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Dive into the research topics where Ioannis Doumanis is active.

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Featured researches published by Ioannis Doumanis.


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.


international conference on interactive mobile communication technologies and learning | 2014

A dynamic role-playing platform for simulations in legal and political education

Daphne Economou; Ioannis Doumanis; Vassiliki Bouki; Frands Pedersen; P. Kathrani; Markos Mentzelopoulos; Nektarios Georgalas

One big challenge in deploying games-based learning, is the high cost and specialised skills associated with customised development. In this paper we present a serious games platform that offers tools that allow educators without special programming or artistic skills to dynamically create three dimensional (3D) scenes and verbal and non-verbal interaction with fully embodied conversational agents (ECAs) that can be used to simulate numerous educational scenarios. We present evaluation results based on the use of the platform to create two educational scenarios for politics and law in higher education. We conclude with a discussion of directions for the further work.


Computers in Education | 2018

The impact of multimodal collaborative virtual environments on learning: A gamified online debate

Ioannis Doumanis; Daphne Economou; Gavin Sim; Stuart Porter

Abstract Online learning platforms are integrated systems designed to provide students and teachers with information, tools and resources to facilitate and enhance the delivery and management of learning. In recent years platform designers have introduced gamification and multimodal interaction as ways to make online courses more engaging and immersive. Current Web-based platforms provide a limited degree of immersion in learning experiences, thereby diminishing potential learning impact. To improve immersion, it is necessary to stimulate some or all the human senses by engaging users in an environment that perceptually surrounds them and allows intuitive and rich interaction with other users and its content. Learning in these collaborative virtual environments (CVEs) can be aided by increasing motivation and engagement through the gamification of the educational task. This rich interaction that combines multimodal stimulation and gamification of the learning experience has the potential to draw students into the learning experience and improve learning outcomes. This paper presents the results of an experimental study designed to evaluate the impact of multimodal real-time interaction on user experience and learning of gamified educational tasks completed in a CVE. Secondary school teachers and students participated in the study. The multimodal CVE is an accurate reconstruction of the European Parliament in Brussels, developed using the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) framework. In the study, we compared the impact of the VR parliament to a non-multimodal control (an educational platform called Edu-Simulation) for the same educational tasks. Our results show that the multimodal CVE improves student learning performance and aspects of subjective experience when compared to the non-multimodal control. More specifically it resulted in a more positive effect on the ability of the students to generate ideas compared to a non-multimodal control. It also facilitated a sense of presence (strong emotional and a degree of spatial) for students in the VE. The paper concludes with a discussion of future work that focusses on combining the best features of both systems in a hybrid system to increase its educational impact and evaluate the prototype in real-world educational scenarios.


ubiquitous computing | 2017

User experience evaluation of human representation in collaborative virtual environments

Daphne Economou; Ioannis Doumanis; Lemonia Argyriou; Nektarios Georgalas

Human embodiment/representation in virtual environments (VEs) similarly to the human body in real life is endowed with multimodal input/output capabilities that convey multiform messages enabling communication, interaction and collaboration in VEs. This paper assesses how effectively different types of virtual human (VH) artefacts enable smooth communication and interaction in VEs. With special focus on the REal and Virtual Engagement In Realistic Immersive Environments (REVERIE) multi-modal immersive system prototype, a research project funded by the European Commission Seventh Framework Programme (FP7/2007-2013), the paper evaluates the effectiveness of REVERIE VH representation on the foregoing issues based on two specifically designed use cases and through the lens of a set of design guidelines generated by previous extensive empirical user-centred research. The impact of REVERIE VH representations on the quality of user experience (UX) is evaluated through field trials. The output of the current study proposes directions for improving human representation in collaborative virtual environments (CVEs) as an extrapolation of lessons learned by the evaluation of REVERIE VH representation.


EAI Endorsed Transactions on Future Intelligent Educational Environments | 2016

Westminster Serious Games Platform (wmin-SGP) a tool for real-time authoring of roleplay simulations for learning

Daphne Economou; Ioannis Doumanis; Frands Pedersen; P. Kathrani; Markos Mentzelopoulos; Vassiliki Bouki; Nektarios Georgalas

The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.


international conference on interactive mobile communication technologies and learning | 2015

Edu-simulation: A serious games platform designed to engage and motivate students

Daphne Economou; Ioannis Doumanis; Vassiliki Bouki; Frands Pedersen; Markos Mentzelopoulos; Nektarios Georgalas

This paper introduces a serious games web platform designed to simulate a teaching environment where lecturers are able to replicate their teaching environment by creating courses, modules, adding content and managing students effectively. Using a variety of tools available, lecturers are able to create a range of game simulations for students and observe student behavior in a controlled environment. The paper provides a description of the platform architecture and the main features, it presents a user testing session that aimed to review the usability, the cognitive accessibility (CoA) of the educational tasks completed and the quality of the user experience with the platform and it discusses the users testing results. The paper put emphasis on the gamified elements of the platform and their role in enhancing the pedagogic experience and concludes with directions of future work and development.


dependable autonomic and secure computing | 2015

The REVERIE Human Representation Addresses Issues Related to Virtual Presence, Communication, and Interaction in Collaborative Virtual Environments

Ioannis Doumanis; Daphne Economou; Nektarios Georgalas

Human embodiment/representation in virtual environments (VEs) similarly to the human body in real life is endowed with multimodal input/output capabilities that convey multiform messages enabling communication, interaction and collaboration in VEs. This paper demonstrates how the REal and Virtual Engagement In Realistic Immersive Environments (REVERIE) web platforms virtual representation artefacts address human representation design guidelines (DGs) that have been generated based on extensive user centered research. The paper presents the human representation supported by REVERIE, a research project funded from the European Communitys Seventh Framework Programme (FP7/2007-2013) and it demonstrates how they ultimately address virtual actor DGs generic to collaborative virtual environments (CVEs). The paper concludes with future directions for improving human representation in CVEs.


Intelligent Environments (Workshops) | 2015

Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework

Daphne Economou; Ioannis Doumanis; Frands Pedersen; P. Kathrani; Markos Mentzelopoulos; Vassiliki Bouki


Intelligent Environments (Workshops) | 2013

An Empirical Study on the Effects of Embodied Conversational Agents on User Retention Performance and Perception in a Simulated Mobile Environment

Ioannis Doumanis; Serengul Smith


Archive | 2014

Intelligent environments simulations, towards a smart campus

Francisco Campuzano; Ioannis Doumanis; Serengul Smith; Juan A. Botía

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Daphne Economou

University of Westminster

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Vassiliki Bouki

University of Westminster

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Frands Pedersen

University of Westminster

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P. Kathrani

University of Westminster

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