Abstract. Serious games are about to enter the medical sector to give people with behavioural or ... more Abstract. Serious games are about to enter the medical sector to give people with behavioural or addictive disorders the ability to use them as part of health promotion and disease prevention. The PlayMancer framework will support physical rehabilitations and psycho-education programs thru a modular multiplayer networked 3D game based on the Universally Accessible Games (UA games) guidelines. 1
ABSTRACT In this paper, a novel system utilizing virtual reality for enhancing music tuition syst... more ABSTRACT In this paper, a novel system utilizing virtual reality for enhancing music tuition systems will be described. The proposed system operates on music notation files and produces 3D animations of virtual hands, playing a virtual recorder. The work is supported by two applications: a) the Fingering Viewer, which visualizes the animations in a 3D world and b) the Movement Authoring Tool, which provides the user with the ability to author viewing positions and comments, and store the results in a dedicated file format. The whole system provides added value to traditional multimedia music tuition systems by exploiting the efficiency of virtual reality visualization techniques.
... vi Technology Enhanced Learning Computer-Automated Testing: an Evaluation of Student Performa... more ... vi Technology Enhanced Learning Computer-Automated Testing: an Evaluation of Student Performance 59 Silvia Cagnone, Stefania Mignani, Roberto Ricci ... o D. Martakos, University of Athens, Greece o D. Mwanza, Open University, UK o 5. Savvas, EUinogermaniki Agogi ...
MoveON a European Commission funded project (contract IST 2005034753) aims to complement existi... more MoveON a European Commission funded project (contract IST 2005034753) aims to complement existing communication technology by several modes of interaction between the user and the communication device, in order to be of assistance during Police operations in mixed ...
This document contains material which is copyright of certain EURESCOM PARTICIPANTS and may not b... more This document contains material which is copyright of certain EURESCOM PARTICIPANTS and may not be reproduced or copied without permission. The information contained in this document is the proprietary confidential information of certain EURESCOM PARTICIPANTS and may not be disclosed except in accordance with Section 5 of the EURESCOM’s general conditions of the contract. The commercial use of any information in this document may require a license from the proprietor of that information. Neither the PARTICIPANTS nor EURESCOM warrant that the information contained in this document is capable of use, or that use of the information is free from risk, and accept no liability for loss or damage suffered by any person using the information.
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and C... more This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@...
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and C... more This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics Science subject in Germany, Geometry Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories [1] so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@fu...
The term Serious Games has been used to describe computer and video games used as educational tec... more The term Serious Games has been used to describe computer and video games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games can be of any genre and many of them can be considered a kind of edutainment. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards knowledgeable processes, including business operations, training, marketing and advertisement. Serious games can be compelling, educative, provocative, disruptive and inspirational. The potential of games for entertainment and learning has been demonstrated thoroughly from both research and market. Unfortunately, the investments committed to entertainment dwarf what is committed for more serious purposes. In this feature, we will argue that the motives, incentives and expectations of the computer game industry differ from one cultural and economic environment to another. As the game industry is dominate...
SUMMARY The work presented in this paper is based on the development of the LAB@FUTURE Learning P... more SUMMARY The work presented in this paper is based on the development of the LAB@FUTURE Learning Platform. LAB@FUTURE's theoretical base convolves social constructivism with expansive learning, a special focus of activity theory. Within a mixed and augmented realities set-up, ...
Abstract. Serious games are about to enter the medical sector to give people with behavioural or ... more Abstract. Serious games are about to enter the medical sector to give people with behavioural or addictive disorders the ability to use them as part of health promotion and disease prevention. The PlayMancer framework will support physical rehabilitations and psycho-education programs thru a modular multiplayer networked 3D game based on the Universally Accessible Games (UA games) guidelines. 1
ABSTRACT In this paper, a novel system utilizing virtual reality for enhancing music tuition syst... more ABSTRACT In this paper, a novel system utilizing virtual reality for enhancing music tuition systems will be described. The proposed system operates on music notation files and produces 3D animations of virtual hands, playing a virtual recorder. The work is supported by two applications: a) the Fingering Viewer, which visualizes the animations in a 3D world and b) the Movement Authoring Tool, which provides the user with the ability to author viewing positions and comments, and store the results in a dedicated file format. The whole system provides added value to traditional multimedia music tuition systems by exploiting the efficiency of virtual reality visualization techniques.
... vi Technology Enhanced Learning Computer-Automated Testing: an Evaluation of Student Performa... more ... vi Technology Enhanced Learning Computer-Automated Testing: an Evaluation of Student Performance 59 Silvia Cagnone, Stefania Mignani, Roberto Ricci ... o D. Martakos, University of Athens, Greece o D. Mwanza, Open University, UK o 5. Savvas, EUinogermaniki Agogi ...
MoveON a European Commission funded project (contract IST 2005034753) aims to complement existi... more MoveON a European Commission funded project (contract IST 2005034753) aims to complement existing communication technology by several modes of interaction between the user and the communication device, in order to be of assistance during Police operations in mixed ...
This document contains material which is copyright of certain EURESCOM PARTICIPANTS and may not b... more This document contains material which is copyright of certain EURESCOM PARTICIPANTS and may not be reproduced or copied without permission. The information contained in this document is the proprietary confidential information of certain EURESCOM PARTICIPANTS and may not be disclosed except in accordance with Section 5 of the EURESCOM’s general conditions of the contract. The commercial use of any information in this document may require a license from the proprietor of that information. Neither the PARTICIPANTS nor EURESCOM warrant that the information contained in this document is capable of use, or that use of the information is free from risk, and accept no liability for loss or damage suffered by any person using the information.
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and C... more This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@...
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and C... more This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics Science subject in Germany, Geometry Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories [1] so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@fu...
The term Serious Games has been used to describe computer and video games used as educational tec... more The term Serious Games has been used to describe computer and video games used as educational technology or as a vehicle for presenting or promoting a point of view. Serious games can be of any genre and many of them can be considered a kind of edutainment. Serious games are intended to provide an engaging, self-reinforcing context in which to motivate and educate the players towards knowledgeable processes, including business operations, training, marketing and advertisement. Serious games can be compelling, educative, provocative, disruptive and inspirational. The potential of games for entertainment and learning has been demonstrated thoroughly from both research and market. Unfortunately, the investments committed to entertainment dwarf what is committed for more serious purposes. In this feature, we will argue that the motives, incentives and expectations of the computer game industry differ from one cultural and economic environment to another. As the game industry is dominate...
SUMMARY The work presented in this paper is based on the development of the LAB@FUTURE Learning P... more SUMMARY The work presented in this paper is based on the development of the LAB@FUTURE Learning Platform. LAB@FUTURE's theoretical base convolves social constructivism with expansive learning, a special focus of activity theory. Within a mixed and augmented realities set-up, ...
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