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Argiro Vatakis

dblp:29/9171 · DBLP profile ↗
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6ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0002-6545-376XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 44% Immersive interaction · 44% Usability and user experience research · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
human-swarm interaction
0.712023
Effects of Human-Swarm Interaction on Subjective Time Perception: Swarm Size and Speed · HRI 2023
Immersive interaction › virtual reality experience
time perception
0.712023
Effects of Human-Swarm Interaction on Subjective Time Perception: Swarm Size and Speed · HRI 2023
Usability and user experience research
cognitive load
0.212023
Effects of Human-Swarm Interaction on Subjective Time Perception: Swarm Size and Speed · HRI 2023

Methods — techniques the papers use, named apart from their topics

user study · 0.7questionnaire · 0.7
YearPublicationVenuePosition
2025 Same memory, different words: The Role of Language, Proficiency and Cognitive Load in Traumatic Autobiographical Memory Recall
Eleni Papadopoulou, Eirini Balta, Argiro Vatakis, Eleni Orfanidou
CogSci3
2024 Automatic Classification of Subjective Time Perception Using Multi-Modal Physiological Data of Air Traffic Controllers
abstract
In high-pressure environments where human individuals must simultaneously monitor multiple entities, communicate effectively, and maintain intense focus, the perception of time becomes a critical factor influencing performance and well-being. One indicator of well-being can be the person's subjective time perception. In our project ChronoPilot, we aim to develop a device that modulates human subjective time perception. In this study, we present a method to automatically assess the subjective time perception of air traffic controllers, a group often faced with demanding conditions, using their physiological data and eleven state-of-the-art machine learning classifiers. The physiological data consist of photoplethysmo-gram, electrodermal activity, and temperature data. We find that the support vector classifier works best with an accuracy of 79 % and electrodermal activity provides the most descriptive biomarker. These findings are an important step towards closing the feedback loop of our ChronoPilot-device to automatically modulate the user's subjective time perception. This technological advancement may promise improvements in task management, stress reduction, and overall productivity in high-stakes professions.
Till Aust, Eirini Balta, Argiro Vatakis, Heiko Hamann
SMC3
2023 Effects of Human-Swarm Interaction on Subjective Time Perception: Swarm Size and Speed
abstract
Many large-scale multi-robot systems require human input during operation in different applications. To still minimize the human effort, interaction is intermittent or restricted to a subset of robots. Despite this reduced demand for human interaction, the mental load and stress can be challenging for the human operator. A specific effect of human-swarm interaction may be a hypothesized change of subjective time perception in the human operator. In a series of simple human-swarm interaction experiments with robot swarms of up to 15 physical robots, we study whether human operators have altered time perception due to the number of controlled robots or robot speeds. Using data gathered by questionnaires, we found that increased swarm size shrinks perceived time and decreased robot speeds expand the perceived time. We introduce the concept of subjective time perception to human-swarm interaction. Future research will enable swarm systems to autonomously modulate subjective timing to ease the job of human operators.
Julian Kaduk, Müge Cavdan, Knut Drewing, Argiro Vatakis, Heiko Hamann
HRI4
2019 A behaviorally inspired fusion approach for computational audiovisual saliency modeling
Antigoni Tsiami, Petros Koutras, Athanasios Katsamanis, Argiro Vatakis, Petros Maragos
Signal Process. Image Commun.4
2016 Towards a behaviorally-validated computational audiovisual saliency model
abstract
Computational saliency models aim at predicting, in a bottom-up fashion, where human attention is drawn in the presented (visual, auditory or audiovisual) scene and have been proven useful in applications like robotic navigation, image compression and movie summarization. Despite the fact that well-established auditory and visual saliency models have been validated in behavioral experiments, e.g., by means of eye-tracking, there is no established computational audiovisual saliency model validated in the same way. In this work, building on biologically-inspired models of visual and auditory saliency, we present a joint audiovisual saliency model and introduce the validation approach we follow to show that it is compatible with recent findings of psychology and neuroscience regarding multimodal integration and attention. In this direction, we initially focus on the "pip and pop" effect which has been observed in behavioral experiments and indicates that visual search in sequences of cluttered images can be significantly aided by properly timed non-spatial auditory signals presented alongside the target visual stimuli.
Antigoni Tsiami, Athanasios Katsamanis, Petros Maragos, Argiro Vatakis
ICASSP4
2011 The POETICON enacted scenario corpus - A tool for human and computational experiments on action understanding
abstract
A good data corpus lies at the heart of progress in both perceptual/cognitive science and in computer vision. While there are a few datasets that deal with simple actions, creating a realistic corpus for complex, long action sequences that contains also human-human interactions has so far not been attempted to our knowledge. Here, we introduce such a corpus for (inter)action understanding that contains six everyday scenarios taking place in a kitchen / living-room setting. Each scenario was acted out several times by different pairs of actors and contains simple object interactions as well as spoken dialogue. In addition, each scenario was first recorded with several HD cameras and also with motion-capturing of the actors and several key objects. Having access to the motion capture data allows not only for kinematic analyses, but also allows for the production of realistic animations where all aspects of the scenario can be fully controlled. We also present results from a first series of perceptual experiments that show how humans are able to infer scenario classes, as well as individual actions and objects from computer animations of everyday situations. These results can serve as a benchmark for future computational approaches that begin to take on complex action understanding.
Christian Wallraven, Michael Schultze, Betty J. Mohler, Argiro Vatakis, Katerina Pastra
FG4