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Michail Kosmidis

dblp:392/8646 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2026
0009-0008-5163-4624ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 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
Immersive interaction · 77% Learning and educational technologies · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality training
1.012026
ViRtus: A Virtual Reality Application for Training and Performance Analysis · IEEE Trans. Vis. Comput. Graph. 2026

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

user study · 1.0statistical analysis · 1.0
YearPublicationVenuePosition
2026 ViRtus: A Virtual Reality Application for Training and Performance Analysis
abstract
Interest in, and the need for, remote learning tools and techniques, as well as the adoption and deployment of digital technologies for tutoring and training, continues to rise. Concurrently, over the past decade, the use of Virtual Reality (VR) applications as a supplementary tool in the learning process has increased significantly. Therefore, VR simulation applications are expected to play a key role in people's education and training in the coming years. In this study, we designed and developed a VR training application called ViRtus -a VR-based system following constructivist and serious game human-computer interaction principles for VR-aided training- and applied it to a real-world scenario, i.e., the construction of an industrial electrical control panel. To demonstrate the potential and sustainability of the VR training system as an alternative to traditional apprenticeship training procedures, we conducted an experimental study comparing the real-world outcomes of three groups trained using a conventional method, a VR-only training, and a hybrid approach combining both. Based on qualitative assessments and the statistical analysis of practical experiments, the collected data and observations indicate that the hybrid VR constructivist training strategy -supplementing conventional trainer instructions with the VR application- can enhance training effectiveness and promote a more productive and sustainable workplace, for both trainees and trainers, in high-risk industrial tasks.
Michail Kosmidis, Ioannis Kansizoglou, Prodromos D. Chatzoglou, Antonios Gasteratos
IEEE Trans. Vis. Comput. Graph.1
2025 Virtual Reality Application for Enhanced Cognitive Rehabilitation and Occupational Therapy
Michail Kosmidis, Ioannis Kansizoglou, Vasiliki Balaska, Athanasios Psomoulis, Daniel Bratanov, Antonios Gasteratos
ITS (2)1