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Dimitris Grammenos

dblp:79/2738 · also Dimitrios-Stavros Grammenos · DBLP profile ↗
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13ranked-venue papers
10as first author
0since 2021 · last 2017
0000-0002-4667-7477ORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 9 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
2 papers
Accessibility and assistive technology · 61% Immersive interaction · 30% Games and playful interaction · 9%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology
accessibility education
0.112008
Game over: learning by dying · CHI 2008
Accessibility and assistive technology › software accessibility
game accessibility
0.112008
Game over: learning by dying · CHI 2008
Immersive interaction
virtual reality
0.112006
Virtual prints: Augmenting virtual environments with interactive personal marks · Int. J. Hum. Comput. Stud. 2006
Games and playful interaction
game design
0.012008
Game over: learning by dying · CHI 2008
Immersive interaction › virtual reality › presence
virtual reality presence
0.012006
Virtual prints: Augmenting virtual environments with interactive personal marks · Int. J. Hum. Comput. Stud. 2006

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

survey · 0.1evaluation · 0.1
YearPublicationVenuePosition
2017 Touch detection for planar interactive displays based on lateral depth views
Antonios Ntelidakis, Xenophon Zabulis, Dimitris Grammenos, Panayotis Koutlemanis
Multim. Tools Appl.3
2016 roboTwin: A Modular & Evolvable Robotic Companion for Children
abstract
What if there was a robotic companion that comes to life the day you are born and then grows along with you? Not only in terms of size, but also as regards mental and functional capabilities, as well as, appearance. It starts as a plush toy, doubling up as a baby monitor, caretaker, tutor and entertainer, and eventually evolves to become a "teenager" android friend taking care of your everyday needs and enhancing your skills with superhero-like powers. Furthermore, as it is always around you (since "day 1"), it is your ubiquitous diary, able to recollect moments and events of your life that even you, may not remember - your first word, the names and faces of all the friends you ever made, the first time you fell in love. Wouldn't this be great? Or could it be dreadful?
Dimitris Grammenos
IDC1
2014 Jigsaw together: a distributed collaborative game for players with diverse skills and preferences
abstract
Presently it is very hard (or even impossible) to allow multiple players with highly diverse characteristics (including age, skills, and preferences) to collaboratively share and play a single jigsaw puzzle. Towards this end, the work presented in this paper aims to expand the capabilities of digital jigsaw puzzles in 3 directions: (a) multiplayability by a large number of players; (b) accessibility by people with handmotor and visual impairments; and (c) concurrent playability by people with highly diverse characteristics. In this context, we present an electronic puzzle game which supports single player as well as distributed multiplayer sessions by people with diverse characteristics. The paper introduces the background against which the work is based and describes the key design features of the resulting game's user interface and gameplay.
Dimitris Grammenos, Antonis Chatziantoniou
IDC1
2013 3D Visualization and Multimodal Interaction with Temporal Information Using Timelines
Giannis Drossis, Dimitris Grammenos, Ilia Adami, Constantine Stephanidis
INTERACT (3)2
2013 Multicamera human detection and tracking supporting natural interaction with large-scale displays
Xenophon Zabulis, Dimitris Grammenos, Thomas Sarmis, Konstantinos Tzevanidis, Pashalis Padeleris, Panayotis Koutlemanis, Antonis A. Argyros
Mach. Vis. Appl.2
2012 53.090 Virtual Rusks = 510 Real Smiles Using a Fun Exergame Installation for Advertising Traditional Food Products
Dimitris Grammenos, George Margetis, Panayotis Koutlemanis, Xenophon Zabulis
Advances in Computer Entertainment1
2011 PaperView: augmenting physical surfaces with location-aware digital information
abstract
A frequent need of museums is to provide visitors with context-sensitive information about exhibits in the form of maps, or scale models. This paper suggests an augmented-reality approach for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in the form of two prototype setups: a wooden table covered with a printed map and a glass case containing a scale model. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions.
Dimitris Grammenos, Damien Michel, Xenophon Zabulis, Antonis A. Argyros
TEI1
2010 The booTable experience: iterative design and prototyping of an alternative interactive tabletop
abstract
This paper introduces booTable, an interactive coffee table prototype constructed by recycled paper aiming to build upon the paradigm of surface computing, but endeavoring to overcome a number of identified limitations of current design practice. In this respect, the paper first runs through the design requirements, decisions and rationale towards creating a first version of the prototype. Then, the outcomes of the prototyping process are described, along with the results of an informal assessment session and related critique. Following that, the revisions made towards the development of a second version of the prototype are laid out and the final result is presented.
Dimitris Grammenos, Yannis Georgalis, Nikolaos Kazepis, Giannis Drossis, Nikolaos Ftylitakis
Conference on Designing Interactive Systems1
2008 Game over: learning by dying
abstract
This paper presents the design and evaluation of Game Over!, which is the world's first universally inaccessible game (i.e., a game that can be played by no one). The game is meant to be used as an educational tool for disseminating and teaching game accessibility guidelines. This is achieved by providing game developers a first-hand (frustrating) experience of how it feels interacting with a game that is not accessible, due to the fact that important design rules were not considered or applied during its design. Both the overall concept and the approach followed were evaluated and validated through: (a) an on-line survey; (b) live feedback from players and developers; and (c) public opinions and critique collected from numerous Web sites and blogs where Game Over! was presented and discussed. The evaluation outcomes strongly suggest that computer games and humor constitute a perfect match for reaching out, motivating and educating the game developers' community in the subject of game accessibility.
Dimitris Grammenos
CHI1
2007 Dual educational electronic textbooks: the starlight platform
abstract
This paper presents a novel software platform for developing and interacting with multimodal interactive electronic textbooks that provide a Dual User Interface, i.e., an interface concurrently accessible by visually impaired and sighted persons. The platform, named Starlight, comprises two sub-systems: (a) the "Writer", facilitating the authoring of electronic textbooks, encompassing various categories of interactive exercises (Q&A, multiple choice, fill in the blanks, etc.); and (b) the "Reader", enabling multimodal interaction with the created electronic textbooks, supporting various features like searching, book-marking, replay of sentences / paragraphs, user annotations / comments, activity recording, and context-sensitive help. An iterative, user-centered design process was adopted, involving from the very early stages students and educators, resulting in the creation of eight textbooks for the primary and high school that are currently available in the Greek market. The paper discusses the competitive features of the Dual User Interface and of supplied functionality compared to existing accessible electronic books. It also consolidates the key design findings, elaborating on prominent design issues, design rational, and respective solutions, highlighting strengths and weaknesses, and outlining directions for future work.
Dimitris Grammenos, Anthony Savidis, Yannis Georgalis, Themistoklis Bourdenas, Constantine Stephanidis
ASSETS1
2006 Access Invaders: Developing a Universally Accessible Action Game
Dimitris Grammenos, Anthony Savidis, Yannis Georgalis, Constantine Stephanidis
ICCHP1
2006 Virtual prints: Augmenting virtual environments with interactive personal marks
Dimitris Grammenos, Alexandros Mourouzis, Constantine Stephanidis
Int. J. Hum. Comput. Stud.1
2000 Integrated support for working with guidelines: the Sherlock guideline management system
abstract
For a number of years, the primary medium for propagating human factors input to interactive system development has been paper-based guideline reference manuals. However, in the recent past, a number of tools for working with guidelines have emerged to ease the tasks of: (i) accessing and retrieving guidelines, (ii) applying recommendations to design prototypes, and (iii) facilitating a more effective human factors input to the early stages of system development. This paper presents a new way for working with guidelines and discusses the functionality, properties, typical use and evaluation of a supporting tool environment, the Sherlock Guideline Management System. Sherlock builds upon and extends the results of previous efforts to address state of the art requirements and problems, as highlighted by recent practice and experience in the use of the current generation of guideline management systems. In particular, Sherlock provides an integrated environment for articulating and depositing guidelines, accessing past experience, propagating guidelines/recommendations to the user interface development life-cycle, and facilitating the automatic usability inspection of tentative design. Thus, Sherlock fosters persistency of organisational knowledge on guidelines and evolution of the accumulated design wisdom.
Dimitris Grammenos, Demosthenes Akoumianakis, Constantine Stephanidis
Interact. Comput.1