Papers by Panagiotis Petridis
2010 Second International Conference on Games and Virtual Worlds for Serious Applications, 2010
This document is the author's final manuscript version of the journal article, incorporating any ... more This document is the author's final manuscript version of the journal article, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.
Journal of Advanced Distributed Learning Technology, 2013
... [30] R. McDaniel and P. Telep, "Best Practices for Integrating Game-Based Le... more ... [30] R. McDaniel and P. Telep, "Best Practices for Integrating Game-Based Learning into ... [32] E. Wenger, Communities of Practice: Learning, Meaning ... among diverse student populations," presented at the 14th annual ACM SIGCSE conference on Innovation and technology in ...
Games are increasingly recognized for their educational potential. However, when used as a learni... more Games are increasingly recognized for their educational potential. However, when used as a learning resource, games can differ substantially from other educational media. They often combine high-fidelity audio and video content with experiential, social, or exploratory pedagogy. As educators increasingly turn to technology to support the delivery and management of content, the capability to describe and package serious games effectively as reusable learning objects (LOs) is increasingly vital. Doing so requires developing the capability to express games not in terms of technical boundaries, but as coherent and discrete LOs, which can be reused and combined. Enabling this requires metadata be attached to games, whilst making the metadata schema explicit to allow the use of the metadata beyond its original scope. Furthermore, standardisation of metadata schema means that systems are able to work together and use data interchangeably. However, current standards for describing educational content cannot directly be utilized to describe these serious games as educational resources. This makes it difficult to include serious games in repositories of learning objects and to describe them in a coherent way in the various online repositories. This paper introduces a metadata schema for describing serious games as educational resources, based on existing standards, so that serious games content can be described within online repositories.
... There is evidence that multimodal interfaces can create more immersive experience (Chalmers e... more ... There is evidence that multimodal interfaces can create more immersive experience (Chalmers et al ... tactile perceptions in a virtual learning environment, a firsthand learning experience may be ... bandwidth issues when attempting to provide real-time high quality graphics to non ...
2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), 2015
—The importance of using games for supporting behavioural and attitudinal change has been explore... more —The importance of using games for supporting behavioural and attitudinal change has been explored in the literature, most recently the games for change movement has promulgated the use of games for supporting altruistic changes that have a positive impact upon the environment. This paper presents a Serious Game designed for University students and its main aim is to educate them about environmental issues. In particular, the focus lies in the importance of saving energy. A user study with 42 participants assessed the feeling of presence of the whole virtual learning experience.
2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), 2015
— Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to u... more — Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to university students and young researchers, this paper introduces and analyses a smart learning ecosystem for encouraging teaching and learning on creative thinking as a distinct feature to be taught and learnt in universities. The paper introduces a mashed-up authoring architecture for designing lesson-plans and games with visual learning mechanics for creativity learning. The design process is facilitated by creativity pathways discerned across components. Participatory learning, networking and capacity building is a key aspect of the architecture, extending the learning experience and context from the classroom to outdoor (co-authoring of creative pathways by students, teachers and real-world entrepreneurs) and personal spaces. We anticipate that the smart learning ecosystem will be empirically evaluated and validated in future iterations for exploring the benefits of using games for enhancing creative mindsets, unlocking the imagination that lies within, practiced and transferred to multiple academic tribes and territories.
A multimodal interface for presenting and handling heritage artefacts is presented. Traditional e... more A multimodal interface for presenting and handling heritage artefacts is presented. Traditional exhibitions in museums provide limited possibilities of interaction between the visitor and their artefacts. Usually, interaction is confined to reading labels with little information on the exhibits, shop booklets and audio guided tours. These forms of interaction provide minimal information and do not respond to a visitor's personalized
... of the First International Symposium on 3D Data Processing Visualization and Transmission (3D... more ... of the First International Symposium on 3D Data Processing Visualization and Transmission (3DPVT'02), IEEE, (2002). ... F. Liarokapis, N. Mourkoussis, P. Petridis, S. Rumsey, PF Lister, M. White, An Interactive Augmented Reality System for Engineering Education, 3rd Global ...
Abstract. The integration of semantic web services with three-dimensional virtual worlds offers m... more Abstract. The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large ...
The study described in this paper has set out to explore gamification from a servitization perspe... more The study described in this paper has set out to explore gamification from a servitization perspective to understand the opportunities and research challenges. A systematic literature review has been conducted to capture key characteristics of differing forms of gamification processes in a servitization context. The findings of our study focus on two area: (1) structural, organization's physical bricks-and-mortar attribute and infrastructural, policies and practices in how structural aspects of servitization are to be managed.
2014 International Conference on Interactive Mobile Communication Technologies and Learning, Nov 1, 2014
ABSTRACT This paper describes our lightweight prototype XML based client-server architecture for ... more ABSTRACT This paper describes our lightweight prototype XML based client-server architecture for creating, managing and presenting virtual cultural exhibitions. ARCOLite provides a low cost solution for museums to assemble multimedia content into an XML archive for dynamic ...
Complete involvement of learners in their learning environment has the potential to promote bette... more Complete involvement of learners in their learning environment has the potential to promote better absorption of knowledge, through pedagogic mechanisms such as experiential learning. To support such approaches within the domain of cultural heritage, this article discusses the deployment of tactile perception as a part of an ongoing development of a multimodal learning platform to complement learner interaction with virtual artefacts promoting more real experience and active reflection. By stimulating visual and tactile perceptions, learners' engagement and interest in the learning process can be sustained through "first-hand" interaction advocating the use of "hands-on" instruction. Towards enhancing accessibility to a wide demographic in a more cost-effective manner, web technologies provide a platform that is widely available for mass consumption. The development capitalises on the fact that the majority of UK households have access to technologies, such a...
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Papers by Panagiotis Petridis
dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participants measuring the player experience as well as key aspects of serious games, primarily learnability,
satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices. The first device provides more satisfaction to the players whereas the second device is more effective in terms of adaptation and interaction with the serious game.