VLDB 2026 Research / reviewers in the wild / expert
Markos Mentzelopoulos
dblp:59/3019
· DBLP profile ↗
11ranked-venue papers
4as first author
3since 2021 · last 2022
0000-0002-0799-8673ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 2 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Work-in-progress-Gamifying the process of Learning Sign Language in VRabstractThis study recognizes the need for providing a tool to facilitate learning British Sign Language (BSL). Virtual reality coupled with gamification holds exciting prospects to accommodate this need. This paper presents a work-in-progress study that focuses on evaluating the impact of combining scaffolded instruction with gamification to design a 3D interactive game to support learning the BSL alphabet. The paper outlines the project motivations, its aims and objectives, the proposed research methodology, and the expected contributions to knowledge. Daphne Economou, Markos Mentzelopoulos, Jack Ingram, Timur Martinez-Mukimov, Shirin Primkulova, Said Abduvaliev |
iLRN | 2 |
| 2022 | Work-In-Progress - CrimOPS - Gamified Virtual Simulations for Authentic Assessment in CriminologyabstractAuthentic assessment is the concept of using creative learning experiences to assess students’ skills and knowledge in conditions that simulate reality. The importance of authentic assessment in higher education is recognized as it helps measure student performance and attainment of skills related to the expected learning outcomes of the degree program, they study that map the skills required in their profession in the related industry. There is also growing evidence that authentic assessment can enhance student engagement and improve the student experience and learning outcomes. VR coupled with gamification offers the authentic context for students to apply their knowledge and skills while solving real-world problems. This paper presents a work-in-progress study that focuses on the creation of an educational resource that effectively supports teaching and learning crime-scene analysis and evidenced-based inferences in Criminology through simulated crime scenes. The paper describes a participatory design process involving students and academics as co-creators of a VR game, the CrimOPS, it presents the initial prototype derived from this collaboration and preliminary study results. F. Jeane Gerard, Markos Mentzelopoulos, Daphne Economou, Zeeshan Khalish, Jack Ingram, Ashley Edwards |
iLRN | 2 |
| 2021 | Special Session - Students on Game Immersion WorkshopabstractThis special session will provide an active forum for presentations and discussions on projects and vision related to the use of video games for addressing Sustainable Development Goals (UN SDG's). The projects are the outcome of the latest development game jam projects from the Games Immersion Conference (G.I.CON) 2021 hosted in April 2021 in iLRN Virtual Campus. All projects were developed by group of university students with reference point to address “Life of the Future” using dedicated UN SDG's. The panelists leading the event have extensive experience in immersive technologies and SDG's applied within games. The workshop will follow a mixed format. Including learning outcomes form latest student G.I.CON conference, project presentation, awards for best game concepts and hand-on activity for exploiting future trends behind student immersion engagement activities. Markos Mentzelopoulos, David Bass-Clark |
iLRN | 1 |
| 2020 | Doctoral Colloquium - A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource DevelopmentabstractThere is a growing literature addressing the potential of Serious Games (SGs) in supporting Deep Learning (DL). DL in pedagogical context goes beyond basic training as it encourages students to refine, broaden and deepen their understanding, develop advanced processes and skills, and apply learning to new, novel and authentic situations. The aim of this doctoral colloquium research is to effect and quantify DL using SGs. This paper presents a methodology that addresses this aim. This comprises of the development of a framework called the Game ELC+ to test the strength of adult teaching (andragogy) as well as facilitate DL. The Game ELC+ framework fuses the Octalysis Framework, Bloom's Taxonomy, Cognitive Theory of Multimedia Learning and Ruskov's four evidences of DL. A use case of judgment and decision making in recruitment and selection - through a SG build following the Game ELC+ is proposed and tested with users. Mamfe-ter Gemade, Markos Mentzelopoulos, Daphne Economou |
iLRN | 2 |
| 2017 | Learning Languages and Complex Subjects with Memory Palaces
Aaron Ralby, Markos Mentzelopoulos, Harriet Cook |
iLRN | 2 |
| 2017 | Virtual Environments and Advanced Interfaces
Daphne Economou, Markos Mentzelopoulos, Nektarios Georgalas, Jesús Carretero 0001, Francisco Javier García Blas |
Pers. Ubiquitous Comput. | 2 |
| 2016 | REVRLaw: An Immersive Way for Teaching Criminal Law Using Virtual Reality
Markos Mentzelopoulos, James Parrish, Paresh Kathrani, Daphne Economou |
iLRN | 1 |
| 2013 | Adaptive learning in motion analysis with self-organising mapsabstractGrowing models have been widely used for clustering or topology learning. Traditionally these models work on stationary environments, grow incrementally and adapt their nodes to a given distribution based on global parameters. In this paper, we present an enhanced unsupervised self-organising network for the modelling of visual objects. We first develop a framework for building non-rigid shapes using the growth mechanism of the self-organising maps, and then we define an optimal number of nodes without overfitting or underfitting the network based on the knowledge obtained from information-theoretic considerations. This model is used to the representation of motion in image sequences by initialising a suitable segmentation. We present experimental results for hands and we quantitatively evaluate the matching capabilities of the proposed method with the topographic product. Anastassia Angelopoulou, José García Rodríguez 0001, Alexandra Psarrou, Gaurav Gupta 0001, Markos Mentzelopoulos |
IJCNN | 5 |
| 2013 | A semi-parametric approach for football video annotationabstractAutomatic sports video segmentation is a fast growth area of research in the visual information retrieval field. This paper presents a semi-parametric algorithm for parsing football video structures. The approach works on a two interleaved based process that closely collaborate towards a common goal. The core part of the proposed method focus performs a fast automatic football video annotation by looking at the enhance entropy variance within a series of shot frames. The entropy is extracted on the Hue parameter from the HSV color system, not as a global feature but in spatial domain to identify regions within a shot that will characterize a certain activity within the shot period. The second part of the algorithm works towards the identification of dominant color regions that could represent players and playfield for further activity recognition. Experimental results shows that the proposed football video segmentation algorithm performs with high accuracy. Markos Mentzelopoulos, Alexandra Psarrou, Anastassia Angelopoulou, José García Rodríguez 0001 |
IJCNN | 1 |
| 2013 | 3D gesture recognition with growing neural gasabstractWe propose the design of a real-time system to recognize and interpret hand gestures. The acquisition devices are low cost 3D sensors. 3D hand pose segmentation, characterization and tracking will be implemented using the growing neural gas (GNG) structure. The capacity of the system to obtain information with a high degree of freedom allows the encoding of many gestures and a very accurate motion capture. The use of hand pose models combined with motion information provided with GNG permits to deal with the problem of the hand motion representation. A natural interface applied to a virtual mirror writing system and a module to estimate hand pose have been designed to demonstrate the validity of the system. Jose Antonio Serra-Perez, José García Rodríguez 0001, Sergio Orts, Juan Manuel García Chamizo, Javier Montoyo-Bojo, Anastassia Angelopoulou, Alexandra Psarrou, Markos Mentzelopoulos, Andrew Lewis 0004 |
IJCNN | 8 |
| 2013 | Active Foreground Region Extraction and Tracking for Sports Video Annotation
Markos Mentzelopoulos, Alexandra Psarrou, Anastassia Angelopoulou, José García Rodríguez 0001 |
Neural Process. Lett. | 1 |