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Angeliki Antoniou

dblp:35/3486 · DBLP profile ↗
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9ranked-venue papers
4as first author
1since 2021 · last 2022
0000-0002-3452-1168ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Databases, data management, data science and information retrieval · 1

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
Collaborative and social computing · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
crowdsourcing
0.212016
Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams · CSCW 2016
Collaborative and social computing › crowdsourcing
crowd team formation
0.212016
Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams · CSCW 2016
Collaborative and social computing
computer-supported cooperative work
0.112016
Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams · CSCW 2016
Collaborative and social computing
team performance
0.112016
Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams · CSCW 2016

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

experiment · 0.2DISC personality test · 0.2
YearPublicationVenuePosition
2022 AVI-CH 2022: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage
abstract
AVI-CH is the 14th workshop in the series of PATCH workshops, since 2007 and the 4th in a row at AVI. It is the meeting place for researchers and practitioners focusing on the application of advanced information and communication technology (ICT) in cultural heritage with a specific focus on user interfaces, visualization and interaction. This year, eight papers were submitted by researchers from Greece, Italy and Israel. All were accepted.
Angeliki Antoniou, Berardina De Carolis, Tsvi Kuflik, Antonio Origlia, George E. Raptis, Cristina Gena
AVI1
2020 Database Knowledge Enrichment Utilizing Trending Topics from Twitter
abstract
Every day, many people use at least one social network (or social media) account. This development has been boosted by the rapid growth of technology, making both smartphones and mobile data much more accessible and inexpensive. Therefore, the number of social networks users is growing rapidly, accounting more than 1 billion active users worldwide. The ease of use, as well as the ability to communicate without spatial and temporal restrictions underpinned the rapid increase of the popularity of social networks, as well as their wide acceptance by the general public. This popularity influences people's opinion on many issues, shapes consumer habits and behaviour, mood, etc. The work of many scientists across multiple disciplines has focused on studying social media from various perspectives, including marketing, journalism and sociology. This paper investigates how trending information from social media can be used to match topics of interest from cultural database indices. Matches identified in this process are then presented to cultural venue curators, who can then review matches, mark them as useful or reject them, and exploit them for various tasks, and most notably for the promotion of the venue and its content. More specifically, we have developed an application, which collects the 10 most popular twitter trends and then matches their content with the contents of a given cultural database. Using the results of this match, items from the database that may be related to current issues may be recommended to the user. As a result, these matches, after being inspected and approved by the administrator, can be used to attract the interest of the target audience, highlighting the correlation of current issues with the database's items.
Costas Vassilakis 0001, Dimitra Maniataki, Giorgos Lepouras, Angeliki Antoniou, Dimitris Spiliotopoulos, Vassilis Poulopoulos, Manolis Wallace, Dionisis Margaris
ASONAM4
2020 AVI2CH 2020: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage
abstract
AVI2CH is a meeting place for researchers and practitioners focusing on the application of advanced information and communication technology in cultural heritage (CH) with a specific focus on user interfaces, visualization and interaction. It builds on a series of PATCH workshops, since 2007 including three at AVI and also a series of European workshops on cultural informatics. Eleven papers range from novel interfaces in museums to wider community engagement; all share a common mission to ensure that the latest digital technology helps preserve the past in ways that enrich the lives of current and future generations
Angeliki Antoniou, Berardina De Carolis, George E. Raptis, Cristina Gena, Tsvi Kuflik, Alan J. Dix, Antonio Origlia, Giorgos Lepouras
AVI1
2018 exhiSTORY: Smart exhibits that tell their own stories
Costas Vassilakis 0001, Vassilis Poulopoulos, Angeliki Antoniou, Manolis Wallace, Giorgos Lepouras, Martín López Nores
Future Gener. Comput. Syst.3
2017 How Do Different Cognitive Styles Affect Learning Programming? Insights from a Game-Based Approach in Greek Schools
abstract
Is there any relationship between students’ cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org ® ’s activity named K-8 Intro to Computer Science was used. The study investigated students’ attitudes from gaming activities to reveal the quality of their learning experience. Next, students’ attitudes from games were correlated with their cognitive profile to reveal potential differences. Finally, students’ performance from the digital games was assessed to reveal game-based learning (GBL) effectiveness compared to their cognitive styles. In the study, 77 students of two Greek high schools participated in the context of the European Code Week. The results suggest that these specific games, or similar educational computer games, can be exploited as effective and motivational learning environments within schools, as they provide a high-quality learning experience. Cognitive style was found to be a significant learning characteristic that should be taken into consideration when using digital games to learn programming.
Anastasios Theodoropoulos, Angeliki Antoniou, Giorgos Lepouras
ACM Trans. Comput. Educ.2
2016 Personality Matters: Balancing for Personality Types Leads to Better Outcomes for Crowd Teams
abstract
When personalities clash, teams operate less effectively. Personality differences affect face-to-face collaboration and may lower trust in virtual teams. For relatively short-lived assignments, like those of online crowdsourcing, personality matching could provide a simple, scalable strategy for effective team formation. However, it is not clear how (or if) personality differences affect teamwork in this novel context where the workforce is more transient and diverse. This study examines how personality compatibility in crowd teams affects performance and individual perceptions. Using the DISC personality test, we composed 14 five-person teams (N=70) with either a harmonious coverage of personalities (balanced) or a surplus of leader-type personalities (imbalanced). Results show that balancing for personality leads to significantly better performance on a collaborative task. Balanced teams exhibited less conflict and their members reported higher levels of satisfaction and acceptance. This work demonstrates a simple personality matching strategy for forming more effective teams in crowdsourcing contexts.
Ioanna Lykourentzou, Angeliki Antoniou, Yannick Naudet, Steven Dow
CSCW2
2015 Comparing game input modalities: A study for the evaluation of player experience by measuring emotional state and game usability
abstract
With the launch of new game controllers such as the Microsoft Kinect for Xbox, novel forms of game interaction are introduced such as gestures and voice. These new control mechanisms raise some questions regarding the user experience. In this paper, an initial study is presented for evaluating the user's experience and motivation, by measuring the emotional state (self report measures), during a simple game scenario. A game was designed and implemented in order to test this hypothesis. To investigate this topic a comparative study of two similar prototypes (mouse input vs. Kinect input) of a 2D game about the history of photography was conducted. Two different groups tested these two prototypes. The first findings from the pilot experiments indicated that using voice and gestures as an input method caused higher user valence and dominance than the use of mouse. In addition, users seemed to find the mouse version more user-friendly but they reported more satisfied playing the Kinect version.
Stavroula Bampatzia, Angeliki Antoniou, Giorgos Lepouras, Eftychia Roumelioti, Varvara Bravou
RCIS2
2009 Meeting Visitors' Expectations - The Perceived Degree of Museumness
Angeliki Antoniou, Giorgos Lepouras
CSEDU (2)1
2008 A Fast Pace Method for Involving Children in Edutainment-Technology Design
abstract
Aiming at edutainment technologies for museums, elements of participatory design techniques and focus groups were combined under the theoretical framework of the cycle of creative imagination in order to involve 10 year-old children in the design process of such applications. In contrast to existing practices where children are called to evaluate games designed by adults, the proposed method involves children from the initial phases of development. The main advantage of the proposed method is its short duration (1-2 school days) allowing for its wide use. The distinct steps of the method assist children in visualizing the possibilities of using new technologies in museums. The method was tested with children in a primary school. The ideas produced by the children demonstrated their ability to generate concepts and inspire the development of new gaming technologies.
Angeliki Antoniou, Giorgos Lepouras
ACHI1