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Andreas  Giannakoulopoulos
  • Eleftherias sq.
    Palaia Anaktora
    49 100 Corfu
    Greece
  • Andreas Giannakoulopoulos was born in Athens, Greece and is an Associate Professor at the department of Audio and Vis... moreedit
We are glad and proud to present you the 3rd special issue that was co-created by the collaboration of the Journal of Media Critiques (JMC) and the Communication Institute of Greece (COMinG). This volume includes selected papers... more
We are glad and proud to present you the 3rd special issue that was co-created by the collaboration of the Journal of Media Critiques (JMC) and the Communication Institute of Greece (COMinG).
This volume includes selected papers presented at the 3rd Annual International Conference of Communication and Management (ICCM2018), 23-26 April 2018, organized by the Communication Institute of Greece. In total 40 papers were presented by 75 presenters, coming from 21 different countries around the world (Pakistan, USA, UAE, Germany, Finland, Beijing, Malaysia, Turkey, Russia, France, UK,
Belgium, Spain, Albania, Kenya, Thailand, Lithuania, Croatia, Morocco, China, Greece). This ‘audience’ comprised professors, researchers, students and key people, interested by education, politics, cultural affairs, etc.
The themes of this issue are separated into sections/chapters, similar with the ones of ICCM2018 conference, in order to facilitate the readers. From the twenty-six (26) papers of this volume, we have four (4) papers on International and Intercultural Education –Leadership, five (5) papers on International business and Management, four (4) papers on International and Intercultural, three (3) papers on Political sciences Communication and International affairs, and ten (10) papers on Social
Media, Media and Mediated Communication Technologies.
Research Interests:
This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments and on the evaluation of its effectiveness in the educational process. The gamified learning activity capitalizes on the open source software... more
This paper focuses on the gamification and social aspects of learning in 3D Virtual Environments and on the evaluation of its effectiveness in the educational process. The gamified learning activity capitalizes on the open source software OpenSim and, through several missions, attempts to create a blended learning environment for the fields of Biology and Computer Science. The gamified learning environment changes the students' behaviour towards the learning process, enhances their self-regulation and establishes more horizontal structure in learning. During the activity, the role of the teacher is predominantly facilitative and assistive, while students, through group learning activities, are fully engaged and become more active learners.
Web 2.0 introduced a technological change that affected – among others - the field of art. Creation and dissemination of artworks have undergone significant change due to rise of Web 2.0 applications. Within this context online artist... more
Web 2.0 introduced a technological change that affected – among others - the field of art. Creation and dissemination of artworks have undergone significant change due to rise of Web 2.0 applications. Within this context online artist communities emerged giving the opportunity to both amateurs and professionals to create their own portfolio. In an environment where technology meets creativity the absence of physical barriers makes the artworks widely accessible to others as well as interaction between artists easier. As far as moderation is concerned each registered user has both rights and responsibilities according to the websites’ particular policy. However, the increasing growth of these communities makes the matter of artists’ rights a matter of great importance that has two aspects. The first one concerns the origin of uploaded artworks while the second one is related to the policy implied by the websites in order to protect user-generated artworks from being misused or even s...
Research Interests:
This paper constitutes a desk research of primary researches already conducted on e-deliberation. Empirical data are re-examined aiming to give a new dimension to political and public discourse through social media, i.e. the applications... more
This paper constitutes a desk research of primary researches already conducted on e-deliberation. Empirical data are re-examined aiming to give a new dimension to political and public discourse through social media, i.e. the applications that have emerged from Web 2.0. The combination of e-deliberation and Web 2.0 tools provides a new field of interest called e-deliberation 2.0. Primary research has brought rivalries to the scientific world. The technology needed is now available but the use of the new applications and its future course depends on the ideology and culture of users and developers. Its extensive study constitutes the core of this paper. Apart from the theoretical framework, in order to explore whether Web 2.0 use meets the expectations relative to e-deliberation, the present paper will use empirical data from studies conducted in the USA, Australia, France and Greece.
Research Interests:
This paper aims to introduce a useful approach on the combined use of template based publishing tools (ie for blogs and wikis) and content personalization services. The approach considers that the original developers of web content have... more
This paper aims to introduce a useful approach on the combined use of template based publishing tools (ie for blogs and wikis) and content personalization services. The approach considers that the original developers of web content have limited awareness on accessibility issues, and they are facilitated and guided by the editing interface. The publishing mechanism is responsible for storing web content in a flexible representation, where structured content is separated from the formatting information. Intermediate ...
Edutainment may be considered a developing contemporary research field particularly as new and open source game development environments are made available to the research community. Nevertheless, most edutainment scenarios are usually... more
Edutainment may be considered a developing contemporary research field particularly as new and open source game development environments are made available to the research community. Nevertheless, most edutainment scenarios are usually limited in terms of interactivity, design and aesthetics, a fact that may be attributed to the task complexity, which requires an integrated approach addressing all related fields. This work introduces a conceptual/operational framework for the development of edutainment scenarios, which is both game-based and rich-media oriented. The proposed framework, which for the main part must be considered an educational effort, combines theoretical background -within the fields of human-computer communication, interaction/educational design and entertainment studies- and practical solutions and techniques regarding software and digital games development, for the creation of custom edutainment scenarios. These abstract and more or less theoretical scenarios due to the seamless embodiment of technical practices may be easily developed as fully fledged products, be them games, applications or any kind of digital media that provide the unified service of education and entertainment. In such a case the end product (a digital system) permits the user to interact with the environment in a game-like manner, which enhances learnability and contributes to knowledge acquirement as the underlying objective.
Research Interests:
Abstract It is common knowledge that plagiarism in academia goes as back in time as research itself. However, in the last two decades this phenomenon of academic deception has turned into an academic plague. Undoubtedly, the rapid... more
Abstract It is common knowledge that plagiarism in academia goes as back in time as research itself. However, in the last two decades this phenomenon of academic deception has turned into an academic plague. Undoubtedly, the rapid expansion of the Web and the vast amount of publicly available information and documents facilitate the unethical malpractice of computer-aided plagiarism, which in turn has inflated the problem.
The need to develop taxonomies and organize relevant informational content under categorical divisions expresses the will of human beings to apprehend the surrounding world in a meaningful manner; it is fairly obvious how such a task may... more
The need to develop taxonomies and organize relevant informational content under categorical divisions expresses the will of human beings to apprehend the surrounding world in a meaningful manner; it is fairly obvious how such a task may be more easily achieved if our knowledge is logically organized into comprehensible categories. In this paper a first attempt is made to create an indicative taxonomy of the various types of module webpages that are available on the World Wide Web. As examples of categorization variables one may consider either a bipolar characteristic, such as supplementary versus exclusive function or an array of features such as of values related to the level of originality (e.g. original, customized, or standardized). There are different, though sometimes overlapping, relationships among the main axes of the taxonomy. Most of these relationships may be well classified under three interrelated levels or classes of functionality: the educational, the communicative...
ABSTRACT The rise in popularity of the web and social media has significantly changed the way voters communicate and form their opinions. National governments are also affected by the hype of social media, so they launch new debate tools... more
ABSTRACT The rise in popularity of the web and social media has significantly changed the way voters communicate and form their opinions. National governments are also affected by the hype of social media, so they launch new debate tools and open social platforms where citizens are able to communicate, collaborate and exchange opinions. When the amount of opinions increases, then it becomes difficult to process and interpret them manually. In this case, opinion-mining techniques and information visualisation tools can be employed to depict the public opinion and give comprehensive visual summaries. In this work, we present an information visualisation tool for surveys, which allows users to select from a variety of graphs, drill down to selected periods or roll-up to a larger scale and supports input from both closed-end and open-end questions. In the latter case, the tool employs opinion-mining techniques to quantify voter's opinion.
Abstract: Conducting Web research has been notoriously difficult due to a number of interrelated reasons, most of which are inherent to the nature and architecture of the Web. As a consequence, the selection and gathering of appropriate... more
Abstract: Conducting Web research has been notoriously difficult due to a number of interrelated reasons, most of which are inherent to the nature and architecture of the Web. As a consequence, the selection and gathering of appropriate samples for quantitative research, as well as the employment of qualitative methods at large, are confronted with severe obstacles, in most cases bypassed only by ad hoc solutions.
Τα cookies είναι μικρά τμήματα δεδομένων που αποστέλλονται από τους δικτυακούς τόπους που επισκέπτονται οι χρήστες και αποθηκεύονται στον υπολογιστή των χρηστών. Εμφανίστηκαν αμέσως μετά την εισαγωγή του World Wide Web (WWW) και πλέον... more
Τα cookies είναι μικρά τμήματα δεδομένων που αποστέλλονται από τους δικτυακούς τόπους που επισκέπτονται οι χρήστες και αποθηκεύονται στον υπολογιστή των χρηστών. Εμφανίστηκαν αμέσως μετά την εισαγωγή του World Wide Web (WWW)  και πλέον χρησιμοποιούνται ευρέως, παρά το γεγονός ότι η πλειοψηφία των χρηστών ενδεχομένως να μην το έχει αντιληφθεί. Οι δικτυακοί τόποι των μέσων επικοινωνίας χρησιμοποιούν cookies για να εξατομικεύσουν το περιεχόμενο στις ανάγκες των επισκεπτών τους. 
Αυτή τη εργασία επιχειρεί να διερευνήσει κατά πόσο οι χρήστες των δικτυακών μέσων προσφέρουν οικειοθελώς τα δεδομένα από τις προσωπικές τους επιλογές στο διαδίκτυο στα μέσα επικοινωνίας. Οι δικτυακοί τόποι με την χρήση των συγκεκριμένων πληροφοριών έχουν την δυνατότητα να προσφέρουν προσωποποιημένες υπηρεσίες που καλύπτουν τις εξατομικευμένες ανάγκες του συγκεκριμένου χρήστη, αποσκοπώντας τελικά στην αύξηση της επισκεψιμότητας/ κέρδους τους. Με τη βοήθεια διαδικτυακού ερωτηματολογίου, αξιολογήθηκε η σχέση των χρηστών με τα cookies. Επίσης διερευνήθηκε αν οι χρήστες επιθυμούν να παρακολουθούν διαδικτυακές διαφημίσεις που τους ενδιαφέρουν, ενώ ταυτόχρονα να πληροφορούνται ευδιάκριτα από τα μέσα αν κάποιο από το περιεχόμενο που αναρτούν αποτελεί διαφήμιση.
Τα αποτελέσματα της έρευνας σκιαγραφούν την υπάρχουσα κατάσταση στην Ελλάδα όσον αφορά τη χρήση των ccookies. Το βασικό συμπέρασμα που προκύπτει είναι ότι οι χρήστες επιθυμούν ο σχεδιασμός των δικτυακών τόπων των μέσων επικοινωνίας να έχει επίκεντρο τις ανάγκες/ προτιμήσεις τους.
Research Interests:
Emotion recognition from sound signals represents an emerging field of recent research. Although many existing works focus on emotion recognition from music, there seems to be a relative scarcity of research on emotion recognition from... more
Emotion recognition from sound signals represents an emerging field of recent research. Although many existing works focus on emotion recognition from music, there seems to be a relative scarcity of research on emotion recognition from general sounds. One of the key characteristics of sound events is the sound source spatial position, i.e. the location of the source relatively to the acoustic receiver. Existing studies that aim to investigate the relation of the latter source placement and the elicited emotions are limited to distance, front and back spatial localization and/or specific emotional categories. In this paper we analytically investigate the effect of the source angular position on the listener’s emotional state, modeled in the well–established valence/arousal affective space. Towards this aim, we have developed an annotated sound events dataset using binaural processed versions of the available International Affective Digitized Sound (IADS) sound events library. All subjective affective annotations were obtained using the Self Assessment Manikin (SAM) approach. Preliminary results obtained by processing these annotation scores are likely to indicate a systematic change in the listener affective state as the sound source angular position changes. This trend is more obvious when the sound source is located outside of the visible field of the listener.
One of the main process in emotions estimation from audio data is the ground truth data collection from human listeners. Due to the nature of the data (sound data) and the amount of them, any such process may endure many hours. In the... more
One of the main process in emotions estimation from audio data is the ground truth data collection from human listeners. Due to the nature of the data (sound data) and the amount of them, any such process may endure many hours. In the proposed paper, we present a web based platform for the colle- ction of the ground truth data using the well-established self assessment manikin (SAM). The platform allows the user to reproduce the associated sounds on de- mand, records the answers and offers annotations related to key features, like the repeat of the process by the same user.
Emotion recognition from generalized sounds is an interdisciplinary and emerging field of research. A vital requirement for this kind of investigations is the availability of ground truth datasets. Currently, there are 2 freely available... more
Emotion recognition from generalized sounds is an interdisciplinary and emerging field of research. A vital requirement for this kind of investigations is the availability of ground truth datasets. Currently, there are 2 freely available datasets of emotionally annotated sounds, which, however, do not include sound evenets (SEs) with manifestation of the spatial location of the source. The latter is an inherent natural component of SEs, since all sound sources in real-world conditions are physically located and perceived somewhere in the listener’s surrounding space. In this work we present a novel emotionally annotated sounds dataset consisting of 32 SEs that are spatially rendered using appropriate binaural processing. All SEs in the dataset are available in 5 spatial positions corresponding to source/receiver angles equal to 0, 45, 90, 135 and 180 degrees. We have used the IADS dataset as the initial collection of SEs prior to binaural processing. The annotation measures obtained for the novel binaural dataset demonstrate a significant accordance with the existing IADS dataset, while small ratings declinations illustrate a perceptual adaptation imposed by the more realistic SEs spatial representation.
At a time when new technologies are developing rapidly, the use of the term journalism has undergone various changes. The Internet allows information to “travel” in huge packs and the only restriction lies in the speed of electrons or... more
At a time when new technologies are developing rapidly, the use of the term journalism has undergone various changes. The Internet allows information to “travel” in huge packs and the only restriction lies in the speed of electrons or electromagnetic waves (Osborn, 2001: 1). The Internet has transformed the journalistic profession but technology alone is not enough to further address the significance of these changes. The role of journalism in democracy, political participation, and social integration must be redefined within the framework of a ...
This paper constitutes a desk research of primary researches already conducted on e-deliberation. Empirical data are re-examined aiming to give a new dimension to political and public discourse through social media, i.e. the applications... more
This paper constitutes a desk research of primary researches already conducted on e-deliberation. Empirical data are re-examined aiming to give a new dimension to political and public discourse through social media, i.e. the applications that have emerged from Web 2.0. The combination of e-deliberation and Web 2.0 tools provides a new field of interest called e-deliberation 2.0. Primary research has brought rivalries to the scientific world. The technology needed is now available but the use of the new applications and its future course depends on the ideology and culture of users and developers. Its extensive study constitutes the core of this paper. Apart from the theoretical framework, in order to explore whether Web 2.0 use meets the expectations relative to e-deliberation, the present paper will use empirical data from studies conducted in the USA, Australia, France and Greece.
In recent years, sharing personal content on the web and especially on social networking websites (SNSs) has become a particularly common practice. In fact the success of these websites is based to a large extent on the content their... more
In recent years, sharing personal content on the web and especially on social networking websites (SNSs) has become a particularly common practice. In fact the success of these websites is based to a large extent on the content their users share whether this consists of images, text, video or other multimedia. Photo sharing is growing and it is of particular interest the fact that people use SNSs to interact, communicate and present themselves to their friends and family. Despite the fact that these websites enable users to easily disseminate information sometimes the lasts one meet difficulties in sharing information and have trust and privacy concerns because it is not that easy to determine who has access to particular information on such applications. The aim of this paper is to present an extended analysis of this phenomenon using both the contemporary theoretical framework and a research on privacy settings, photo albums and photo sharing behavior of Facebook users.
One of the main process in emotions estimation from audio data is the ground truth data collection from human listeners. Due to the nature of the data (sound data) and the amount of them, any such process may endure many hours. In the... more
One of the main process in emotions estimation from audio data is the ground truth data collection from human listeners. Due to the nature of the data (sound data) and the amount of them, any such process may endure many hours. In the proposed paper, we present a web based platform for the collection of the ground truth data using the well-established self assessment manikin (SAM). The platform allows the user to reproduce the associated sounds on demand, records the answers and offers annotations related to key features, like the repeat of the process by the same user.
The University Research Institute of Applied Communication (U.R.I.A.C.) and the New Technologies Laboratory in Communication, Education and the Mass Media (N.T.L.C.E.M.) have been carrying out a number of research projects in the field of... more
The University Research Institute of Applied Communication (U.R.I.A.C.) and the New Technologies Laboratory in Communication, Education and the Mass Media (N.T.L.C.E.M.) have been carrying out a number of research projects in the field of Intergenerational Communication and Learning. Members of community centres for the elderly and public high school students have participated in the projects focusing on the social need for intergenerational communication. This paper presents the projects held, as well as their research goals and the conclusions the research team has arrived at.
There were two key factors, common in all projects, which outline the chosen approach and contribute to the uniformity and concreteness of the conclusions: firstly, in all cases the intergenerational communication took place in an composite environment which offered online and offline interaction at the same place and time, and, secondly, all activities were designed in a way which promotes the idea that the elderly may not only benefit from ICT, but become active members of the new digital world and provide precious knowledge and experience in both local and global level.
During the first research project 14 year-old students acted as tutors of the members of a community centre teaching them basic aspects of internet use. One year later another project was held, bringing together adolescents and elderly people in order for them to co-create digital videos
based on the personal narrations of the elderly and implementation of the technical skills of the adolescents. As the elderly revealed their life experiences the students recorded them on video. They cooperated on the editing process and presented the final outcome to all participants. Social games and intergenerational learning was the main theme of the third workshop. High school students played the popular game “Frontier ville” with their elderly team-mates and participated in an on-line competition. A hands-on workshop was set whilst both generations grew their digital farm in the far-west. The fourth research project was called “Music for Two Generations”, and was based on the hypothesis that both sides would be interested in discussing their musical tastes. Students and seniors used “every-day” digital applications, under the guidance of the research group members, in order to create a youtube account where they composed a playlist with their favourite songs. A general conclusion deriving from these projects would be that people from different generations can work together and communicate in a well-organized digital context. Moreover, they can create valuable digital artifacts as a confirmation of their co-operation and interaction achieved.
Web 2.0 introduced a technological change that affected – among others - the field of art. Creation and dissemination of artworks have undergone significant change due to rise of Web 2.0 applications. Within this context online artist... more
Web 2.0 introduced a technological change that affected – among others - the field of art. Creation and dissemination of artworks have undergone significant change due to rise of Web 2.0 applications. Within this context online artist communities emerged giving the opportunity to both amateurs and professionals to create their own portfolio. In an environment where technology meets creativity the absence of physical barriers makes the artworks widely accessible to others as well as interaction between artists easier. As far as moderation is concerned each registered user has both rights and responsibilities according to the websites’ particular policy. However, the increasing growth of these communities makes the matter of artists’ rights a matter of great importance that has two aspects. The first one concerns the origin of uploaded artworks while the second one is related to the policy implied by the websites in order to protect user-generated artworks from being misused or even stolen.
The aim of this paper is to examine the terms of use and policy of art related websites like deviantart.com, flickr.com, photobucket.com in order to note the extent to which user’s work is protected. Copyright infringement consists a serious problem and despite the fact that these websites have restrictions in submissions they do not seem able to provide adequate protection. In addition, we are interested in alternative; more liberal terms of license that have arisen such as Creative Commons license that seems to become popular among the new generation of artists.
In this study we investigate the impact of information technologies (IT) and online learning communities to an educational organization. For this reason, we create an online learning community of tutors and students in a Greek music... more
In this study we investigate the impact of information technologies (IT) and online learning communities to an educational organization. For this reason, we create an online learning community of tutors and students in a Greek music school and employ an e-portfolio and social networking platform in order to facilitate the educational process. The platform combines digital artifacts such as blogs, eportfolios, forums, audio and video in a common social networking environment. Our initial hypothesis is that the traditional dyadic relationships would be transformed with the implementation of the aforementioned platform in terms of augmented interactivity, and performance improvement. Overall, initial findings indicate that the implementation of new media inside the particular educational organization creates a dynamic that necessitates further interpretations. The first issue that needs to be addressed is whether technological means can substitute face-to-face educational processes. The correspondence between the participants’ needs and the available applications is another matter to be acknowledged. As a result, the use of the existing applications requires critical thinking regarding the selection of the appropriate means of expression (i.e. technical exercises are better demonstrated via video) while potential lack of applications demands strategic decisions in order to overcome this deficiency.
Edutainment may be considered a developing contemporary research field particularly as new and open source game development environments are made available to the research community. Nevertheless, most edutainment scenarios are usually... more
Edutainment may be considered a developing contemporary research field particularly as new and open source game development environments are made available to the research community. Nevertheless, most edutainment scenarios are usually limited in terms of interactivity, design and aesthetics, a fact that may be attributed to the task complexity, which requires an integrated approach addressing all related fields. This work introduces a conceptual/operational framework for the development of edutainment scenarios, which is both game-based and rich-media oriented. The proposed framework, which for the main part must be considered an educational effort, combines theoretical background -within the fields of human computer communication, interaction/educational design and entertainment studies- and practical solutions and techniques regarding software and digital games development, for the creation of custom edutainment scenarios. These abstract and more or less theoretical scenarios due to the seamless embodiment of technical practices may be easily developed as fully fledged products, be them games, applications or any kind of digital media that provide the unified service of education and entertainment. In such a case the end product (a digital system) permits the user to interact with the environment in a game-like manner, which enhances learnability and contributes to knowledge acquirement as the underlying objective. The framework, although not a rigid one but rather subjected to ad hoc adjustments, consists of welldefined stages, which include modern educational theories and state of-the-art development environments. This paper describes in details the proposed educational framework for the edutainment scenarios and presents a recent case study that validates its effectiveness. Despite the fact that the framework is still under development in a continuous feedback process with respect to the scenarios conceived by higher education students who utilise it, the results achieved so far are rather encouraging in terms of creativity, interaction design and aesthetics, thus addressing in a satisfactory manner the above mentioned deficiencies which –in our opinion- characterise a large portion of commercial edutainment scenarios.
Engagement of senior citizens in Digital Learning is based on understanding of learning as a natural process of personal development and social activity in life. In Greece, although the senior citizens are 18% of the total population... more
Engagement of senior citizens in Digital Learning is based on understanding of learning as a natural process of personal development and social activity in life.
In Greece, although the senior citizens are 18% of the total population (2005), the third largest in the EU, they don’t seem to be familiarized with ICT remarkably. Lack of Internet’s use is significantly connected more to problems about accessibility, the lack of skills or to the feeling that it is not necessary.
Ιn 2010 the New Technologies Laboratory of the University of Athens conducted case study research including survey with questionnaires, in order to design customized web sites for senior citizens.
Conclusions were formulated about the knowledge of respondents on computers and the Internet, their desire for knowledge and eagerness to create content in websites.
Main findings of the case study is that, although over 75% of respondents rarely or not at all have access to a computer that has Internet access, over 85% of respondents want to learn about computers. The results show a need for communication. Over 75% would welcome such a prospect. Also, the research focused on what interested them to write about in a website. The results showed that most informers were interested in recipes, personal documents and writing comments.
The questionnaire included section with questions about informative and news sites. Replies were registered about preferences, specifically about multimedia content, and online services, such as advice by scientists like doctors.
An intergenerational learning research project brought together young students and elderly participants, to study both the level of communication between them and the role of digital technology as an agent in that respect. Use of digital... more
An intergenerational learning research project brought together young students and elderly participants, to study both the level of communication between them and the role of digital technology as an agent in that respect. Use of digital media production was regarded and employed as a method towards acquiring 21st century social and communication skills. Given that creative learning is all about developing one’s own creative potential through meaningful projects, the theoretical approach here rests on the principle, according to which creativity lies in co- construction of meaning and encourages the learner to an active role.
Fourteen year old students and members of an Elderly People Community Centre worked together in pairs of each, to make a digital video out of memory material of the elder by utilizing the digital skills of the youngsters. To keep with the formal stages of video production, each and every pair elaborated on its own story, did the actual shooting, went on to edit the sequences and, finally, presented the finished video file to all project participants researchers included. In all cases the outcome was a coherent and interesting digital story made with reminiscence, while it had simultaneously turned each young student into a responsive listener of yesterdays, save a promising producer of tomorrow. Editing came out as the most important among the session’s four phases (planning, videotaping, editing and viewing) and it counted up to an actual, mutually fruitful experience of intergenerational interaction. In terms of quality assessment, interviewees spoke invariably of a surprisingly pleasant experience, as well as of a challenging channel of communication between them.
Intellectual property constitutes an issue of paramount importance for scriptwriters as far as the registration of their own scripts is concerned. Since March, 2011, Greek scriptwriters are able to register their work via a new web-based... more
Intellectual property constitutes an issue of paramount importance for scriptwriters as far as the registration of their own scripts is concerned. Since March, 2011, Greek scriptwriters are able to register their work via a new web-based application available on the Scriptwriters Guild of Greece website.
The process for the development of such an application was proved technically difficult and quite lengthy. The developer had to take under consideration the right way (i.e., the proper way according to the web standards) for every step of the registration, so as to make the application easy and usable for all kinds of users willing to register their script in no more than 5 easy steps.
At the same time, the developer had to predict any possible mistakes the user might make and foresee both the steps and the user’s reaction in order to surpass a certain mistake. All these steps were made with the indispensable assistance from members of the Scriptwriters Guild of Greece, so that any practical and legal detail could be taken into account.
This paper presents in every detail the useful results yielded during and after the process of developing this online application. These results refer to the difficulties and the technological restrictions that needed to be considered in order this application to be complete in its function and successful in its legal role.
It is common knowledge that plagiarism in academia goes as back in time as research itself. However, in the last two decades this phenomenon of academic deception has turned into an academic plague. Undoubtedly, the rapid expansion of the... more
It is common knowledge that plagiarism in academia goes as back in time as research itself. However, in the last two decades this phenomenon of academic deception has turned into an academic plague. Undoubtedly, the rapid expansion of the Web and the vast amount of publicly available information and documents facilitate the unethical malpractice of computer-aided plagiarism, which in turn has inflated the problem. Anti-plagiarism techniques build upon technological solutions and especially the development of task-specific software. The role of anti-plagiarism software for text is to process a document and identify the pieces of text that have been reproduced from another source. This work presents a semantic-based approach to text-plagiarism detection which improves the efficiency of traditional keyword matching techniques. Our semantic matching technique is able to detect a larger variety of paraphrases, including the use of synonym terms, the repositioning of words in the sentences etc. We evaluate our methodology in a dataset comprising positive and negative plagiarism samples and present comparative results of both supervised and unsupervised methods.
Despite decades of research on the dark side of the web and more than a decade of inquiry specifically on the phenomenon of cyberstalking, researchers have yet to find a theoretical scheme that can sufficiently account for this type of... more
Despite decades of research on the dark side of the web and more than a decade of inquiry specifically on the phenomenon of cyberstalking, researchers have yet to find a theoretical scheme that can sufficiently account for this type of online victimization. The paper at hand reports on an ongoing research project that tests the extent to which the core concepts and analytic framework of a traditional etiology of crime and victimization could be transposed to online (or virtual) settings. More specifically, our work examines whether a modified version of lifestyle/routine activities theory is able to explain stalking victimization on the World Wide Web. Lifestyle/routine activities theory argues that individuals who lead lifestyles (or have routine activities) that are characterized by four key factors are more susceptible to victimization than individuals who do not lead such lifestyles. These four factors include a lifestyle or routines that: 1) place individuals in close physical proximity to motivated offenders, 2) frequently place individuals in risky or deviant situations that expose them to crime, 3) expose individuals as attractive targets to the offenders, and 4) lack capable guardianship to deter the offendersi. Based on these theoretical constructs the authors will attempt to specify the equivalent operational definitions that can be applied to online environments. Accordingly, it is hypothesized that individuals who engage in risky online lifestyles and routine activities, such as posting personal information and pictures on social networking websites, visiting pornographic websites, participating in open chat rooms, and neglecting to use of intrusion detection systems and virus scanning software, are more likely to become victims of cyberstalking violence than are those individuals who have lower levels of participation in such activities. In order to test our hypotheses we are implementing an online survey to undergraduate university students. Our sample was selected randomly from the total student population of two mid-sized Greek Universities. The sample frames and corresponding email addresses were provided by the registrars of the two universities. Subsequently, each potential respondent was sent an email message asking them to anonymously complete a web-based questionnaire regarding their online lifestyles and routine activities, and their experiences as far as cyberstalking victimization is concerned. Although the data collection phase of the study is still in progress, preliminary results indicate that the postulations of lifestyle/routine activities theory can account, to some extent, for online victimization experiences. Thus, with our study, we are I the position to confirm that existing etiologies of crime and victimization are indeed adaptable to the World Wide Web.
The present paper focuses on addressing the controversial issue of web content accessibility guidelines enforcement. In doing so, it poses four basic questions concerning web content accessibility: a) What is today‟s situation concerning... more
The present paper focuses on addressing the controversial issue of web content accessibility guidelines enforcement. In doing so, it poses four basic questions concerning web content accessibility: a) What is today‟s situation concerning the implementation (or not) of web content accessibility guidelines? b) What is the current situation concerning the enforcement of web content accessibility guidelines or other relative legislation? c) What are the arguments in favor of such enforcement and what are the arguments against it? And, most importantly, d) is the enforcement of web content accessibility guidelines adequately justified and could there be a compromise –a way out of the debate? Through the above discussion, I will be attempting to reach certain conclusions and to provide an overview of the challenges lying ahead.
The paper at hand seeks to investigate whether virtual reality and distance learning tools can be combined in order to effectively support the learning process. This research deviates from related research works which study whether the... more
The paper at hand seeks to investigate whether virtual reality and distance learning tools can be combined in order to effectively support the learning process. This research deviates from related research works which study whether the distance learning tools and / or three-dimensional virtual learning environments can support existing learning communities and complement the traditional lesson in the classroom. Contrary to those studies, this one focuses on open learning communities whose members have the opportunity to meet only online and investigates whether the existence of a 3D environment can be combined smoothly and productively with the already established tools for online learning communities support. Firstly, this paper presents the characteristics of the 3D platform that was used and those of a web-based e-learning platform, and focuses on the points of potential interconnection between them. Secondly, it describes the key points of the e-learning community that was studied and the difficulties experienced during the implementation of the project. Finally, it presents details of the procedure followed for the evaluation of this effort and summarizes the conclusions reached.
Το κεφάλαιο αυτό έχει ως σκοπό να περιγράψει και να αναλύσει τις βασικές θεωρητικές και πρακτικές αρχές του σχεδιασμού, της λειτουργίας και της διαχείρισης των δυνητικών κοινοτήτων. Σε πρώτο επίπεδο προσδιορίζονται οι λόγοι για τη σύσταση... more
Το κεφάλαιο αυτό έχει ως σκοπό να περιγράψει και να αναλύσει τις βασικές θεωρητικές και πρακτικές αρχές του σχεδιασμού, της λειτουργίας και της διαχείρισης των δυνητικών κοινοτήτων. Σε πρώτο επίπεδο προσδιορίζονται οι λόγοι για τη σύσταση και ύπαρξη μιας δυνητικής κοινότητας και σχετίζονται με το περιεχόμενο και τις υπηρεσίες που προσφέρονται στα μέλη της. Παράλληλα δίνεται ιδιαίτερη έμφαση στα χαρακτηριστικά της “χρηστικότητας” και της “κοινωνικότητας” που πρέπει να εμφανίζει μια κοινότητα για να θεωρηθεί επιτυχημένη. Τέλος δίνονται βασικές κατευθύνσεις στους επίδοξους οργανωτές και διαχειριστές μιας τέτοιας προσπάθειας.
Ανδρέας Π. Γιαννακουλόπουλος (2005) “Ιστοσελίδες μαθημάτων: Κριτήρια ταξινόμησης και αξιολόγησης” στο Λιοναράκης, Α. (επιμ), Πρακτικά 3ου Διεθνούς Συνεδρίου για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση: ‘Παιδαγωγικές και Τεχνολογικές... more
Ανδρέας Π. Γιαννακουλόπουλος (2005) “Ιστοσελίδες μαθημάτων: Κριτήρια ταξινόμησης και αξιολόγησης” στο Λιοναράκης, Α. (επιμ), Πρακτικά 3ου Διεθνούς Συνεδρίου για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση: ‘Παιδαγωγικές και Τεχνολογικές Εφαρμογές’, Πάτρα, 11 - 13 Νοεμβρίου 2005, Προπομπός: Αθήνα (τ. 2, σ. 377-388).

The need to develop taxonomies and organize relevant informational content under categorical divisions expresses the will of human beings to apprehend the surrounding world in a meaningful manner; it is fairly obvious how such a task may be more easily achieved if our knowledge is logically organized into comprehensible categories. In this paper a first attempt is made to create an indicative taxonomy of the various types of module webpages that are available on the World Wide Web. As examples of categorization variables one may consider either a bipolar characteristic, such as supplementary versus exclusive function or an array of features such as of values related to the level of originality (e.g. original, customized, or standardized). There are different, though sometimes overlapping, relationships among the main axes of the taxonomy. Most of these relationships may be well classified under three interrelated levels or classes of functionality: the educational, the communicative and the technological level. In each of these levels the degree of standardization accomplished with respect to system of the taxonomy allows us to detect the certain features of the object in question –in this case the module webpages- which fulfill the desired requirements of functionality. For instance, a well designed webpage facilitates the absorption of the content with respect to the communicative level. Of course this only holds true if aesthetics is among our categorization variables. The criteria for the taxonomy may be drawn from a one-to-one relation between them and the categories of the taxonomy –as observed in today’s Web-, whereas the criteria for evaluation may be concluded with respect to the entirety of relations between each class of functionality and the axes of the taxonomy.

Η ανάγκη ταξινόμησης και κατηγοριοποίησης συναφών πληροφοριακών περιεχομένων προέρχεται από την επιθυμία για κατανόηση του περιβάλλοντος κόσμου –ενός στόχου που είναι σαφέστερα ευκολότερα επιτεύξιμος σε περίπτωση που το γνωστικό μας σύνολο για το υπό εξέταση αντικείμενο είναι λογικά διαρθρωμένο και οργανωμένο με κατανοητό τρόπο. Στην παρούσα εργασία επιχειρείται η ταξινόμηση και η διερεύνηση των συσχετισμών μεταξύ των διαφόρων τύπων ιστοσελίδων μαθημάτων που είναι διαθέσιμες στο Διαδίκτυο. Παραδείγματα μεταβλητών κατηγοριοποίησης για ιστοσελίδες μαθημάτων αποτελούν τα δίπολα συμπληρωματική - αποκλειστική, ελεύθερης πρόσβασης – ελεγχόμενης πρόσβασης και η διάταξη πρωτότυπη – προσαρμοσμένη - τυποποιημένη, σε σχέση με το βαθμό απόκλισης από την κατά περίπτωση επιλεγμένη πρότυπη μορφή. Μεταξύ των αξόνων ταξινόμησης παρατηρούνται τόσο αλληλεπικαλύψεις όσο και διαφόρων τύπων και εντάσεων αλληλεπιδράσεις. Οι σχέσεις αυτές αναπτύσσονται σε τρία τεμνόμενα επίπεδα: το εκπαιδευτικό, το επικοινωνιακό και το τεχνολογικό. Σε κάθε επίπεδο ο βαθμός τυποποίησης που επιτυγχάνεται ανάλογα με το σύστημα αλλά και το 2 βάθος της ταξινόμησης, μας επιτρέπει να διακρίνουμε τα χαρακτηριστικά εκείνα του αντικειμένου (εν προκειμένω των ιστοσελίδων μαθημάτων) που συντελούν στην εκπλήρωση συγκεκριμένων επιθυμητών λειτουργιών. Για παράδειγμα, μια αισθητικά άρτια ιστοσελίδα μαθήματος -σε περίπτωση που η ταξινόμησή μας περιλαμβάνει την αισθητική ως μεταβλητή- βοηθά στην πρόσληψη του περιεχομένου στο επικοινωνιακό επίπεδο. Τα κριτήρια ταξινόμησης των ιστοσελίδων προκύπτουν από μία σχέση ένα-προς-ένα με τις κατηγορίες της ταξινόμησης που προέρχονται από την παρατήρηση της υπάρχουσας κατάστασης. Αντίστοιχα, αλλά λιγότερο άμεσα, η καταγραφή και ο προσδιορισμός του συνόλου των σχέσεων που αναπτύσσονται μεταξύ των αξόνων ταξινόμησης αναφορικά με το κάθε επίπεδο λειτουργίας αποτελούν τη βάση για την εξαγωγή συμπερασμάτων σχετικά με τα κριτήρια αξιολόγησης των ιστοσελίδων μαθημάτων.
Giannara, Irene, Giannakoulopoulos, Andreas & Evenis, Akis (2006) “Audio on demand: Radio’s future format and its impact on the communication procedure”, SoundingOut 3: 3rd Conference on Sound, Sonic Art and Media, University of... more
Giannara, Irene, Giannakoulopoulos, Andreas & Evenis, Akis (2006) “Audio on demand: Radio’s future format and its impact on the communication procedure”, SoundingOut 3: 3rd Conference on Sound, Sonic Art and Media, University of Sunderland, Sunderland, U. Kingdom, September 2006, 7 - 9.
This study of violence on Greek television follows up research, which the author initially undertook in 1996. Papathanassopoulos repeated his research in 1999, monitoring for two weeks the television programmes of the same five television... more
This study of violence on Greek television follows up research, which the author initially undertook in 1996. Papathanassopoulos repeated his research in 1999, monitoring for two weeks the television programmes of the same five television channels as in the first research in order to gauge the amount of violence present on Greek television as well as the character of its portrayal. The book compares the findings of the two studies. The results show that the amount of violence has increased threefold compared to 1996, especially on the news programmes. Violence has also increased in entertainment programming. The majority of violent television acts come from imported programming, mainly from the US.

Η παρούσα έρευνα αποτελεί συνέχεια και τρίτη επανάληψη της αρχικής έρευνας που είχαμε πραγματοποιήσει το 1996 και η οποία είχε στόχο να καταγραφεί η συχνότητα των σκηνών τηλεοπτικής βίας στην ελληνική. Στόχος της έρευνας είναι η καταγραφή της ποσότητας των σκηνών βίας στις ώρες υψηλής τηλεθέασης σε δύο τυχαίες και χρονικά ανεξάρτητες μεταξύ τους εβδομάδες, καθώς και στην πρωινή ζώνη των Σαββατοκύριακων των αντίστοιχων εβδομάδων. Στην παρούσα τρίτη έρευνα η πρώτη περίοδος ήταν οι εβδομάδες 6-12 και 13 έως 19 Δεκεμβρίου 2004. Εξετάσαμε τη χρονική περίοδο από 20:00 έως 24:00 και τις πρωινές ζώνες του Σαββατοκύριακου από τις 09:00 έως 13:00 και προβήκαμε σε ποσοτική και ποιοτική καταγραφή των σκηνών βίας. Με δεδομένο τα στοιχεία της διαχρονικής ανάλυσης βίας από τις τρεις έρευνες μπορούμε να πούμε ότι η βία στην ελληνική τηλεόραση είναι κυρίως εισαγόμενη και οφείλεται περισσότερο στις αμερικανικές ταινίες που προβάλλουν τα κανάλια και τα τρέιλερ που τις παραπέμπουν. Ωστόσο, θα πρέπει να μας προβληματίσει η τάση αύξησης της βίας στα δελτία ειδήσεων, χωρίς να υπολογίζουμε τη λεκτική βία, που δεν καταγράφεται στην έρευνα. Η μορφή και το είδος των βίαιων απεικονίσεων, όπως καταγράφεται και σε άλλες χώρες, απεικονίζονται μ’ ένα στερεότυπο τρόπο, χωρίς συνέπειες και τιμωρίες και συχνά αναιτιολόγητα. Σε πολλές σκηνές η βία προέρχεται από τους πρωταγωνιστές και τους δευτερεύοντες χαρακτήρες και εμφανίζεται ως ο μόνος τρόπος επίλυσης των διαφορών.
The continually increasing rate of website development and the various different techniques employed with respect to web construction technologies have set the preconditions for the discussion which concerns the methods of measurement,... more
The continually increasing rate of website development and the various different techniques employed with respect to web construction technologies have set the preconditions for the discussion which concerns the methods of measurement, evaluation and –under specific restrictions– certification of web based applications. In this paper, certain questions are examined and theoretical reflections are exposed referring to the necessity of website evaluation and the appropriate methods and tools for such a task. In parallel, substantiated solutions to particular theoretical problems are sought. These problems lay within the core of the relevant discussion, the most prominent of which being the contradistinction between purely automated evaluation methods and the manual (subjective) ones. The discussion is centered on the technological evaluation, in conjunction with the ergonomics of the constructions and the anticipated communicative results. The issues of the methods, the tools, the shape and quantitative expression of results and, sequentially, the matter of comparability among evaluated websites comprise both the main (technological) parameters and a proscriptive set of rules for the subject under discussion. Finally, the issue of website certification is raised, along with the accompanying exploration of the appropriate certifying institutions and the systems of evaluation.
Giannakoulopoulos Andreas, Giannara Irini, Koutsompolis Dimitris & Laskari Iro (2007) “Message-Medium-Rules: the triptych of effective information diffusion”. In Meimaris, M. Gouscos, D. (eds.), EUTIC 2007 - Challenges and Uses of ICT:... more
Giannakoulopoulos Andreas, Giannara Irini, Koutsompolis Dimitris & Laskari  Iro (2007) “Message-Medium-Rules: the triptych of effective information diffusion”. In Meimaris, M. Gouscos, D. (eds.), EUTIC 2007 - Challenges and Uses of ICT:  Media and Information Diffusion: Towards an Open Society, Athens, November 7-10, 2007, Athens, Greece (pp. 300-310).
Γιαννακουλόπουλος, Α., Μεϊμάρης, Μ. (2007) “Αξιολόγηση μαθημάτων μέσω του Παγκόσμιου Ιστού και προτάσεις εφαρμογών”, στο Λιοναράκης, Α. (επιμ), Πρακτικά 4ου Διεθνούς Συνεδρίου για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση: ‘Μορφές... more
Γιαννακουλόπουλος, Α., Μεϊμάρης, Μ. (2007) “Αξιολόγηση μαθημάτων μέσω του Παγκόσμιου Ιστού και προτάσεις εφαρμογών”, στο Λιοναράκης, Α. (επιμ), Πρακτικά 4ου Διεθνούς Συνεδρίου για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση: ‘Μορφές Δημοκρατίας στην Εκπαίδευση: Ανοικτή Πρόσβαση &  εξ Αποστάσεως Εκπαίδευση’, 23 - 25 Νοεμβρίου 2007, Προπομπός: Αθήνα (τ. 1, σ. 333-343).

Because of the increasing needs for reliable evaluation with respect to the educational procedure, it becomes clearer that the evaluation method should be highly usable in order to enhance participation and thus provide more accurate results. The extended use of new technologies in the field of open and distance learning leads to the idea of utilizing the same technologies in order to evaluate courses and tutors. The contradistinction of the methods that have been employed in the past regarding the evaluation of educational procedures and the opportunities that stem form the use of ICT offers a firm argument in favor of techniques which take advantage of the contemporary communicative environment. The paper at hands examines the anticipated differences within the evaluation procedure of courses and tutors as a result of the use of new technologies and proposes specific examples of applications in which the evaluation is substantiated via the Web thus achieving the desired ease-of-use and quickness. Apart from the technical matters, the discussion focuses on the anonymity of the evaluators and the temporal parameter. Though the technical restrictions are not overlooked within the conclusions, the proposed modifications clearly support the enrichment of the platforms with modules for the evaluation of courses and tutors and will result in a more effective evaluation process.

Καθώς καθίσταται ολοένα και επιτακτικότερη η ανάγκη για αξιολόγηση της εκπαιδευτικής διαδικασίας γίνεται σαφές ότι η μέθοδος αξιολόγησης θα πρέπει να χαρακτηρίζεται από αυξημένη ευκολία με σκοπό να ενθαρρύνει τη συμμετοχή και να προσφέρει περισσότερο αξιόπιστα αποτελέσματα. Η παρατηρούμενη αξιοποίηση των νέων τεχνολογιών στην ανοικτή και εξ αποστάσεως εκπαίδευση οδηγεί στη σκέψη ότι και η ίδια η αξιολόγηση μαθημάτων και διδασκόντων θα μπορούσε να γίνει πιο αποτελεσματική με τη διαμεσολάβηση των ΤΠΕ. Η αντιδιαστολή των μεθόδων που έχουν χρησιμοποιηθεί στο παρελθόν έναντι των δυνατοτήτων που προκύπτουν από τις νέες τεχνολογίες αποτελεί επιχείρημα υπέρ της χρήσης μεθόδων αξιολόγησης που αξιοποιούν τεχνικές διαθέσιμες στο σύγχρονο επικοινωνιακό περιβάλλον. Στην παρούσα εργασία εξετάζονται οι διαφορές που ενδέχεται να προκύψουν σε διαδικαστικό επίπεδο στην αξιολόγηση μαθημάτων και διδασκόντων από την χρήση νέων τεχνολογιών και προτείνονται συγκεκριμένα παραδείγματα εφαρμογών στις οποίες η αξιολόγηση συντελείται μέσω του Παγκόσμιου Ιστού επιτυγχάνοντας την επιθυμητή ευκολία και ταχύτητα.. Σημαντικούς άξονες της συζήτησης αποτελούν, πέραν των τεχνικών θεμάτων, το θέμα της ανωνυμίας των αξιολογητών και η χρονική κατανομή της αξιολόγησης. Στην εργασία υποστηρίζεται η θέση ότι η εισαγωγή της δυνατότητας αξιολόγησης των μαθημάτων και διδασκόντων στις πλατφόρμες τηλεκπαίδευσης θα καταστήσει αποτελεσματικότερη τη διαδικασία αξιολόγησης.
Η διάδοση των νέων επικοινωνιακών εργαλείων, αλλά και συνακόλουθα των εργαλείων διαχείρισης περιεχομένου και συμμμετοχής σε διαδικτυακές κοινότητες, έχει δημιουργήσει νέα δεδομένα και διαφορετικές τάσεις στον τρόπο που προσεγγίζεται και... more
Η διάδοση των νέων επικοινωνιακών εργαλείων, αλλά και συνακόλουθα των εργαλείων διαχείρισης περιεχομένου και συμμμετοχής σε διαδικτυακές κοινότητες, έχει δημιουργήσει νέα δεδομένα και διαφορετικές τάσεις στον τρόπο που προσεγγίζεται και υποστηρίζεται τεχνολογικά και επικοινωνιακά η μαθησιακή διαδικασία. Ιδιαίτερο δε ενδιαφέρον παρουσιάζει η εφαρμογή και αξιοποίηση των νεών τεχνολογιών στους τομείς της διδακτικής των κοινωνικών επιστημών, όπου η σύνδεση του θεωρητικού με το τεχνολογικό στοιχείο αποτελεί καινοτομική προσπάθεια και για αυτό επιδέχεται πολλαπλές προσεγγίσεις. Περιγράφοντας τα επικοινωνιακά εργαλεία που τελούν σε ευρεία χρήση, ιδίως σε σχέση με τις μαθησιακές διαδικασίες και τη διαδικτυακή κοινωνική συναναστροφή, προέχει να δοθεί έμφαση στην οργανωτική κατηγοριοποίηση και τις παραμέτρους αξιολόγησης των εφαρμογών, ώστε να καταστεί ευκολότερη η κατανόηση του ρόλου και της συνεισφοράς τους στο νέο εκπαιδευτικό περιβάλλον. Στο επίπεδο της επικοινωνιακής ανάλυσης των εφαρμογών διαδικτύου δύο εκτενείς τομείς βρίσκονται στο επίκεντρο της σχετικής συζήτησης, συνιστώντας σε ορισμένες περιπτώσεις και εκ πρώτης οψεως ανταγωνιστικά υποδείγματα: οι ασθητικές προσαρμογές και η λειτουργικότητα, η οποία περαιτέρω περιλαμβάνει όλα τα ζωτικά ζητήματα ευχρηστίας και προσβασιμότητας. Από την ανάλυση προκύπτουν τα τεχνολογικά και επικοινωνιακά χαρακτηριστικά που διαμορφώνουν τη διαδικτυακή μαθησιακή διαδραστικότητα και με τη σειρά τους συνθέτουν το σύγχρονο περιβάλλον επικοινωνίας και συμμετοχής στην εκπαιδευτική διαδικασία. Μέσω της γενίκευσης των συμπερασμάτων είναι δυνατόν να καθοριστούν οι ιεραρχικοί άξονες για την προσέγγιση και αντιμετώπιση των θεμάτων που σχετίζονται με τη ανοικτή και εξ αποστάσεως εκπαίδευση που πλέον, σε μεγάλη έκταση, είναι άμεσα συνυφασμένη με τη διάδοση και χρήση του διαδικτύου.
Το ζήτημα του κατά πόσο η ‘ευτυχισμένη κατάσταση’ επηρεάζει την ανθρώπινη επικοινωνία αποκτά πολλαπλά ενδιαφέρουσες διαστάσεις στο περιβάλλον του Διαδικτύου όπου τα τεχνολογικά χαρακτηριστικά του Μέσου, ιδιαίτερα δε η υπερκειμενικότητα... more
Το ζήτημα του κατά πόσο η ‘ευτυχισμένη κατάσταση’ επηρεάζει την ανθρώπινη επικοινωνία αποκτά πολλαπλά ενδιαφέρουσες διαστάσεις στο περιβάλλον του Διαδικτύου όπου τα τεχνολογικά χαρακτηριστικά του Μέσου, ιδιαίτερα δε η υπερκειμενικότητα και ηδιαδραστικότητα, επιδρούν στις μορφές και τις δυνατότητες αυτοέκφρασης και, ως απόρροια στον τρόπο που εξωτερικεύονται τα συναισθήματα. Επιπρόσθετα, η αύξηση, σε απόλυτο αριθμό, μέλη και δραστηριότητες των δυνητικών κοινοτήτων μεγεθύνει τον εικονικό χώρο επικοινωνίας και τις δυνατότητες συναισθηματικών διαδράσεων, μεσολαβημένων από την τεχνολογία, κατά τρόπο ώστε να αποκτά νόημα ο όρος διαδικτυακό βίωμα.
Στην παρούσα εργασία εξετάζεται η αλληλεπίδραση της επικοινωνίας στο πλαίσιο μιας δυνητικής κοινότητας με την ‘ευτυχισμένη κατάσταση’. Πιο συγκεκριμένα εξετάζονται με βάση θεωρητικές προσεγγίσεις δύο βασικές πτυχές του ζητήματος: α) ο βαθμός στον οποίο οι αναπαραστάσεις της ευτυχισμένη κατάστασης, επηρεάζονται από το Μέσο, σε σχέση με τη διαμόρφωση και τη βιωματική έκφρασή τους , β) ο τρόπος με τον οποίο η τεχνολογικά διαμεσολαβημένη επικοινωνία και οι δραστηριότητες του ατόμου στη διαδικτυακή του καθημερινότητα καθορίζουν (σε βραχυπρόθεσμη ή ακόμα και στιγμιαία διάρκεια) παραμέτρους της ‘ευτυχισμένης κατάστασης’.
Η συνάρθρωση των συμπερασμάτων από τις δύο επιμέρους ενότητες επιτρέπει τη διατύπωση θεωρητικών εκτιμήσεων αναφορικά με την επίδραση του τεχνολογικού Μέσου στο επικοινωνείν της ευτυχίας.
Giannakoulopoulos, Andreas P. (2006) “Threefold Web Accessibility Evaluation by the Use of an Integrated Tool”, in Freddy Malpica, Angel Oropeza, José V. Carrasquero & Paul Howell (eds.) Proceedings of the 2nd International Conference on... more
Giannakoulopoulos, Andreas P. (2006) “Threefold Web Accessibility Evaluation by the Use of an Integrated Tool”, in Freddy Malpica, Angel Oropeza, José V. Carrasquero & Paul Howell (eds.) Proceedings of the 2nd International Conference on Social and Organizational Informatics and Cybernetics, SOIC '06, July 20-23, 2006 – Orlando, Florida, USA (v. II, pp. 243-248).

Following W3C’s WAI and Section 508 suggestions and regulations there has been a continuously increasing interest in the field of websites’ evaluation for conformance with accessibility guidelines. In this paper an attempt is made to provide an integrated tool, both in theoretic and implementation levels, which evaluates websites for accessibility in a multidimensional manner and outputs comparable results. The proposed tool evaluates websites in three different aspects of accessibility. Each kind of evaluation outputs a numeric grade which serves as input to a unifying formula. This formula, in turn, results to a final numeric grade for the website under evaluation. The modularity which underlies the threefold approach allows researchers to customize the technique according to the needs of each particular research, while retaining the core characteristics of the approach, namely uniformity and comparability. The operational details of the threefold web accessibility evaluation tool should be considered to be a working example of the platform’s potential to improve accessibility research towards a common path by the integration of today’s prevalent research inclinations which favour either objective or subjective methods exclusively.
Conducting Web research has been notoriously difficult due to a number of interrelated reasons, most of which are inherent to the nature and architecture of the Web.As a consequence, the selection and gathering of appropriate samples for... more
Conducting Web research has been notoriously difficult due to a number of interrelated reasons, most of which are inherent to the nature and architecture of the Web.As a consequence, the selection and gathering of appropriate samples for quantitativeresearch, as well as the employment of qualitative methods at large, are confronted withsevere obstacles, in most cases bypassed only by ad hoc solutions.Feeds are XML-based technologies used mainly for syndication by means of sharing information in a structured format. As such, feeds have to be considered more as acommunicative and content-sharing tool than anything else; their proliferation depends onthe development of feed reading software such as aggregators, as well as the usage of thelatest generation of feed-enabled browsers. The fact that feeds are part of the semantic webbunch of technologies indicates the appropriateness of feeds as methodological tools forfocused web research.In this paper the various aspects of the utilization of feeds as research tools areexamined in order to provide suggestive solutions in terms of suitable and efficient tools toa segmentation of the methodological barriers posed to web research.The argumentation expands from the current use of feeds as an information sharingtechnique to the proposed one as a methodological tool, leading to conclusions whichfavour the selective usage of feeds as tools for web research.

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The conferences "Taboo-Transgression-Transcendence in Art & Science" include theoretical presentations and artists' talks focusing: a) on questions about the nature of the forbidden and about the aesthetics of liminality - as expressed in... more
The conferences "Taboo-Transgression-Transcendence in Art & Science" include theoretical presentations and artists' talks focusing: a) on questions about the nature of the forbidden and about the aesthetics of liminality - as expressed in art that uses or is inspired by technology and science, b) in the opening of spaces for creative transformation in the merging of science and art.
"Taboo-Transgression-Transcendence in Art & Science" started as a wish to explore three different levels of conception and perception of the aesthetics and ethics in the field of art & science. During its maturing process the project... more
"Taboo-Transgression-Transcendence in Art & Science" started as a wish to explore three different levels of conception and perception of the aesthetics and ethics in the field of art & science. During its maturing process the project developed towards the exploration of the line where art and science meet and therefore also the border where they divide. The three "T" initials condensate three ideas. First the forbidden, a convention that is so deeply rooted that few seem to be willing to break it. Second the defiance, the challenge to the convention itself either through the resistance to execute an order or through the direct action against the status quo. Third, the sublimation, the transition to an alternative state that overcomes the expected intermediary stages in linear conceptualization, here connected with the expansion of limits.
During the few latest years, the term “biohacker” is at the forefront. As the word implies, a biohacker is a life scientist who combines biology and technology, along with the hacking ethos of open data and open source software. This... more
During the few latest years, the term “biohacker” is at the forefront. As the word implies, a biohacker is a life scientist who combines biology and technology, along with the hacking ethos of open data and open source software. This paper tries to investigate how biohackers are presented in popular technological and news websites. For this purpose we used discourse analysis to examine how four websites covered three specijc biohackers and their achievements. Namely, the biohackers in question are Gabriel Licina, Neil Harbisson and Tom Cannon. The chosen websites are “The Independent” and “Daily Mail” from the news websites and “CNET” and “Gizmodo” from the technological websites. The questions this papers tries to answer are the following questions: “How biohackers are represented in technology and news websites?” “Is the representation dimerent between these two dimerent kinds of websites”?
The aim of this paper is to investigate the ways biohackers are communicating with each other in social media and particularly in Twitter. Biohackers are referred as life scientists who combine biology and technology, along with the... more
The aim of this paper is to investigate the ways biohackers are communicating with each other in social media and particularly in Twitter. Biohackers are referred as life scientists who combine biology and technology, along with the ethics of open data -that characterize hackers- and open source software. Their aim is to transcend their human body and to create a better version of themselves.
Social media and Twitter in particular are popular for giving the chance to users to update everyone with their thoughts, activities, opinions etc. The current study aims to examine the connections between biohacking groups in Twitter and check its potential to provide insights on the biohacking scene. Towards this goal, we collected tweets in a given time frame and we analyzed the interaction between users and determine whether the positions of the writers are positive or negative.
In order to collect the data, we used the help of R Language combined with the Twitter Search API. For determining the positive or negative attitude towards the topic we used sentimental and emotion analysis.
For our research we analyzed 6956 tweets. We used a real-time recording to collect the publicly available English tweets for approximately four weeks. For the selection of tweets we used topics that are popular among the biohacking community and that we believe can shed more light on the biohacker groups΄topic. The queries that we used for search, collection and analysis were: #biohacking, #DIYbio, #openscience and citizenscience.