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)
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 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 consumer-oriented BCI has appeared for the video game industry. The MB, a headset(More)
This article proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four dimensional framework [4]. The study undertaken aimed to test the efficacy of the evaluation methodology and to evaluate the broader uses of Second Life for supporting(More)
Environmental monitoring brings many challenges to wireless sensor networks: including the need to collect and process large volumes of data before presenting the information to the user in an easy to understand format. This paper presents SensAR, a prototype augmented reality interface specifically designed for monitoring environmental information. The(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)
In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can(More)