Andreas Giannakoulopoulos | Ionian University (original) (raw)

Papers by Andreas Giannakoulopoulos

Research paper thumbnail of Online role-play in feature film clips: a personalised experiential foreign language learning tool

International Journal of Technology Enhanced Learning

Research paper thumbnail of Introduction

Taboo - Transgression - Transcendence in Art & Science 2020, 2022

The fourth international “Taboo – Transgression – Transcendence in Art & 12 Science” conference t... more The fourth international “Taboo – Transgression – Transcendence in Art & 12 Science” conference took place November 26–28, 2020, in Austria and online all over the world, hosted by the University of Applied Arts Vienna with the support of the Interactive Arts Lab of the Ionian University. In November 2020 it was not just the pandemic that made the temperature drop in the atmosphere of Vienna, but also in its overall morale as we faced a brutal terror attack that claimed the lives of innocent victims—killing four people and injuring 23, seven with life-threatening injuries, including two students of the 15 University of Applied Arts Vienna. This terror act was a series of shootings that occurred on 2 November 2020 only a few hours before the city was due to enter a second lockdown light because of the COVID-19 pandemic. The question that was driving several presentations was to understand how and under what conditions such niche innovations, which seem to work successfully in hybrid and artistic contexts, can be condensed and upscaled to innovative transformation paths - stabilising new and more sustainable regimes. Is it possible to transfer diverse forms of transformative aesthetic literacy to other areas of our fragile societies in order to enhance new social practices and to promote positive change through futures literacy?

Research paper thumbnail of Rethinking the Digital Divide in Education

EDULEARN Proceedings, 2018

Research paper thumbnail of Online Collaborative Social Learning for Foreign Languages

Research paper thumbnail of Τhe Narrative of the Game Space: A Player’s Learning Journey

Research paper thumbnail of Entropy as a Transitional In-Game Variable

Technologies

The aim of this research is to discover the bond of entropy and the experience of video game imme... more The aim of this research is to discover the bond of entropy and the experience of video game immersion, using an Interpretative Phenomenological Analysis (IPA) to interpret the immersive experiences of players and how this bond of entropy and immersion could be transferred on other immersive technologies. The experiment was conducted on a selection of low-entropy scenes in three video games belonging to the genre of interactive drama. Six players were selected as the sample group for this research, based on their playthrough experiences of the games Heavy Rain (2010), Until Dawn (2015) and Dark Pictures Anthology: Man of Medan (2019) on the PlayStation platform. By monitoring the levels of entropy and immersion during their playthroughs, this research explores the potential of transferring immersion through the use of entropy from digital games to other immersive technologies. According to the research highlights and through data interpretation, entropy is found to be immensely infl...

Research paper thumbnail of Aesthetic Trends and Semantic Web Adoption of Media Outlets Identified through Automated Archival Data Extraction

Future Internet

The last decade has been a time of great progress in the World Wide Web and this progress has man... more The last decade has been a time of great progress in the World Wide Web and this progress has manifested in multiple ways, including both the diffusion and expansion of Semantic Web technologies and the advancement of the aesthetics and usability of Web user interfaces. Online media outlets have often been popular Web destinations and so they are expected to be at the forefront of innovation, both in terms of the integration of new technologies and in terms of the evolution of their interfaces. In this study, various Web data extraction techniques were employed to collect current and archival data from news websites that are popular in Greece, in order to monitor and record their progress through time. This collected information, which took the form of a website’s source code and an impression of their homepage in different time instances of the last decade, has been used to identify trends concerning Semantic Web integration, DOM structure complexity, number of graphics, color usag...

Research paper thumbnail of Investigating the Country of Origin and the Role of the .eu TLD in External Trade of European Union Member States

Future Internet

The Internet, and specifically the World Wide Web, has always been a useful tool in the effort to... more The Internet, and specifically the World Wide Web, has always been a useful tool in the effort to achieve more outward-looking economies. The launch of the .eu TLD (top-level domain) in December of 2005 introduced the concept of a pan-European Internet identity that aimed to enhance the status of European citizens and businesses on the global Web. In this study, the countries of origin of websites that choose to use the .eu TLD are investigated and the reasoning behind that choice, as well as its relation to each country’s economy and external trade are discussed. Using the Web as a tool, information regarding a vast number of existing .eu websites was collected, through means of Web data extraction, and this information was analyzed and processed by a detailed algorithm that produced results concerning each website’s most probable country of origin based on a multitude of factors. This acquired knowledge was then used to investigate relations with each member-state’s presence in it...

Research paper thumbnail of The effect of gamification in 3D virtual learning environments

This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments ... more This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments and on the evaluation of its effectiveness in the educational process. The gamified learning activity capitalizes on the open source software OpenSim and, through several missions, attempts to create a blended learning environment for the fields of Biology and Computer Science. The gamified learning environment changes the students’ behaviour towards the learning process, enhances their self-regulation and establishes more horizontal structure in learning. During the activity, the role of the teacher is predominantly facilitative and assistive, while students, through group learning activities, are fully engaged and become more active learners.

Research paper thumbnail of Mapping Art to a Knowledge Graph: Using Data for Exploring the Relations among Visual Objects in Renaissance Art

Future Internet

Graph-like structures, which are increasingly popular in data representation, stand out since the... more Graph-like structures, which are increasingly popular in data representation, stand out since they enable the integration of information from multiple sources. At the same time, clustering algorithms applied on graphs allow for group entities based on similar characteristics, and discover statistically important information. This paper aims to explore the associations between the visual objects of the Renaissance in the Europeana database, based on the results of topic modeling and analysis. For this purpose, we employ Europeana’s Search and Report API to investigate the relations between the visual objects from this era, spanning from the 14th to the 17th century, and to create clusters of similar art objects. This approach will lead in transforming a cultural heritage database with semantic technologies into a dynamic digital knowledge representation graph that will relate art objects and their attributes. Based on associations between metadata, we will conduct a statistic analysi...

Research paper thumbnail of User Evaluation and Metrics Analysis of a Prototype Web-Based Federated Search Engine for Art and Cultural Heritage

Information

Content and metadata concerning a specialized field such as Art and Cultural Heritage are often s... more Content and metadata concerning a specialized field such as Art and Cultural Heritage are often scattered throughout the World Wide Web, making it hard for end-users to find, especially amid the vast and often commercialized general content of the Web. This paper presents the process of designing and developing a Federated Search Engine (FSE) that collects such content from multiple credible sources of the world of Art and Culture and presents it to the user in a unified user-oriented manner, enhancing it with added functionality. The study focuses on the challenges such an endeavor presents and the technological tools, design decisions and methodology that lead to a fully functional, Web-based platform. This implemented search engine was evaluated by a group of stakeholders from the wider fields of art, culture and media during a closed test and the insights and feedback gained by these tests are herein analyzed and presented. These insights contain both the quantitative metrics of...

Research paper thumbnail of The use of 3D virtual learning environments in the learning process Χρήση τρισδιάστατων περιβαλλόντων μάθησης στη μαθησιακή διαδικασία

5th International Conference in Open and Distance Learning, 2009

Several research works in literature refer to the use of 3-D virtual environments indistant learn... more Several research works in literature refer to the use of 3-D virtual environments indistant learning (Kirriemuir, 2008; Kahiigi et Al., 2008; de Freitas, 2006; de Freitas,2008) .Researchers, educational institutes and organizations confirm the usefulness ofsuch an educational environment, either by developing 3-D environments tailored totheir needs, or by exploiting existing infrastructure and platforms. This paper presentsan overview of modern 3-D platforms and examines whether and to what extent theycan enhance the learning process in secondary education. Moreover, in order toachieve a better understanding of the possibilities offered by these environments andof the difficulties hidden in the successful integration into the educational process, werun a course using an open source 3-D platform as the main collaborative distanteducational environment. More specifically, we design two versions of the samecourse: one that takes advantage of the new environment in order to attract students’attention and increase their collaboration and one that combines traditional teachingmethods with modern ICT. The courses are evaluated by separate groups of students,with similar learning profiles. Finally, we assess the students’ performance after thecourse and compare results.

Research paper thumbnail of The use of 3D virtual learning environments in the learning process Χρήση τρισδιάστατων περιβαλλόντων μάθησης στη μαθησιακή διαδικασία

Research paper thumbnail of Message-Medium-Rules: the triptych of effective information diffusion

Research paper thumbnail of Portrayal of Biohackers in news and technological websites

Taboo - Transgression - Transcendence in Art & Science 2017, 2018

During the few latest years, the term “biohacker” is at the forefront. As the word implies, a bio... more During the few latest years, the term “biohacker” is at the forefront. As the word implies, a biohacker is a life scientist who combines biology and technology, along with the hacking ethos of open data and open source software. This paper tries to investigate how biohackers are presented in popular technological and news websites. For this purpose we used discourse analysis to examine how four websites covered three specijc biohackers and their achievements. Namely, the biohackers in question are Gabriel Licina, Neil Harbisson and Tom Cannon. The chosen websites are “The Independent” and “Daily Mail” from the news websites and “CNET” and “Gizmodo” from the technological websites. The questions this papers tries to answer are the following questions: “How biohackers are represented in technology and news websites?” “Is the representation dimerent between these two dimerent kinds of websites”?

Research paper thumbnail of Serious Film Games (S.FI.GA.): An Educational Approach of Scriptwriting through a Challenge of Uncertainty

11th International Conference in Open & Distance Learning, 2022

In the framework of the proposed approach “Serious Film Games” (S.FI.GA.), play and cinematograph... more In the framework of the proposed approach “Serious Film Games” (S.FI.GA.), play and cinematography are combined to aim the study of randomness, risk and uncertainty, in an online teaching environment for the process of scriptwriting. Students and graduates of the Pedagogical and Didactical Sufficiency Program (PDSP) of the Department of Audio & Visual Arts participate in a playful activity, which requires them to select cards and use their content to create the backbone of a story. The card selection process, which is largely influenced by the element of chance, aims to push the students into quick and inventive shortcuts between the narrative elements, as well as towards a constant critical reflection against their stereotypes and preconceptions. This paper presents the game’s second case study, which builds on previous feedback to further elaborate on the issue of uncertainty and its role in creating challenging game-based learning environments. The results suggest that chance, risk, and uncertainty are positive contributors to an exciting and creative learning experience, whereas the constraint of time causes anxiety that is perceived by most as a positive motivator.

Research paper thumbnail of The Dual-Coding and Multimedia Learning Theories: Film Subtitles as a Vocabulary Teaching Tool

Education Sciences , 2019

The use of multimedia has often been suggested as a teaching tool in foreign language teaching an... more The use of multimedia has often been suggested as a teaching tool in foreign language teaching and learning. In foreign language education, exciting new multimedia applications have appeared over the last years, especially for young learners, but many of these do not seem to produce the desired effect in language development. This article looks into the theories of dual-coding (DCT) and multimedia learning (CTML) as the theoretical basis for the development of more effective digital tools with the use of films and subtitling. Bilingual dual-coding is also presented as a means of indirect access from one language to another and the different types of subtitling are explored regarding their effectiveness, especially in the field of short-term and long-term vocabulary recall and development. Finally, the article looks into some new alternative audiovisual tools that actively engage learners with films and subtitling, tailored towards vocabulary learning.

Research paper thumbnail of A Sentimental Analysis of Biohackers on Social Media

Taboo - Transgression - Transcendence in Art & Science 2018, 2019

The aim of this paper is to investigate the ways biohackers are communicating with each other in ... more The aim of this paper is to investigate the ways biohackers are communicating with each other in social media and particularly in Twitter. Biohackers are referred as life scientists who combine biology and technology, along with the ethics of open data -that characterize hackers- and open source software. Their aim is to transcend their human body and to create a better version of themselves.
Social media and Twitter in particular are popular for giving the chance to users to update everyone with their thoughts, activities, opinions etc. The current study aims to examine the connections between biohacking groups in Twitter and check its potential to provide insights on the biohacking scene. Towards this goal, we collected tweets in a given time frame and we analyzed the interaction between users and determine whether the positions of the writers are positive or negative.
In order to collect the data, we used the help of R Language combined with the Twitter Search API. For determining the positive or negative attitude towards the topic we used sentimental and emotion analysis.
For our research we analyzed 6956 tweets. We used a real-time recording to collect the publicly available English tweets for approximately four weeks. For the selection of tweets we used topics that are popular among the biohacking community and that we believe can shed more light on the biohacker groups΄topic. The queries that we used for search, collection and analysis were: #biohacking, #DIYbio, #openscience and citizenscience.

Research paper thumbnail of The Dual-Coding and Multimedia Learning Theories: Film Subtitles as a Vocabulary Teaching Tool

Education Sciences, 2019

The use of multimedia has often been suggested as a teaching tool in foreign language teaching an... more The use of multimedia has often been suggested as a teaching tool in foreign language teaching and learning. In foreign language education, exciting new multimedia applications have appeared over the last years, especially for young learners, but many of these do not seem to produce the desired effect in language development. This article looks into the theories of dual-coding (DCT) and multimedia learning (CTML) as the theoretical basis for the development of more effective digital tools with the use of films and subtitling. Bilingual dual-coding is also presented as a means of indirect access from one language to another and the different types of subtitling are explored regarding their effectiveness, especially in the field of short-term and long-term vocabulary recall and development. Finally, the article looks into some new alternative audiovisual tools that actively engage learners with films and subtitling, tailored towards vocabulary learning.

Research paper thumbnail of Identifying free text plagiarism based on semantic similarity

Research paper thumbnail of Online role-play in feature film clips: a personalised experiential foreign language learning tool

International Journal of Technology Enhanced Learning

Research paper thumbnail of Introduction

Taboo - Transgression - Transcendence in Art & Science 2020, 2022

The fourth international “Taboo – Transgression – Transcendence in Art & 12 Science” conference t... more The fourth international “Taboo – Transgression – Transcendence in Art & 12 Science” conference took place November 26–28, 2020, in Austria and online all over the world, hosted by the University of Applied Arts Vienna with the support of the Interactive Arts Lab of the Ionian University. In November 2020 it was not just the pandemic that made the temperature drop in the atmosphere of Vienna, but also in its overall morale as we faced a brutal terror attack that claimed the lives of innocent victims—killing four people and injuring 23, seven with life-threatening injuries, including two students of the 15 University of Applied Arts Vienna. This terror act was a series of shootings that occurred on 2 November 2020 only a few hours before the city was due to enter a second lockdown light because of the COVID-19 pandemic. The question that was driving several presentations was to understand how and under what conditions such niche innovations, which seem to work successfully in hybrid and artistic contexts, can be condensed and upscaled to innovative transformation paths - stabilising new and more sustainable regimes. Is it possible to transfer diverse forms of transformative aesthetic literacy to other areas of our fragile societies in order to enhance new social practices and to promote positive change through futures literacy?

Research paper thumbnail of Rethinking the Digital Divide in Education

EDULEARN Proceedings, 2018

Research paper thumbnail of Online Collaborative Social Learning for Foreign Languages

Research paper thumbnail of Τhe Narrative of the Game Space: A Player’s Learning Journey

Research paper thumbnail of Entropy as a Transitional In-Game Variable

Technologies

The aim of this research is to discover the bond of entropy and the experience of video game imme... more The aim of this research is to discover the bond of entropy and the experience of video game immersion, using an Interpretative Phenomenological Analysis (IPA) to interpret the immersive experiences of players and how this bond of entropy and immersion could be transferred on other immersive technologies. The experiment was conducted on a selection of low-entropy scenes in three video games belonging to the genre of interactive drama. Six players were selected as the sample group for this research, based on their playthrough experiences of the games Heavy Rain (2010), Until Dawn (2015) and Dark Pictures Anthology: Man of Medan (2019) on the PlayStation platform. By monitoring the levels of entropy and immersion during their playthroughs, this research explores the potential of transferring immersion through the use of entropy from digital games to other immersive technologies. According to the research highlights and through data interpretation, entropy is found to be immensely infl...

Research paper thumbnail of Aesthetic Trends and Semantic Web Adoption of Media Outlets Identified through Automated Archival Data Extraction

Future Internet

The last decade has been a time of great progress in the World Wide Web and this progress has man... more The last decade has been a time of great progress in the World Wide Web and this progress has manifested in multiple ways, including both the diffusion and expansion of Semantic Web technologies and the advancement of the aesthetics and usability of Web user interfaces. Online media outlets have often been popular Web destinations and so they are expected to be at the forefront of innovation, both in terms of the integration of new technologies and in terms of the evolution of their interfaces. In this study, various Web data extraction techniques were employed to collect current and archival data from news websites that are popular in Greece, in order to monitor and record their progress through time. This collected information, which took the form of a website’s source code and an impression of their homepage in different time instances of the last decade, has been used to identify trends concerning Semantic Web integration, DOM structure complexity, number of graphics, color usag...

Research paper thumbnail of Investigating the Country of Origin and the Role of the .eu TLD in External Trade of European Union Member States

Future Internet

The Internet, and specifically the World Wide Web, has always been a useful tool in the effort to... more The Internet, and specifically the World Wide Web, has always been a useful tool in the effort to achieve more outward-looking economies. The launch of the .eu TLD (top-level domain) in December of 2005 introduced the concept of a pan-European Internet identity that aimed to enhance the status of European citizens and businesses on the global Web. In this study, the countries of origin of websites that choose to use the .eu TLD are investigated and the reasoning behind that choice, as well as its relation to each country’s economy and external trade are discussed. Using the Web as a tool, information regarding a vast number of existing .eu websites was collected, through means of Web data extraction, and this information was analyzed and processed by a detailed algorithm that produced results concerning each website’s most probable country of origin based on a multitude of factors. This acquired knowledge was then used to investigate relations with each member-state’s presence in it...

Research paper thumbnail of The effect of gamification in 3D virtual learning environments

This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments ... more This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments and on the evaluation of its effectiveness in the educational process. The gamified learning activity capitalizes on the open source software OpenSim and, through several missions, attempts to create a blended learning environment for the fields of Biology and Computer Science. The gamified learning environment changes the students’ behaviour towards the learning process, enhances their self-regulation and establishes more horizontal structure in learning. During the activity, the role of the teacher is predominantly facilitative and assistive, while students, through group learning activities, are fully engaged and become more active learners.

Research paper thumbnail of Mapping Art to a Knowledge Graph: Using Data for Exploring the Relations among Visual Objects in Renaissance Art

Future Internet

Graph-like structures, which are increasingly popular in data representation, stand out since the... more Graph-like structures, which are increasingly popular in data representation, stand out since they enable the integration of information from multiple sources. At the same time, clustering algorithms applied on graphs allow for group entities based on similar characteristics, and discover statistically important information. This paper aims to explore the associations between the visual objects of the Renaissance in the Europeana database, based on the results of topic modeling and analysis. For this purpose, we employ Europeana’s Search and Report API to investigate the relations between the visual objects from this era, spanning from the 14th to the 17th century, and to create clusters of similar art objects. This approach will lead in transforming a cultural heritage database with semantic technologies into a dynamic digital knowledge representation graph that will relate art objects and their attributes. Based on associations between metadata, we will conduct a statistic analysi...

Research paper thumbnail of User Evaluation and Metrics Analysis of a Prototype Web-Based Federated Search Engine for Art and Cultural Heritage

Information

Content and metadata concerning a specialized field such as Art and Cultural Heritage are often s... more Content and metadata concerning a specialized field such as Art and Cultural Heritage are often scattered throughout the World Wide Web, making it hard for end-users to find, especially amid the vast and often commercialized general content of the Web. This paper presents the process of designing and developing a Federated Search Engine (FSE) that collects such content from multiple credible sources of the world of Art and Culture and presents it to the user in a unified user-oriented manner, enhancing it with added functionality. The study focuses on the challenges such an endeavor presents and the technological tools, design decisions and methodology that lead to a fully functional, Web-based platform. This implemented search engine was evaluated by a group of stakeholders from the wider fields of art, culture and media during a closed test and the insights and feedback gained by these tests are herein analyzed and presented. These insights contain both the quantitative metrics of...

Research paper thumbnail of The use of 3D virtual learning environments in the learning process Χρήση τρισδιάστατων περιβαλλόντων μάθησης στη μαθησιακή διαδικασία

5th International Conference in Open and Distance Learning, 2009

Several research works in literature refer to the use of 3-D virtual environments indistant learn... more Several research works in literature refer to the use of 3-D virtual environments indistant learning (Kirriemuir, 2008; Kahiigi et Al., 2008; de Freitas, 2006; de Freitas,2008) .Researchers, educational institutes and organizations confirm the usefulness ofsuch an educational environment, either by developing 3-D environments tailored totheir needs, or by exploiting existing infrastructure and platforms. This paper presentsan overview of modern 3-D platforms and examines whether and to what extent theycan enhance the learning process in secondary education. Moreover, in order toachieve a better understanding of the possibilities offered by these environments andof the difficulties hidden in the successful integration into the educational process, werun a course using an open source 3-D platform as the main collaborative distanteducational environment. More specifically, we design two versions of the samecourse: one that takes advantage of the new environment in order to attract students’attention and increase their collaboration and one that combines traditional teachingmethods with modern ICT. The courses are evaluated by separate groups of students,with similar learning profiles. Finally, we assess the students’ performance after thecourse and compare results.

Research paper thumbnail of The use of 3D virtual learning environments in the learning process Χρήση τρισδιάστατων περιβαλλόντων μάθησης στη μαθησιακή διαδικασία

Research paper thumbnail of Message-Medium-Rules: the triptych of effective information diffusion

Research paper thumbnail of Portrayal of Biohackers in news and technological websites

Taboo - Transgression - Transcendence in Art & Science 2017, 2018

During the few latest years, the term “biohacker” is at the forefront. As the word implies, a bio... more During the few latest years, the term “biohacker” is at the forefront. As the word implies, a biohacker is a life scientist who combines biology and technology, along with the hacking ethos of open data and open source software. This paper tries to investigate how biohackers are presented in popular technological and news websites. For this purpose we used discourse analysis to examine how four websites covered three specijc biohackers and their achievements. Namely, the biohackers in question are Gabriel Licina, Neil Harbisson and Tom Cannon. The chosen websites are “The Independent” and “Daily Mail” from the news websites and “CNET” and “Gizmodo” from the technological websites. The questions this papers tries to answer are the following questions: “How biohackers are represented in technology and news websites?” “Is the representation dimerent between these two dimerent kinds of websites”?

Research paper thumbnail of Serious Film Games (S.FI.GA.): An Educational Approach of Scriptwriting through a Challenge of Uncertainty

11th International Conference in Open & Distance Learning, 2022

In the framework of the proposed approach “Serious Film Games” (S.FI.GA.), play and cinematograph... more In the framework of the proposed approach “Serious Film Games” (S.FI.GA.), play and cinematography are combined to aim the study of randomness, risk and uncertainty, in an online teaching environment for the process of scriptwriting. Students and graduates of the Pedagogical and Didactical Sufficiency Program (PDSP) of the Department of Audio & Visual Arts participate in a playful activity, which requires them to select cards and use their content to create the backbone of a story. The card selection process, which is largely influenced by the element of chance, aims to push the students into quick and inventive shortcuts between the narrative elements, as well as towards a constant critical reflection against their stereotypes and preconceptions. This paper presents the game’s second case study, which builds on previous feedback to further elaborate on the issue of uncertainty and its role in creating challenging game-based learning environments. The results suggest that chance, risk, and uncertainty are positive contributors to an exciting and creative learning experience, whereas the constraint of time causes anxiety that is perceived by most as a positive motivator.

Research paper thumbnail of The Dual-Coding and Multimedia Learning Theories: Film Subtitles as a Vocabulary Teaching Tool

Education Sciences , 2019

The use of multimedia has often been suggested as a teaching tool in foreign language teaching an... more The use of multimedia has often been suggested as a teaching tool in foreign language teaching and learning. In foreign language education, exciting new multimedia applications have appeared over the last years, especially for young learners, but many of these do not seem to produce the desired effect in language development. This article looks into the theories of dual-coding (DCT) and multimedia learning (CTML) as the theoretical basis for the development of more effective digital tools with the use of films and subtitling. Bilingual dual-coding is also presented as a means of indirect access from one language to another and the different types of subtitling are explored regarding their effectiveness, especially in the field of short-term and long-term vocabulary recall and development. Finally, the article looks into some new alternative audiovisual tools that actively engage learners with films and subtitling, tailored towards vocabulary learning.

Research paper thumbnail of A Sentimental Analysis of Biohackers on Social Media

Taboo - Transgression - Transcendence in Art & Science 2018, 2019

The aim of this paper is to investigate the ways biohackers are communicating with each other in ... more The aim of this paper is to investigate the ways biohackers are communicating with each other in social media and particularly in Twitter. Biohackers are referred as life scientists who combine biology and technology, along with the ethics of open data -that characterize hackers- and open source software. Their aim is to transcend their human body and to create a better version of themselves.
Social media and Twitter in particular are popular for giving the chance to users to update everyone with their thoughts, activities, opinions etc. The current study aims to examine the connections between biohacking groups in Twitter and check its potential to provide insights on the biohacking scene. Towards this goal, we collected tweets in a given time frame and we analyzed the interaction between users and determine whether the positions of the writers are positive or negative.
In order to collect the data, we used the help of R Language combined with the Twitter Search API. For determining the positive or negative attitude towards the topic we used sentimental and emotion analysis.
For our research we analyzed 6956 tweets. We used a real-time recording to collect the publicly available English tweets for approximately four weeks. For the selection of tweets we used topics that are popular among the biohacking community and that we believe can shed more light on the biohacker groups΄topic. The queries that we used for search, collection and analysis were: #biohacking, #DIYbio, #openscience and citizenscience.

Research paper thumbnail of The Dual-Coding and Multimedia Learning Theories: Film Subtitles as a Vocabulary Teaching Tool

Education Sciences, 2019

The use of multimedia has often been suggested as a teaching tool in foreign language teaching an... more The use of multimedia has often been suggested as a teaching tool in foreign language teaching and learning. In foreign language education, exciting new multimedia applications have appeared over the last years, especially for young learners, but many of these do not seem to produce the desired effect in language development. This article looks into the theories of dual-coding (DCT) and multimedia learning (CTML) as the theoretical basis for the development of more effective digital tools with the use of films and subtitling. Bilingual dual-coding is also presented as a means of indirect access from one language to another and the different types of subtitling are explored regarding their effectiveness, especially in the field of short-term and long-term vocabulary recall and development. Finally, the article looks into some new alternative audiovisual tools that actively engage learners with films and subtitling, tailored towards vocabulary learning.

Research paper thumbnail of Identifying free text plagiarism based on semantic similarity

Research paper thumbnail of Taboo-Transgression-Transcendence in Art & Science 2017

by Dalila Honorato, Andreas Giannakoulopoulos, Marily Argyrokastriti, Iakovos Panagopoulos, Iouliani Theona, Giorgos Nikopoulos, Theodore Kabouridis, Roberta Buiani, Katerina Karoussos, Lila Moore, Nikos Dimitrios Mamalos, Antonia Plerou, Yorgos Drosos, Konstantinos Tiligadis, Francesco Kiais, Maria Athanasekou, Joseph Nechvatal, Marne Lucas, Kostoula Kaloudi, john thrasher, Despoina Poulou, and Karolina Żyniewicz

Taboo-Transgression-Transcendence in Art & Science 2017, 2018

The conferences "Taboo-Transgression-Transcendence in Art & Science" include theoretical presenta... more The conferences "Taboo-Transgression-Transcendence in Art & Science" include theoretical presentations and artists' talks focusing: a) on questions about the nature of the forbidden and about the aesthetics of liminality - as expressed in art that uses or is inspired by technology and science, b) in the opening of spaces for creative transformation in the merging of science and art.

Research paper thumbnail of Taboo-Transgression-Transcendence in Art & Science 2016

by Dalila Honorato, Andreas Giannakoulopoulos, Elisa Decet, Polona Tratnik, Adam Zaretsky, Ian Haig, Catarina Pombo Nabais, Dimitris Charitos, Laida Limniati, Irini Athanassakis, Maria Athanasekou, Jessica Donato, Leandros Kyriakopoulos, Ines Lukin, Alanna Lynch, Marily Argyrokastriti, Daniela Silvestrin, Antonia Plerou, Georgios Papaioannou, Eleni Margarou, and Danai Tachtara

Taboo-Transgression-Transcendence in Art & Science 2016

"Taboo-Transgression-Transcendence in Art & Science" started as a wish to explore three different... more "Taboo-Transgression-Transcendence in Art & Science" started as a wish to explore three different levels of conception and perception of the aesthetics and ethics in the field of art & science. During its maturing process the project developed towards the exploration of the line where art and science meet and therefore also the border where they divide. The three "T" initials condensate three ideas. First the forbidden, a convention that is so deeply rooted that few seem to be willing to break it. Second the defiance, the challenge to the convention itself either through the resistance to execute an order or through the direct action against the status quo. Third, the sublimation, the transition to an alternative state that overcomes the expected intermediary stages in linear conceptualization, here connected with the expansion of limits.

Research paper thumbnail of CfP & Artwork: Taboo -Transgression -Transcendence in Art & Science 2018

The third international interdisciplinary conference "Taboo - Transgression - Transcendence in Ar... more The third international interdisciplinary conference "Taboo - Transgression - Transcendence in Art & Science" will take place in 11-13 November 2018 in Mexico City, hosted by the Universidad Nacional Autónoma de México (UNAM) and the Centro de Cultura Digital.

Including theoretical and artwork presentations TTT2018 continues to focus: a) on questions about the nature of the forbidden and about the aesthetics of liminality - as expressed in art that uses or is inspired by technology and science, b) in the opening of spaces for creative transformation in the merging of science and art. Submissions are welcome from all art and research fields and cutting-edge technology in art research.

Suggested, but not exclusive topics, are those associated, with: Biopunk, hybridity and aesthetics of mutation | Cyborg, augmentation and bοdy modification | Post gender, transgressive identities and social models | Psycho-pharmacology, somatechnology and post-humanism | Chemistry of the mind, natural healers and mind enhancement | Biotechnology, DIYbio and biohacking | Ethology, human and nonhuman | Evolution, extinction and randomness.

Coordinated in partnership with the program of the FACTT 2018 - Festival Art & Science Trans-disciplinary and Trans-national the conference is co-organized by the Research and Creation Group Arte+Ciencia, UNAM (Mexico), Arte Institute (USA), Cultivamos Cultura (Portugal) besides the Department of Audio and Visual Arts, Ionian University (Greece).

More info: http://avarts.ionio.gr/ttt/
Contact: av-conf@ionio.gr