Fotis Liarokapis

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Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred around textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of ‘presence’ naturally is allowing for more complex social interactions and(More)
A complete tool chain starting with stereo photogrammetry based digitization of artefacts, their refinement, collection and management with other multimedia data, and visualization using virtual and augmented reality is presented. Our system provides a one-stop-solution for museums to create, manage and present both content and context for virtual(More)
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment(More)
This paper discusses four research projects currently running in the Centre for VLSI and Computer Graphics. These projects exploit a variety of state-of-the-art technologies, such as photogrammetry, 3D modeling, augmented and virtual reality, and multimedia applied to the educational and cultural heritage domains, while ensuring interoperability through the(More)
Cultural institutions, such as museums are particularly interested in making their collections accessible to people with physical disabilities. New technologies, such as Web3D and augmented reality (AR) can aid museums to respond to this challenge by building virtual museums accessible over the Internet or through kiosks located in accessible places within(More)
This paper presents the results of a usability evaluation of the NeuroSky’s MindBuilder –EM (MB). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumeroriented BCI has appeared for the video game industry. The MB, a headset with(More)
This paper presents the first prototype of an interactive visualisation framework specifically designed for presenting geographical information in both indoor and outdoor environments. The input of our system is ESRI Shapefiles which represent 3D building geometry and landuse attributes. Participants can visualise 3D reconstructions of geographical(More)
The pervasiveness of gaming, the widespread use of the internet and the need to create more engaging educational practices have led to the emergence of serious games as a new form for education and training. While many have begun to see the potential of serious games to supplement and augment traditional formal education and informal non-curriculum(More)
This paper presents the preliminary results of a research project aimed at exploring the perceived sense of presence incorporated in diverse technologies used in Virtual Museums. It initially presents the selection criteria and the five museum websites involved in the analysis. Then, it describes the evaluation process, in which a group of subjects explored(More)
This paper identifies the user's adaptation on brain-controlled systems and the ability to control brain-generated events in a closed neuro-feedback loop. To accomplish that, a working system has been developed based on off-the-shelf components for controlling a robot in both the real and virtual world. Using commercial Brain-Computer Interfaces (BCIs) the(More)