Christos Gatzidis | Bournemouth University (original) (raw)
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Papers by Christos Gatzidis
International Journal of Game-Based Learning, 2012
Page 1. Page 2. Learning with Digital Games Written for Higher Education teaching and learning pr... more Page 1. Page 2. Learning with Digital Games Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. ... Page 6. Learning with Digital Games ...
Entertainment Computing, 2014
Siggraph Asia 2014 Posters, Nov 24, 2014
The Visual Computer, 2016
Computers & Graphics, 2015
Augmenting the physical environment with virtual georeferenced information is a current research ... more Augmenting the physical environment with virtual georeferenced information is a current research theme in both the Geo-Information and Human-Computer Interaction domains. In this paper we draw from our work on augmentation of urban tourism destinations in order to identify the most important open questions, issues and challenges for the GeoHCI field.
"Yovcheva, Z., Buhalis, D., Gatzidis, C., van Elzakker, C., 2013, Proposing a de... more "Yovcheva, Z., Buhalis, D., Gatzidis, C., van Elzakker, C., 2013, Proposing a design framework for smartphone AR browsers used in unfamiliar urban tourism destinations, Augmented Reality MobileHCI 2013 workshop, Munich, 27-30 August, 2013, Germany ABSTRACT The process of augmenting the physical environment with virtual geo-referenced information has significant potential to enhance the tourist experience with unfamiliar destinations. In this paper we summarize results from a field study with AR browsers in an urban tourist destination. Our findings suggest that, apart from placement and graphical design, there is a need to critically re-consider the content of AR annotations. We draw upon our work and relevant literature in order to propose a design framework for AR browsers. Our contribution is in emphasizing the role of physical reality, namely visual salience and legibility of objects in urban environments, in the design of AR. Keywords Augmented Reality; geo-referenced data; urban; tourism; visual salience; urban legibility; smartphone; "
Legal norms and social behaviours are some of the human aspects surrounding the effectiveness and... more Legal norms and social behaviours are some of the human aspects surrounding the effectiveness and future of DRM security. Further exploration of these aspects would help unravel the complexities of the interaction between rights protection security and law. Most importantly, understanding the perspectives behind the circumvention of content security may have a significant impact on DRM effectiveness and acceptance at the same time. While there has been valuable research on consumer acceptability (The INDICARE project, Bohle 2008, Akester 2009), there is hardly any work on the human perspective of content creators. Taking video games as a case study, this paper employs qualitative socio-legal analysis and an interdisciplinary approach to explore this particular aspect of content protection.
2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS), 2013
Proceedings of the International Conference on Advances in Computer Enterntainment Technology - ACE '09, 2009
Applications and Implications, 2013
Intelligent Systems Reference Library, 2014
Information and Communication Technologies in Tourism 2013, 2013
Lecture Notes in Computer Science, 2013
ABSTRACT This publication concentrates on the production of a serious game on Microsoft's... more ABSTRACT This publication concentrates on the production of a serious game on Microsoft's XNA Studio, which illustrates both the potential of a cost-efficient, off-the-shelf development platform itself for programmers of a medium skillset (such as for example educators) but also the possibilities of designing to completion a fully functional game that can be used as part of secondary education chemistry curriculums in order to teach the important topic of the periodic table of elements. Additionally, a 15-subject pilot evaluation study of the game (titled Elemental) is included, which displays initial evidence that there can be educational benefits for the experiment participants exposed to the work.
3D virtual worlds are increasingly popular arenas for social interaction. There are new opportuni... more 3D virtual worlds are increasingly popular arenas for social interaction. There are new opportunities and possibilities for the style of communication but important aspects present in face-to-face meetings are absent in the artificial environment, including the visual cues of emotion that are provided by facial expressions, and a realistic representation of one’s geographical location. Our research attempts to enhance social interaction within virtual worlds by proposing a framework that would enable fully expressive Internet communication with the use of 3D expressive models. The framework contains three separate systems that support different aspects of social interaction within virtual worlds. Firstly, the Virtual City Maker creates a believable environment by automatically creating realistic identifiable geo-referenced 3D environments from a variety of aerial and GIS image data. Secondly, an automated 3D head modelling system provides a mechanism for generating and displaying expressions. Thirdly, the Emotion Analyser provides a mechanism for triggering the display of appropriate expressions by automatically identifying emotional words contained in text messages, the person to whom the emotional words refer to and the intensity. Each system in the framework is discussed with reference to their contribution to enhancing social interaction within 3D social worlds.
ACM SIGGRAPH ASIA 2010 Posters on - SA '10, 2010
ABSTRACT Texture splatting is a terrain texturing technique that has been used in computer games ... more ABSTRACT Texture splatting is a terrain texturing technique that has been used in computer games for the last decade [Bloom 2000]. Although its low footprint and GPU-friendliness makes it an attractive candidate for outdoor environments, the use of linear interpolation to blend between different terrain textures can produce "fading" artefacts at transitions. For example, Figure 1 (left) illustrates a brick texture that blends linearly towards an underlying dirt texture. The bricks themselves fade towards increasing translucency, detracting from the plausibility of the scene. A more desirable approach would aim to eliminate or reduce these artefacts by allowing certain features to protrude through the surface of underlying terrain textures. Hardy and McRoberts [2006] reduce these transitional artefacts by using blend maps to emphasize the importance of certain texels within a given terrain texture. Whilst the technique is an improvement over linear blending, the issue of fading artefacts remains (albeit less prominently).
International Journal of Mobile Human Computer Interaction, 2014
Invisible, attentive and adaptive technologies that provide tourists with relevant services and i... more Invisible, attentive and adaptive technologies that provide tourists with relevant services and information anytime and anywhere may no longer be a vision from the future. The new display paradigm, stemming from the synergy of new mobile devices, context-awareness and AR, has the potential to enhance tourists' experiences and make them exceptional. However, effective and usable design is still in its infancy. In this publication we present an overview of current smartphone AR applications outlining tourism-related domain-specific design challenges. This study is part of an ongoing research project aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists.
International Journal of Game-Based Learning, 2012
Page 1. Page 2. Learning with Digital Games Written for Higher Education teaching and learning pr... more Page 1. Page 2. Learning with Digital Games Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. ... Page 6. Learning with Digital Games ...
Entertainment Computing, 2014
Siggraph Asia 2014 Posters, Nov 24, 2014
The Visual Computer, 2016
Computers & Graphics, 2015
Augmenting the physical environment with virtual georeferenced information is a current research ... more Augmenting the physical environment with virtual georeferenced information is a current research theme in both the Geo-Information and Human-Computer Interaction domains. In this paper we draw from our work on augmentation of urban tourism destinations in order to identify the most important open questions, issues and challenges for the GeoHCI field.
"Yovcheva, Z., Buhalis, D., Gatzidis, C., van Elzakker, C., 2013, Proposing a de... more "Yovcheva, Z., Buhalis, D., Gatzidis, C., van Elzakker, C., 2013, Proposing a design framework for smartphone AR browsers used in unfamiliar urban tourism destinations, Augmented Reality MobileHCI 2013 workshop, Munich, 27-30 August, 2013, Germany ABSTRACT The process of augmenting the physical environment with virtual geo-referenced information has significant potential to enhance the tourist experience with unfamiliar destinations. In this paper we summarize results from a field study with AR browsers in an urban tourist destination. Our findings suggest that, apart from placement and graphical design, there is a need to critically re-consider the content of AR annotations. We draw upon our work and relevant literature in order to propose a design framework for AR browsers. Our contribution is in emphasizing the role of physical reality, namely visual salience and legibility of objects in urban environments, in the design of AR. Keywords Augmented Reality; geo-referenced data; urban; tourism; visual salience; urban legibility; smartphone; "
Legal norms and social behaviours are some of the human aspects surrounding the effectiveness and... more Legal norms and social behaviours are some of the human aspects surrounding the effectiveness and future of DRM security. Further exploration of these aspects would help unravel the complexities of the interaction between rights protection security and law. Most importantly, understanding the perspectives behind the circumvention of content security may have a significant impact on DRM effectiveness and acceptance at the same time. While there has been valuable research on consumer acceptability (The INDICARE project, Bohle 2008, Akester 2009), there is hardly any work on the human perspective of content creators. Taking video games as a case study, this paper employs qualitative socio-legal analysis and an interdisciplinary approach to explore this particular aspect of content protection.
2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS), 2013
Proceedings of the International Conference on Advances in Computer Enterntainment Technology - ACE '09, 2009
Applications and Implications, 2013
Intelligent Systems Reference Library, 2014
Information and Communication Technologies in Tourism 2013, 2013
Lecture Notes in Computer Science, 2013
ABSTRACT This publication concentrates on the production of a serious game on Microsoft's... more ABSTRACT This publication concentrates on the production of a serious game on Microsoft's XNA Studio, which illustrates both the potential of a cost-efficient, off-the-shelf development platform itself for programmers of a medium skillset (such as for example educators) but also the possibilities of designing to completion a fully functional game that can be used as part of secondary education chemistry curriculums in order to teach the important topic of the periodic table of elements. Additionally, a 15-subject pilot evaluation study of the game (titled Elemental) is included, which displays initial evidence that there can be educational benefits for the experiment participants exposed to the work.
3D virtual worlds are increasingly popular arenas for social interaction. There are new opportuni... more 3D virtual worlds are increasingly popular arenas for social interaction. There are new opportunities and possibilities for the style of communication but important aspects present in face-to-face meetings are absent in the artificial environment, including the visual cues of emotion that are provided by facial expressions, and a realistic representation of one’s geographical location. Our research attempts to enhance social interaction within virtual worlds by proposing a framework that would enable fully expressive Internet communication with the use of 3D expressive models. The framework contains three separate systems that support different aspects of social interaction within virtual worlds. Firstly, the Virtual City Maker creates a believable environment by automatically creating realistic identifiable geo-referenced 3D environments from a variety of aerial and GIS image data. Secondly, an automated 3D head modelling system provides a mechanism for generating and displaying expressions. Thirdly, the Emotion Analyser provides a mechanism for triggering the display of appropriate expressions by automatically identifying emotional words contained in text messages, the person to whom the emotional words refer to and the intensity. Each system in the framework is discussed with reference to their contribution to enhancing social interaction within 3D social worlds.
ACM SIGGRAPH ASIA 2010 Posters on - SA '10, 2010
ABSTRACT Texture splatting is a terrain texturing technique that has been used in computer games ... more ABSTRACT Texture splatting is a terrain texturing technique that has been used in computer games for the last decade [Bloom 2000]. Although its low footprint and GPU-friendliness makes it an attractive candidate for outdoor environments, the use of linear interpolation to blend between different terrain textures can produce "fading" artefacts at transitions. For example, Figure 1 (left) illustrates a brick texture that blends linearly towards an underlying dirt texture. The bricks themselves fade towards increasing translucency, detracting from the plausibility of the scene. A more desirable approach would aim to eliminate or reduce these artefacts by allowing certain features to protrude through the surface of underlying terrain textures. Hardy and McRoberts [2006] reduce these transitional artefacts by using blend maps to emphasize the importance of certain texels within a given terrain texture. Whilst the technique is an improvement over linear blending, the issue of fading artefacts remains (albeit less prominently).
International Journal of Mobile Human Computer Interaction, 2014
Invisible, attentive and adaptive technologies that provide tourists with relevant services and i... more Invisible, attentive and adaptive technologies that provide tourists with relevant services and information anytime and anywhere may no longer be a vision from the future. The new display paradigm, stemming from the synergy of new mobile devices, context-awareness and AR, has the potential to enhance tourists' experiences and make them exceptional. However, effective and usable design is still in its infancy. In this publication we present an overview of current smartphone AR applications outlining tourism-related domain-specific design challenges. This study is part of an ongoing research project aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists.