Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Daphne Economou is active.

Publication


Featured researches published by Daphne Economou.


ubiquitous computing | 2009

An innovative mobile electronic tourist guide application

Michael Kenteris; Damianos Gavalas; Daphne Economou

Abstract“Mobile tourism” represents a relatively new trend in the field of tourism and involves the use of mobile devices as electronic tourist guides. While much of the underlying technology is already available, there are still open challenges with respect to design, usability, portability, functionality and implementation aspects. Most existing “mobile tourism” solutions either represent of-the-shelf applications with rigidly defined content or involve portable devices with networking capabilities that access tourist content with the requirement of constant airtime, i.e., continuous wireless network coverage. This paper presents the design and implementation issues of a “mobile tourism” research prototype, which brings together the main assets of the two aforementioned approaches. Namely, it enables the creation of portable tourist applications with rich content that matches user preferences. The users may download these personalized applications (optimized for their specific device’s model) either directly to their mobile device or first to a PC and then to a mobile terminal (through infrared or bluetooth). Thereafter, network coverage is not further required as the applications execute in standalone mode and may be updated when the user returns online. The dynamically created tourist applications also incorporate a “push model”, wherein new tourist content is forwarded to the mobile terminal with minimal user intervention as soon as it is added or updated by the administrator. Our prototype has been developed on the top of Java 2 Micro Edition (J2ME) which offers an ideal platform for the development of full-fledged, interactive and portable applications tailored for resource-constrained mobile devices. The paper presents our development experiences with J2ME and highlights its main advantages and shortcomings in relation to the implementation of such kind of applications. Finally, an empirical evaluation of user experience with the mobile application prototype is presented.


ubiquitous computing | 2011

Electronic mobile guides: a survey

Michael Kenteris; Damianos Gavalas; Daphne Economou

Mobile tourist guides have been in the spot light for the past decade and are becoming increasingly available in various forms to tourists visiting places. The majority of these mobile tourist guides are to be used via a constant network connection and some as proprietary standalone mobile applications installed on-device. Some are solely navigational assistants using positioning technologies for large cities offering exploratory services and others are used indoors, for example as museum guides. This research paper attempts to categorize these mobile guides using a detailed set of evaluation criteria in order to extract design principles which can be used by application designers and developers.


Information Sciences | 2008

Improved batch fuzzy learning vector quantization for image compression

George E. Tsekouras; Mamalis Antonios; Christos Anagnostopoulos; Damianos Gavalas; Daphne Economou

In this paper, we develop a batch fuzzy learning vector quantization algorithm that attempts to solve certain problems related to the implementation of fuzzy clustering in image compression. The algorithms structure encompasses two basic components. First, a modified objective function of the fuzzy c-means method is reformulated and then is minimized by means of an iterative gradient-descent procedure. Second, the overall training procedure is equipped with a systematic strategy for the transition from fuzzy mode, where each training vector is assigned to more than one codebook vectors, to crisp mode, where each training vector is assigned to only one codebook vector. The algorithm is fast and easy to implement. Finally, the simulation results show that the method is efficient and appears to be insensitive to the selection of the fuzziness parameter.


mobile wireless middleware operating systems and applications | 2011

Mobile Augmented Reality for Cultural Heritage

Anastassia Angelopoulou; Daphne Economou; Vassiliki Bouki; Alexandra Psarrou; Li Jin; Chris Pritchard; Frantzeska Kolyda

This paper introduces an approach of using mobile Augmented Reality (mobile-AR) in cultural organisations, such as museums and archaeological sites, for information provision and enhancing the visiting experience. We demonstrate our approach by presenting a mobile-AR educational game for iPhones that has been developed for the archaeological site and the exhibition area at Sutton Hoo. This pilot aids visitors’ understanding of the site and its history via an engaging and playful game that connects the site with the British Museum where the objects that have been excavated from the site are exhibited. The paper discusses stakeholders’ requirements, the system architecture and concludes with lessons learned and future work.


Mobile Computing and Communications Review | 2008

Cultural applications for mobile devices: Issues and requirements for authoring tools and development platforms

Daphne Economou; Damianos Gavalas; Michael Kenteris; George E. Tsekouras

This paper explores requirements that authoring tools and development platforms should satisfy for the development of cultural applications tailored for deployment on Personal Digital Assistants (PDAs) and mobile phones. To effectively determine such requirements the paper reviews the use of mobile technologies in the context of cultural organizations and tourism and examines three â real worldâ case studies that focus on the use of PDAs and mobile phones for providing cultural and tourist information, keeping the visitorsâ interest and attention, as well as promoting various cultural organizations and tourist facilities. This approach allows the extraction of a set of PDA and mobile phone application requirements, the implementation of which is based on the apparatus offered by authoring tools and development platforms. The paper reviews and evaluates the design and development facilities provided by state-of-the-art multimedia application development tools for PDAs and mobile phones: Macromedia Flash Lite, Navipocket, Java 2 Micro Edition and Microsoft .Net platform for the Mobile Web. The paper concludes with a set of recommendations related to the way authoring tools and development platforms should be exploited in order to gratify application and designer needs for developing cultural and tourist applications


Multimedia Tools and Applications | 2011

Mytilene E-guide: a multiplatform mobile application tourist guide exemplar

Michael Kenteris; Damianos Gavalas; Daphne Economou

This paper introduces an approach of enhancing the tourism experience by incorporating a tool that adopts a “web-to-mobile” model into tourism websites that allows for the adaptation of personalized tourism web content to be transferred to a mobile application hosted at users’ mobile device. These applications upon installation to mobile devices allow for browsing of adapted multimedia content with no requirement for constant network connection. Furthermore so we convey the development experiences of a multiplatform mobile tourist guide aimed at producing a personalized mobile guide application used in both an online and offline modes offering services to tourists such as a personal profiling-based recommendation system, a commenting system and location-based services. This paper focuses on the design, implementation and usability case study of a Multi-Platform Tourist Guide system for the Municipal Council of Mytilene, Greece.


Computers in Education | 2000

Requirements elicitation for virtual actors in collaborative learning environments

Daphne Economou; William L. Mitchell; Tom Boyle

This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9–11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum’s collection of artefacts from the pyramid builders’ town of Kahun. Results are presented of the first phase prototype, a single display groupware system where interactions take place face-to-face in the ‘real-world’ external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research.


International Journal of Mobile Communications | 2007

The technology landscape of wireless web

Damianos Gavalas; Daphne Economou

The traditionally separate technologies of the internet and mobile computing have now started to converge, bringing promises for seamless wireless internet access through portable devices. This article represents a comprehensive review of the main technological, architectural, and business issues related to the current state-of-the-art wireless web technologies: Wireless Application Protocol, i-mode, and Java 2 Micro Edition (J2ME). A brief review of relevant application development platforms and authoring tools is also included, covering Microsoft solutions with emphasis on the Microsoft.Net platform for the Mobile Web and the Macromedia Flash Lite. The article also presents a critical analysis of the main assets and weaknesses of these technologies as well as their current status and the trends that affects their market share and customer base in the foreseeable future.


world summit on the knowledge society | 2008

Evaluation of Mobile Tourist Guides

Michael Kenteris; Damianos Gavalas; Daphne Economou

Mobile guides have been in the spot light for the past decade or so they are becoming excessively available to tourists visiting places around the world. Most of which are to be used via a network connection on a browser based device and others as such as proprietary mobile applications, installed on-device. As such, some guides are used as navigational assistants in large cities solely for exploratory services and others can be used indoors as museum guides. This paper researches past and present mobile guide applications using a detailed set of evaluation criteria to extract design principles which can be used by an application-designer or an application-developer.


ubiquitous computing | 2016

Engaging Immersive Video Consumers: Challenges Regarding 360-Degree Gamified Video Applications

Lemonia Argyriou; Daphne Economou; Vassiliki Bouki; Ioannis Doumanis

360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences. The purpose of this study is to introduce a set of technical and design challenges for interactive, gamified 360-degree mixed reality applications that immerse and engage users. The development of gamified applications refers to the merely incorporation of game elements in the interaction design process to attract and engage the user through playful interaction with the virtual world. The study presents experiments with the incorporation of series of game elements such as time pressure challenges, badges and user levels, storytelling narrative and immediate visual feedback to the interaction design logic of a mixed reality mobile gaming application that runs in an environment composed of 360-degree video and 3D computer generated objects. In the present study, the architecture and overall process for creating such an application is being presented along with a list of design implications and constraints. The paper concludes with future directions and conclusions on improving the level of immersion and engagement of 360-degree video consumers.

Collaboration


Dive into the Daphne Economou's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

William L. Mitchell

Manchester Metropolitan University

View shared research outputs
Top Co-Authors

Avatar

Vassiliki Bouki

University of Westminster

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Tom Boyle

University of North London

View shared research outputs
Top Co-Authors

Avatar

P. Kathrani

University of Westminster

View shared research outputs
Top Co-Authors

Avatar

Steve Pettifer

University of Manchester

View shared research outputs
Researchain Logo
Decentralizing Knowledge