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Boin A.,Leiden University | Bynander F.,National Defence College | Pintore G.,Visual Computing Group | Ganovelli F.,CNR Institute of Neuroscience | And 3 more authors.
International Conference on Wireless and Mobile Computing, Networking and Communications | Year: 2014

This paper presents the result of the work achieved in the frame of three successive European Projects, which aimed to build an innovative system to assist security managers in the crisis preparation, training and management phases. The iterative approach of the consortium is presented, as well as the results. A novel interactive and shared Common Operational Picture is proposed which has been validated by three large scale demonstrations. On-going and future work focusing on the security concepts and measures of building interiors is moreover presented. © 2014 IEEE.


Katifori A.,National and Kapodistrian University of Athens | Karvounis M.,National and Kapodistrian University of Athens | Kourtis V.,National and Kapodistrian University of Athens | Kyriakidi M.,National and Kapodistrian University of Athens | And 9 more authors.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2014

In this work, we present the CHESS research prototype system which offers personalized, interactive digital storytelling experiences to enhance museum visits, demonstrating the authoring and visiting experiences. © Springer International Publishing Switzerland 2014.


Vayanou M.,National and Kapodistrian University of Athens | Katifori A.,National and Kapodistrian University of Athens | Karvounis M.,National and Kapodistrian University of Athens | Kourtis V.,National and Kapodistrian University of Athens | And 9 more authors.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2014

CHESS is a research prototype system aimed at enriching museum visits through personalized interactive storytelling. Aspiring to replace traditional exhibit-centric descriptions by story-centric cohesive narrations with carefully-designed references to the exhibits, CHESS follows a plot-based approach, where the story authors create stories around pre-selected museum themes. In this paper we place the CHESS system within the Interactive Digital Narrative field, describing the main objectives and requirements addressed. We present the system’s architecture and outline its overall functionality. We describe the underlying storytelling model using examples from the stories authored using the CHESS Authoring Tool. Finally, we report key results focusing on the authors’ perspective for the creation of personalized stories. © Springer International Publishing Switzerland 2014.


Doulamis A.,Technical University of Crete | Ioannides M.,Cyprus University of Technology | Doulamis N.,Cyprus University of Technology | Hadjiprocopis A.,Cyprus University of Technology | And 11 more authors.
Proceedings of SPIE - The International Society for Optical Engineering | Year: 2013

One of the main characteristics of the Internet era we are living in, is the free and online availability of a huge amount of data. This data is of varied reliability and accuracy and exists in various forms and formats. Often, it is cross-referenced and linked to other data, forming a nexus of text, images, animation and audio enabled by hypertext and, recently, by the Web3.0 standard. Search engines can search text for keywords using algorithms of varied intelligence and with limited success. Searching images is a much more complex and computationally intensive task but some initial steps have already been made in this direction, mainly in face recognition. This paper aims to describe our proposed pipeline for integrating data available on Internet repositories and social media, such as photographs, animation and text to produce 3D models of archaeological monuments as well as enriching multimedia of cultural / archaeological interest with metadata and harvesting the end products to EUROPEANA. Our main goal is to enable historians, architects, archaeologists, urban planners and a liated professionals to reconstruct views of historical monuments from thousands of images oating around the web. © 2013 SPIE.


Clarke S.,Serious Games Institute | Lameras P.,Serious Games Institute | Dunwel I.,Serious Games Institute | Balet O.,Diginext | And 2 more authors.
Proceedings of the European Conference on Games-based Learning | Year: 2015

To support the development and implementation of location-based experience (LBE) as a future educational practice, we evaluate a practical approach to training and guidance, which seeks to transfer an understanding of the design and creation methods for LBEs to practitioners from multi-disciplinary backgrounds. A preliminary version of the "LBE Training Framework" is presented, facilitating consideration of constructivist pedagogical theories, training processes, visual design principles, and technical and design constraints when training end-users. The LBE Training Framework is informed by the MAGELLAN Training Framework, which utilises a constructivist paradigm to train participants on how to use the MAGELLAN Authoring Tool. To inform future iterations of the LBE Training Framework and assess the efficacy of the training methodology adopted, this paper presents a case study following a training workshop that featured the initial release of the MAGELLAN Authoring Tool. This workshop, conducted in Greece with 14 end-user participants from multi-disciplinary backgrounds, was used to gather data and evaluate the Training Process taken from the MAGELLAN Training Framework. End-user feedback and user evaluation observations were collected from the workshop participants through a series of questionnaires, one-to one interviews, and focus groups. This paper presents an analysis of the findings, and considers the delivery methods and the training content used at the workshop, informed by the MAGELLAN Training Framework which is presented in the LBE Training Framework, a training paradigm for LBE's.


Dalto L.D.,DIGINEXT | Benus F.,MATRAI Welding | Balet O.,DIGINEXT
Proc. of the Int. Conf. on Advances in Welding Science and Technology for Construction, Energy and Transportation, AWST 2010, held in Conj. with the 63rd Annual Assembly of IIW 2010 | Year: 2010

The welding training is today a key process to answer to the manpower shortage existing in this domain. Unfortunately, this training is very expensive, hard to monitor and mostly human-based, so quite difficult to improve. Nevertheless, it is now mandatory to find new technologies to speed it up, to cut the training cost and enhance the training quality to give the trainer more flexibility. This position paper presents CS WAVE, the welding motion trainer. We will try to focus on the way this tool can be integrated in a training daily organisation and what is the best practice observed. The potential benefits, the feedbacks of the users (trainers and trainees), the various uses depending on the various training curriculum and the final acceptance or rejection of the systems will be studied and presented.


Ahmad A.,DIGINEXT | Balet O.,DIGINEXT | Himmelstein J.,DIGINEXT | Boin A.,CRISIS PLAN | And 6 more authors.
ISCRAM 2012 Conference Proceedings - 9th International Conference on Information Systems for Crisis Response and Management | Year: 2012

To face the urgent need to train strategic and operational managers in dealing with complex crises, we are researching and developing an innovative decision support system to be used for crisis management and interactive crisis training. This paper provides an overview of current decision-support systems, simulation software and other technologies specifically designed to serve crisis managers. These findings inform the design of a new interactive simulation technology system, where a 3D Common Operational Picture (COP) is shared between tactile digital whiteboard in the command center and mobile devices in the field. © 2012 ISCRAM.

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