Spyros Vosinakis

dblp:73/97 · also Spyridon Vosinakis · DBLP profile ↗
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19ranked-venue papers
5as first author
9since 2021 · last 2025
0000-0003-1735-4297ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 3 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 12 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 Assessing the Immersive Experience with Physiological Measures: A Systematic Literature Review
Athina Bosta, Spyros Vosinakis
EuroXR2
2025 Designing and evaluating an immersive VR experience of a historic sailing ship in museum contexts
abstract
Museums and exhibitions can benefit from immersive technologies by embodying visitors in rich interactive environments, where they can experience digitally reconstructed scenes and stories of the past. Nevertheless, public-space Virtual Reality (VR) interactions need to be short in duration, carefully designed to communicate the intended message, and optimized for the user experience, especially for first-time users. This paper contributes to the ongoing research on user experience in VR for cultural heritage through the presentation of the design and user evaluation of an installation that immerses users on board a historic sailing ship and has been part of a museum exhibition. We present the process of reconstructing the ship and developing the application with emphasis on design choices about the user experience (scene presentation, content delivery, navigation and interaction modes, assistance, etc.). We have performed a thorough user experience evaluation and present its results and our reflections on design issues regarding public VR installations for museums. • Historic ship reconstructed in VR using photogrammetry and laser scanning. • Developed realistic simulation of ship buoyancy, sail deformation, and motion. • Context-aware interactions designed for first-time museum VR visitors. • Evaluated user experience and sense of presence in lab and museum settings. • Guidelines for balancing realism, usability and learning in public VR exhibits.
Spyros Vosinakis, Panayiotis Koutsabasis, George Anastassakis, Andreas Papasalouros, Kostas Damianidis
Comput. Graph.1
2024 Embodied Acts for Testing Mixed Reality Low-Fidelity Prototypes that Convey Intangible Cultural Heritage: Method and Case Study
Vasiliki Nikolakopoulou, Spyros Vosinakis, Modestos Stavrakis, Panayiotis Koutsabasis
EuroXR2
2024 User Experience Design and Evaluation of a Virtual Reality Museum Installation for Historic Sailing Ships
Spyros Vosinakis, George Anastassakis, Panayiotis Koutsabasis, Kostas Damianidis
EuroXR1
2024 Exploring the impact of non-verbal cues on user experience in immersive virtual reality
abstract
Abstract Face‐to‐face communication relies extensively on non‐verbal cues (NVCs) which complement, or at times dominate, the communicative process as they convey emotions with intense salience, thus definitively affecting interpersonal communication. The capture, transference, and subsequent interpretation of NVCs becomes complicated in computer‐mediated communicative processes, particularly in shared virtual worlds, for which there is growing interest both in regard to NVCs technological integration and their affective impact. This paper presents a between‐groups experimental setup which is facilitated in immersive virtual reality (IVR), and examines NVCs effects on user experience, with special emphasis on degree of attention toward each NVC as an isolated controlled variable of a scripted performance by a virtual character (VC). This study aims to evaluate NVCs fidelity based on the capabilities of the motion‐capture technologies utilized to address cue integration developmental challenges and examines NVCs impact on users' perceived realism of the VC, their empathy toward him, and the degree of social presence experienced. To meet the objectives set the affective impact of low‐fidelity automated NVCs and high‐fidelity real‐time captured NVCs were compared. The findings of the evaluation suggest that although NVCs do impact user experience to an extent, their effects are notably more subtle compared to previous studies.
Elena Dzardanova, Vasiliki Nikolakopoulou, Vlasios Kasapakis, Spyros Vosinakis, Ioannis Xenakis, Damianos Gavalas
Comput. Animat. Virtual Worlds4
2024 An augmented reality approach for communicating intangible and architectural heritage through digital characters and scale models
abstract
Abstract Intangible cultural heritage (ICH) represents living cultural expressions and practices that are part of the heritage of a community, and their preservation and transmission are considered highly important. Various methods and tools have been applied so far for the digitization and dissemination of ICH content including a wide range of technologies. Mobile augmented reality is a promising solution along this path that enables the overlap of digital and real-world information in an engaging and efficient manner. Despite the widespread use of AR in cultural heritage, there are not many studies regarding the user experience, the learning outcomes, and the way in which users observe and interact with the virtual content. This paper presents a mobile augmented reality installation that re-enacts the stages of leather tanning process, adopting a novel approach that augments 3D content upon a physical scale model of an old tannery. This approach pursues to transmit the cultural value of traditional craftmanship to visitors of the building and associate its architectural elements to its history and use. A user evaluation was conducted aiming to measure the users’ engagement, learning, and experience using the installation. The encouraging results led to a follow-up study about the impact of the physical scale model on the experience. Two variations of the experience have been studied, one with a physical scale model and one with a digital-only version in a between-subject design. The results of the two studies provide evidence that the proposed approach generated a positive user experience and evident learning gain and was considered easy to use, highlighting its potential to be widely adopted in buildings with architectural value.
Sophie Galani, Spyros Vosinakis
Pers. Ubiquitous Comput.2
2022 Sign Language in Immersive VR: Design, Development, and Evaluation of a Testbed Prototype
abstract
Immersive Virtual Reality (IVR) systems support several modalities such as body, finger, eye, and facial expressions tracking, thus they can support sign-language-based communication. The combined utilization of tracking technologies requires careful evaluation to ensure high-fidelity transference of body posture, gestures, and facial expressions in real-time. This paper presents the design, development and evaluation of an IVR system utilizing state-of-the-art tracking options. The system is evaluated by certified sign language teachers to detect usability issues and examine appropriate methodology for large-scale follow-up evaluation by users fluent in sign language.
Elena Dzardanova, Vlasios Kasapakis, Spyros Vosinakis, Konstantina Psarrou
VRST3
2021 Field Playtesting with Experts' Constructive Interaction: An Evaluation Method for Mobile Games for Cultural Heritage
abstract
Expert reviews of mobile games for cultural heritage (MG-CH) may predictively assess various aspects of game and content design in an iterative development process. They are not common because finding experts with knowledge for all aspects of MG-CH is difficult, while related heuristic sets are lengthy. Furthermore, ecologically valid evaluations of MG-CH must be performed in the field and examine various dimensions of playability, including gameplay, usability, functionality, and contextual factors about the location and the cultural content. To address those challenges, we have constructed a formative, empirical design review method of MG-CH, which requires experts to perform field playtesting in pairs, with minimal researcher intervention. We have refined the approach to collect data and insights about various aspects of playability; and then applied it in the evaluation of two MG-CH for UNESCO intangible CH sites that follow the same system and gameplay design. We found that the method yields many performance indicators and playability findings; facilitates participants to propose thoughtful recommendations; and affords in-situ production of cultural content.
Panayiotis Koutsabasis, Anna Gardeli, Konstantinos Partheniadis, Panagiotis Vogiatzidakis, Vasiliki Nikolakopoulou, Pavlos Chatzigrigoriou, Spyros Vosinakis
CoG7
2021 Social Virtual Reality: Implementing Non-verbal Cues in Remote Synchronous Communication
Vlasios Kasapakis, Elena Dzardanova, Vasiliki Nikolakopoulou, Spyros Vosinakis, Ioannis Xenakis, Damianos Gavalas
EuroXR4
2017 A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness
Anna Gardeli, Spyros Vosinakis, Konstantinos Englezos, Dimitra Mavroudi, Manolis Stratis, Modestos Stavrakis
ACE2
2017 How can a simulation game support the development of computational problem-solving strategies?
abstract
Game-based learning using interactive environments to impart theoretical and applied knowledge for introductory programming courses is divided in two popular approaches: “game making” and “game playing”. Various studies have been conducted following greatly the former approach in secondary and tertiary education with controversial results. However, there has been relatively little research shown about how game playing can be associated with the development of computational thinking and how fundamental programming concepts can be supported by playing games. This work investigates how a simulation game should be designed to support the development of computational problem-solving strategies through the medium of learning fundamental computer science concepts, by proposing a theoretical game playing framework.
Nikolaos Pellas, Spyros Vosinakis
EDUCON2
2014 A Platform for Teaching Logic Programming Using Virtual Worlds
abstract
Logic Programming (LP) is an essential part of many academic curricula and it is extensively employed in the field of Artificial Intelligence. However, being based on a fundamentally different paradigm and lacking any visual tools for inexperienced users, its teaching may lead to confusion and low student motivation. Virtual Worlds (VWs) may help overcome these obstacles, as they have been successfully used in computer programming education. In this paper we present the MeLoISE platform (Meaningful Logical Interpretations of Simulated Environments) for teaching LP in VWs, through which students can experience a collaborative visual interface to the Prolog programming language. We also present an evaluation of MeLoISE, which was conducted during a learning activity that engaged students in collaborative programming for 2 problem scenarios. Students performed very well and were enthusiastic with the new environment.
Spyros Vosinakis, Panayiotis Koutsabasis, George Anastassakis
ICALT1
2012 Rethinking HCI Education for Design: Problem-Based Learning and Virtual Worlds at an HCI Design Studio
abstract
The practice of teaching and learning human–computer interaction (HCI) design has to develop its own approaches that balance method and technology use with reflective and situated practice. This article presents our HCI design studio course that makes a combined use of constructivist pedagogies and virtual worlds aiming to aid students critically review and reflect on the use of related methods and technologies in design and to cultivate more general skills like self-directed learning, intrinsic motivation, and critical thinking. Our HCI design studio course can be thought of as an iterative and incremental teaching and learning process that blends HCI methods, design practice, and technology between a real and a virtual design studio. The course introduces problem-based learning to the pedagogies of project-based learning and studio-based learning currently employed in most HCI design studios. The positive student responses and our reflection and experiences focusing on a number of challenges for further implementation are also outlined.
Panayiotis Koutsabasis, Spyros Vosinakis
Int. J. Hum. Comput. Interact.2
2009 A platform for virtual museums with personalized content
Bill Bonis, John Stamos, Spyros Vosinakis, Ioannis Andreou, Themis Panayiotopoulos
Multim. Tools Appl.3
2007 Modeling Spatiotemporal Uncertainty in Dynamic Virtual Environments
Spyros Vosinakis, George Anastassakis, Themis Panayiotopoulos
IVA1
2006 Hermes - A Framework for Location-Based Data Management
Nikos Pelekis, Yannis Theodoridis, Spyros Vosinakis, Themis Panayiotopoulos
EDBT3
2005 Emergence of Representational Structures in Virtual Agents
Argyris Arnellos, Spyros Vosinakis
IVA2
2005 A Tool for Constructing 3D Environments with Virtual Agents
Spyros Vosinakis, Themis Panayiotopoulos
Multim. Tools Appl.1
1999 Visualising logic programs in virtual worlds
abstract
In this paper we present an architecture and a methodology for visualising the output of Logic Programs and integrating different technologies such as Logic Programming, Object — Oriented Programming and Virtual Reality. We are currently working on developing a generic tool for 3D visualisation of Logic Programs.
Themis Panayiotopoulos, Spyros Vosinakis, Sophia Kousidou, L. Balafa
VRST2