VLDB 2026 Research / reviewers in the wild / expert
Athanasios Christopoulos
dblp:121/1423
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11ranked-venue papers
7as first author
4since 2021 · last 2024
0000-0002-1809-5525ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 7 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 6 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Virtual Museum Gamification for Discovery-Based Online Learning in the Metaverse
Stylianos Mystakidis, Penelope Theologi-Gouti, Athanasios Christopoulos, Chrysostomos D. Stylios |
CSEDU (1) | 3 |
| 2024 | Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study
Georgios Vontzalidis, Stylianos Mystakidis, Athanasios Christopoulos, Konstantinos Moustakas |
iLRN (1) | 3 |
| 2023 | Escaping the cell: virtual reality escape rooms in biology educationabstractIndividuals’ conceptual knowledge of contemporary biological issues influences ethical attitudes and life decisions around health, as evidenced by the recent worldwide debate on vaccinations. The reasons for which the public opinion is so critically divided can be partially explained from the didactic approaches used in biology education. In view of the rapid evolution of Virtual Reality (VR) as well as the increasing interest that youths have shown toward Escape Rooms (ER), an unexplored research and development avenue is identified. In this experimental study, we present the design and development steps as well as the evaluation of a VRER dedicated to biology education. For comparison purposes, an educational instructional video utilising the storytelling technique was also prepared. Both approaches were examined in the upper secondary education context with participants (N = 50) emerging from the Applied Sciences academic path. The key-findings suggest that the active learning approach leads to increased knowledge acquisition, in the short term, as opposed to the passive learning approach but no significant differences were identified in the long term (knowledge retention) across the methods. Based on the instructional decisions made and the key-findings emerged we provide implications and guidelines for the design, development, and integration of VRER in education. Athanasios Christopoulos, Stylianos Mystakidis, Enrique Cachafeiro, Mikko-Jussi Laakso |
Behav. Inf. Technol. | 1 |
| 2022 | A Clustering Method to Detect Disengaged Students from Their Code Submission HistoryabstractComputer Science educators benefit from knowing which of their students need help or feel the material is difficult. Collecting this information is, typically, done via surveys. However, surveying students is time-consuming and not every student answers. Additionally, with surveys, teachers identify struggling students only after-the-fact, when nothing can be done to help them. This paper proposes a machine learning approach to cluster students into groups with similar features; the weak-performing learners, who consider the material and/or programming difficult, the average-performing learners, who are learning the material normally, and the best-performing learners, who consider programming to be an easy task and do not need additional assistance. The clustering is data-driven as it is based on the collection of code snapshots (i.e., submissions). The clusters are then formed from a transition probability matrix, computed using the submission history of the student, and a state machine. We demonstrate the effectiveness of the clustering approach to create clusters with significant differences in perceived student difficulty by cross-validating the formed clusters with survey data collected from a CS1 course. The clusters also contain differences in programming behavior. The proposed method can be applied to the classroom setting to identify students benefitting from assistance during the course in real-time, without surveys. Erno Lokkila, Athanasios Christopoulos, Mikko-Jussi Laakso |
ITiCSE (1) | 2 |
| 2019 | Learner Experience in Hybrid Virtual Worlds: Interacting with Pedagogical AgentsabstractStudies related to the Virtual Learning approach are conducted almost exclusively in Distance Learning contexts and focus on the development of frameworks or taxonomies that classify the different ways of teaching and learning. Researchers may be dealing with the topic of interactivity but mainly focusing on the interactions that take place within the virtual world. However, in non-distance learning contexts, where students not only share the virtual but also the physical space, different types of interplay can be observed. In this paper, we classify these ‘hybrid’ interactions and further correlate them with the impact that the instructional design decisions have on motivation and engagement. In particular, a series of experiments were conducted in the context of different Hybrid Virtual Learning units, with Computer Science and Technology students participating in the study, whilst, the chosen instructional design approach included the employment of different Pedagogical Agents who aimed at increasing the incentives for interaction and therefore, engagement. The conclusions provide suggestions and guidelines to educators and instructional designers who wish to offer interactive and engaging learning activities to their students. Athanasios Christopoulos, Marc Conrad, Mitul Shukla |
CSEDU (2) | 1 |
| 2018 | Implementing Learning Models in Virtual Worlds - From Theory to (Virtual) RealityabstractThe main advantage of Desktop Virtual Reality is that it enables learners to interact with each other both in the physical classroom and in a 3D environment. Even though, no explicit theories or models have been developed to contextualise Virtual Learning, instructional designers have successfully employed the traditional approaches with positive results on learners’ motivation and engagement. However, there is very little we know when the question comes to the importance of examining and taxonomising the impact of interactions on motivation and engagement as a synergy of learners’ concurrent presence. To evaluate the potential of interactions holistically and not just unilaterally, a series of experiments were conducted in the context of our Hybrid Virtual Learning classes underpinned from the instructional designer’s decisions to increase the incentives for interactions. Learners’ thoughts and preconceptions about the use of virtual worlds as an educational tool were surveyed, whils t, their actions and interactions (in both environments) were observed during their practical sessions. The take away is that the higher the levels of interactivity are, the higher the chances to attract students’ attention and engagement with the process will be. Athanasios Christopoulos, Marc Conrad, Mitul Shukla |
CSEDU (1) | 1 |
| 2017 | Interaction in Situated Learning Does Not Imply Immersion - Virtual Worlds Help to Engage Learners without Immersing Them abstractImmersion is a central theme when using virtual worlds; the feeling of 'being there' is generally considered a positive attribute of virtual worlds, in particular when these are used for recreation. However, within educational context it may be debatable how far immersion can be expected or is even desirable: if we want students to be reflective and critical on their assignment task, wouldn't it be more important for them to have a critical distance, rather than being immersed? In this paper, we approach this question by examining and discussing how interactions, learner engagement and immersion are linked together when a virtual world is being used in a Hybrid Virtual Learning scenario. Findings from our experiment seem to suggest that even though this learning approach aids positively the educational process, high levels of immersion do not occur. Nevertheless, more research in that direction is highly recommended to be undertaken Athanasios Christopoulos, Marc Conrad, Aslan Kanamgotov |
CSEDU (1) | 1 |
| 2016 | How Do Students 'Really' Interact with Virtual Worlds? - The Influence of Proper Induction for Virtual InteractionsabstractOur ongoing research focuses on the ways that interactions affect learner engagement with a virtual world and, consequently, the educational activities that take place within it when a hybrid learning approach is used. It aims to form a complete taxonomy of the types of interactions that can lead to the development of engaging and interactive learning experiences. In this paper, we examine the impact that the orientation (induction) process has on learner engagement by observing a cohort of postgraduate students while using an OpenSim-based institutionally hosted virtual world. The results of our study highlight that educators and instructors need to plan their in-world learning activities very carefully and with a focus on interactions if engaging activities are what they want to offer their students. Additionally, it seems that student interactions with the content of the virtual world and the in-class student-to-student interactions have stronger impact on student engagement when hybrid methods are used. We confirm and further enhance our hypothesis investigating student feelings and thoughts about the interaction taking place within a virtual world when that is used in higher education. Athanasios Christopoulos, Marc Conrad, Mitul Shukla |
CSEDU (1) | 1 |
| 2014 | Investing in Ephemeral Virtual Worlds - An Educational PerspectiveabstractThe increased demand for the use of virtual worlds in higher education has led many educators and researchers in in-depth analysis and evaluation of a number of different virtual environments, aiming to highlight their potentials. Until recently, Second Life was one of the most widely used virtual worlds for educational purposes. However, the decision of Linden Lab to stop offering the educational discount, the rumours around its future and the emergence of a novel technology called OpenSim challenged institutions’ decisions to keep using Second Life. In a try to identify the way institutions make their decision to use a virtual world, 34 interviews have been conducted with university educators. The results of this study reveal that both the cost and the persistence of a virtual world play an important role on this decision. However, there are still some unique benefits offered by each world affecting to a great extent the educators’ decision. We conclude the paper by advocating the use of a cross-institutional hypergrid. Athanasios Christopoulos, Marc Conrad |
CSEDU (3) | 1 |
| 2013 | Maintaining Context in a Changing (Virtual) World - Educators' Perspectives for Opensim and Second LifeabstractWhilst until recently Second Life was the most popular and widely used virtual world, the OpenSimulator (OpenSim), a new technology for the implementation of virtual worlds, has the potential to replace Second Life, given its similarity with the underlying technology. In this study we investigate and compare the immersion developed within Second Life and OpenSim based applications taking into account the different ways with which the OpenSim implementation is attained by the educators (hosted by the institution / externally). In doing so, 34 structured interviews have been conducted with university educators who expressed their opinion regarding the conditions under which immersion can be further enhanced. The results of this study demonstrate a clear trend and reveal that the orientation process, the educational activities that take place within the context of a virtual world, the technical issues that may downgrade them, the students themselves, and the network of interactions that occur in-world, affect the level of immersion encountered when used for educational purposes. Second Life meets these conditions best, but that does not mean that the OpenSim worlds are not or cannot become immersive and that they do not or cannot engage students with the educational activities. Athanasios Christopoulos, Marc Conrad |
CSEDU | 1 |
| 2012 | Immersion in Virtual Worlds - But not Second Life!abstractAll in-text\treferences\tunderlined\tin\tblue\tare\tlinked\tto\tpublications\ton\tResearchGate, letting you\taccess\tand\tread\tthem\timmediately. Aslan Kanamgotov, Athanasios Christopoulos, Marc Conrad, Simant Prakoonwit |
CW | 2 |