review research related to the topic of presence and social presence in VMs, and position our experimental procedure as well as the findings of our study in this context. Theoretical frameworks, such as the Expectancy Violations Theory are used to interpret the key findings, which have not always confirmed the initial hypotheses. The outcome of our study may inform the design of avatars-as-storytellers in VMs on the basis of their affective potential, given the results of the study and, more importantly, the theoretical investigation of the factors, which conditioned the emotional responses observed.

Research paper thumbnail of Mixed Reality: A Reconsideration Based on Mixed Objects and Geospatial Modalities

Applied Sciences

We put forward a conceptualization of Mixed Reality as a blend of digital objects with real ones ... more We put forward a conceptualization of Mixed Reality as a blend of digital objects with real ones that coexist and interact with each other and they are also spatially referenced so that they are properly perceived in space by an observer that could potentially be at any position any time. In accordance with this statement, we have adopted the concept of a Mixed Object which is composed of a set of physical properties linked with a set of digital ones. In our case, the physical properties are acquired by employing geospatial technologies such as photogrammetry, laser scanning, unmanned aerial vehicles and positioning systems and are further processed in order to be visually displayed by utilizing Geographical Information Systems and Geovisualization frameworks in combination with traditional image processing techniques. We show that the Mixed Object approach is in conformance with Microsoft’s approach on Mixed Reality as the common space between humans, computers, and the environment...

Research paper thumbnail of Literary Myths in Mixed Reality

FIGURE 2 | "A day in Pompeii" I, 3 reproduced with the permission of the copyright holder (Zero O... more FIGURE 2 | "A day in Pompeii" I, 3 reproduced with the permission of the copyright holder (Zero One Studio). FIGURE 3 | "A day in Pompeii" II, 4 reproduced with the permission of the copyright holder (Zero One Studio). FIGURE 4 | "A day in Pompeii" III, 4 reproduced with the permission of the copyright holder (Zero One Studio).

Research paper thumbnail of Digital Heritage Systems: The ARCO Evaluation

This chapter describes the evaluation methods conducted for a digital heritage system, called ARC... more This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.

Research paper thumbnail of Museum & Society special issue: Museum education today: creative synergies and pedagogic innovations in multicultural contexts. Available online: http://www2.le.ac.uk/departments/museumstudies/museumsociety/volumes/volume-13-2015

Editorial Note Anastasia Filippoupoliti, Stella Sylaiou Learning Local Immigration History I... more Editorial Note
Anastasia Filippoupoliti, Stella Sylaiou

Learning Local Immigration History In and Out of the Museum
Jeremy Stoddard, Alan Marcus, Kurt Squire, John Martin

Museums Providing Opportunities for Promoting a Positive Sense of Self in the Early Years
Betsy Bowers, Dana Brightful, Carrie Heflin, Anna Hindley, Kimberlee, L. Kiehl, Erin Pruckno, Cynthia Raso, Jaime Wolfe

Arte Juntos/Art Together: Promoting School Readiness among Latino Children through Parent Engagement and Social Inclusion in a Suburban Museum
Zoila Tazi, Helena Vidal, Karen Stein

Report from the Field: Multi-cultural Dialogue and Transformative Learning in Arts & Minds Programs at The Studio Museum in Harlem
Carolyn Halpin-Healy

Houses of stories: the whale rider at the American Museum of
Natural History
Billie Lythberg, Wayne Ngata, Jennifer Newell

Multicultural Museum Education in and beyond Exhibit: Local and Transnational Synergies from Canada’s Oldest Chinatown
Tzu-I Chung

Are coins small and boring? Developing an experiential based education programme
Mieka Harris

Museums, innovative pedagogies and the twenty-first century learner: a question of methodology
Maria Xanthoudaki