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 Angeliki Antoniou

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Average citations per article2.00
Citation Count28
Publication count14
Publication years2008-2016
Available for download7
Average downloads per article387.43
Downloads (cumulative)2,712
Downloads (12 Months)746
Downloads (6 Weeks)60
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14 results found Export Results: bibtexendnoteacmrefcsv

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1 published by ACM
November 2016 PCI '16: Proceedings of the 20th Pan-Hellenic Conference on Informatics
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 5,   Downloads (12 Months): 25,   Downloads (Overall): 25

Full text available: PDFPDF
Although virtual reality is a field that attracts research interest over the past years, certain aspects of the virtual environments are often overlooked. For example, the importance of sound in virtual environments is recognized but it remains rather vague, since the relation between virtual world and physical world sounds is ...
Keywords: immersion, Virtual reality, kinesthesis, sound

2 published by ACM
October 2016 WiPSCE '16: Proceedings of the 11th Workshop in Primary and Secondary Computing Education
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 2,   Downloads (12 Months): 19,   Downloads (Overall): 32

Full text available: PDFPDF
The present work is an observational study recording the participating teachers' attitudes from the PanHellenic Educational Robotics (ER) competition. The study investigates the benefits of students' involvement with robotics about skills, motivation and learning. Additionally, it is researched weather ER should be introduced in the Greek compulsory curricula. A qualitative ...
Keywords: Computer Science Education, Teachers' Perceptions, Educational Robotics

3 published by ACM
September 2016 ACM Transactions on Computing Education (TOCE): Volume 17 Issue 1, January 2017
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 16,   Downloads (12 Months): 246,   Downloads (Overall): 341

Full text available: PDFPDF
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 ...
Keywords: CS education, cognitive style, hour of code, digital game-based learning, secondary education

4
March 2016 Education and Information Technologies: Volume 21 Issue 2, March 2016
Publisher: Kluwer Academic Publishers
Bibliometrics:
Citation Count: 1

The students of a Greek junior high school collaborated to prepare the teaching material of a theoretical Computer Science (CS) course and then shared their understanding with other students. This study investigates two alternative teaching methods (collaborative learning and peer tutoring) and compares the learning results to the traditional learning ...
Keywords: Peer tutoring, Collaborative learning, Information and communication technologies, Student collaboration, Peer assessment, Secondary education

5 published by ACM
February 2016 CSCW '16: Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing
Publisher: ACM
Bibliometrics:
Citation Count: 7
Downloads (6 Weeks): 17,   Downloads (12 Months): 208,   Downloads (Overall): 446

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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 ...
Keywords: team formation, personality-based balancing, Crowsourcing

6
December 2015 GALA 2015: Revised Selected Papers of the 4th International Conference on Games and Learning Alliance - Volume 9599
Publisher: Springer-Verlag New York, Inc.
Bibliometrics:
Citation Count: 0

As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game ...

7 published by ACM
October 2015 PCI '15: Proceedings of the 19th Panhellenic Conference on Informatics
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 5,   Downloads (12 Months): 61,   Downloads (Overall): 206

Full text available: PDFPDF
Micro-augmentations provide novel ways to interact directly with the past. This is a new concept that uses minimum stimulation to achieve maximum effects in spaces of cultural heritage. We experiment with new implicitly interactive and almost transparent museum technologies to create a holistic emotional visitor experience and solve a number ...
Keywords: augmented reality, museum

8
April 2015 International Journal of Virtual Communities and Social Networking: Volume 7 Issue 2, April 2015
Publisher: IGI Global
Bibliometrics:
Citation Count: 0

This paper details and discusses experimental results obtained towards personalizing a museum visit through a personal mobile guide, using an approach relying on users' cognitive style, gaming, social networks, and recommendations. It describes the personalization system, which relies on a Facebook game to infer users' cognitive style, visiting style and ...
Keywords: Museum, Cognitive Style, Experiment, Personalization, Gaming, Mediation, Recommendation, Social Networks

9
April 2015 International Journal of Virtual Communities and Social Networking: Volume 7 Issue 2, April 2015
Publisher: IGI Global
Bibliometrics:
Citation Count: 1

This paper details and discusses experimental results obtained towards personalizing a museum visit through a personal mobile guide, using an approach relying on users' cognitive style, gaming, social networks, and recommendations. It describes the personalization system, which relies on a Facebook game to infer users' cognitive style, visiting style and ...
Keywords: Gaming, Mediation, Recommendation, Social Networks, Museum, Cognitive Style, Experiment, Personalization

10 published by ACM
December 2013 Journal on Computing and Cultural Heritage (JOCCH): Volume 6 Issue 4, November 2013
Publisher: ACM
Bibliometrics:
Citation Count: 3
Downloads (6 Weeks): 10,   Downloads (12 Months): 115,   Downloads (Overall): 615

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The unique aspects of different places seem to require games of different characteristics. This paper describes the initial steps of an attempt to design games for different places of cultural heritage and consists of three parts. In the first part, the descriptive model to be used as a classification method ...
Keywords: Game-based learning, game description, cultural heritage

11
December 2013 SMAP '13: Proceedings of the 2013 8th International Workshop on Semantic and Social Media Adaptation and Personalization
Publisher: IEEE Computer Society
Bibliometrics:
Citation Count: 3

This paper presents an approach to enhance museum visitors experience through the use of Gaming, Social Networks, and Recommendations. The originality of the dedicated social and mobile visit personalisation system is that it relies on both the user's cognitive profile and his interests, inferred from a game on Facebook.
Keywords: Recommender System, Personalisation, User Profiling, Gaming, Cognitive Profile, Museum Personal Guide

12
November 2011 International Journal of Learning Technology: Volume 6 Issue 3, November 2011
Publisher: Inderscience Publishers
Bibliometrics:
Citation Count: 1

The proposed methodological framework reviews and uses knowledge from the field of cognitive psychology in order to evaluate aspects of educational games. In particular, we concentrate on two components of human cognition that play a central role in learning, namely memory and motivation. After having reviewed theories in the field, ...

13 published by ACM
October 2010 Journal on Computing and Cultural Heritage (JOCCH): Volume 3 Issue 2, September 2010
Publisher: ACM
Bibliometrics:
Citation Count: 9
Downloads (6 Weeks): 5,   Downloads (12 Months): 72,   Downloads (Overall): 1,047

Full text available: PDFPDF
The time restrictions that apply in museum learning increase the need for adaptive and/or adaptable technologies. However, deriving a visitor's profile is not an easy task, since most common ways (asking direct questions, recording user actions) are either intrusive or time consuming. Observing the visitors' movement (visiting style) within the ...
Keywords: Adaptability, museum, adaptivity, education, museum adaptive learning technologies, design guidelines

14
February 2008 ACHI '08: Proceedings of the First International Conference on Advances in Computer-Human Interaction
Publisher: IEEE Computer Society
Bibliometrics:
Citation Count: 2

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 ...
Keywords: design technology, educational technology, method



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