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Ioannis  Deliyannis
  • Department of Audio and Visual Arts
    Plateia Tsirigoti 7
    Ionian University
    Corfu, Greece 49100
  • +306936747175
Interactive multimedia is clearly a field of fundamental research, social, educational and economical importance, as it combines multiple disciplines for the development of multimedia systems that are capable to sense the environment and... more
Interactive multimedia is clearly a field of fundamental research, social, educational and economical importance, as it combines multiple disciplines for the development of multimedia systems that are capable to sense the environment and dynamically process, edit, adjust or generate new content. For this purpose, ideas, theories, methodologies and inventions are combined in order to form novel applications and systems. This book presents novel scientific research, proven methodologies and interdisciplinary case studies that exhibit advances under Interfaces and Interaction, Interactive Multimedia Learning, Teaching and Competence Diagnosis Systems, Interactive TV, Film and Multimedia Production and Video Processing. The chapters selected for this volume offer new perspectives in terms of strategies, tested practices and solutions that, beyond describing the state-of-the-art, may be utilised as a solid basis for the development of new interactive systems and applications.
The case studies presented in this work encapsulate educational and scientific/industrially-related content. The book commences with the production of a digital film introducing the area of Rheology using solid-modelling animations,... more
The case studies presented in this work encapsulate educational and scientific/industrially-related content. The book commences with the production of a digital film introducing the area of Rheology using solid-modelling animations, simulation-data, filmed experiments, music, voiceover, and transitions. Content-delivery for multiple media is implemented and includes interactive WWW or CD/DVD multi-language versions and static (videotape, DV) modes. Next, a historical multimedia presentation (History of Rheology MMS) is compiled featuring an informal user-interface, dynamic rendering of content, making extensive use of client-server technology for interactive stream-delivery over the WWW. For more complex case- studies, stream synchronisation is demanded for multiple data- types: voiceover, music, experimental and CFD-sourced data, animated graphs, rendered wire-frame graphics. Scientific/Industrial data-sets of increasing complexity are featured in the last case- studies. Finally, the integration of all systems under a single web- based interactive multimedia environment concludes the book.
Η πολύπλευρη προσέγγιση που επιχειρεί αυτό το βιβλίο αντικατοπτρίζει τις πολυδιάστατες προοπτικές εφαρμογής των Διαδραστικών Πολυμέσων. Από την πλευρά των επιστημόνων της πληροφορικής και των επικοινωνιών οι δυνατότητες των τεχνολογιών... more
Η πολύπλευρη προσέγγιση που επιχειρεί αυτό το βιβλίο αντικατοπτρίζει τις πολυδιάστατες προοπτικές εφαρμογής των Διαδραστικών Πολυμέσων. Από την πλευρά των επιστημόνων της πληροφορικής και των επικοινωνιών οι δυνατότητες των τεχνολογιών πολυμέσων είναι συγκεκριμένες και καθορισμένες με ακρίβεια, ενώ χρησιμοποιούνται μοντέλα επικοινωνίας που ως στόχο έχουν τη μεταφορά του μηνύματος με ταχύτητα και χωρίς απώλειες. Προβλήματα πολλαπλασιάζονται όταν η ανάπτυξη των εν λόγω συστημάτων μεταφέρεται σε πραγματικές συνθήκες, με στόχο την πειραματική συνδυασμένη εφαρμογή τους σε τομείς όπως οι διαδραστικές οπτικοακουστικές Τέχνες. Εδώ ιδιαίτερη σημασία έχουν η μεταφορά του νοήματος, του συναισθήματος και της εμπειρίας στο χρήστη, ενώ το σύστημα πρέπει να αναγνωρίσει πότε αυτό επιτεύχθηκε προσαρμόζοντας ανάλογα τη συμπεριφορά του. Παράλληλα, ο συνδυασμός διαφορετικών τεχνολογιών αυξάνει εκθετικά τη δυσκολία του εγχειρήματος, καθώς απαιτείται εμπειρία από την πλευρά του κατασκευαστή για την αρμονική συνεργασία, ενορχήστρωση και συνεχή έλεγχο όλων των συχνά ετερογενών μονάδων, σε ένα περιβάλλον στο οποίο δεν μπορεί πάντα να προβλεφθεί η συμπεριφορά του χρήστη ή άλλοι εξωτερικοί παράγοντες.
Το βιβλίο αυτό παρουσιάζει τις πιο σημαντικές πτυχές ανάπτυξης διαδραστικών συστημάτων πολυμέσων, παρέχοντας την απαραίτητη βιβλιογραφία για περαιτέρω διερεύνηση. Περιέχει τη θεωρία στον τομέα της ψηφιακής τεχνολογίας που απαιτείται για τη διδασκαλία του μαθήματος των πολυμέσων σε ένα τμήμα Πληροφορικής, καλύπτοντας μεταξύ άλλων τις δημιουργικές δυνατότητες που παρέχουν η αλληλεπίδραση, η διάδραση και η δικτύωση. Εξετάζονται προηγμένα μοντέλα επικοινωνίας, ενώ συζητούνται εφαρμοσμένα παραδείγματα δανεισμένα από τις οπτικοακουστικές Τέχνες και ένα πλαίσιο ανάπτυξης πειραματικών συστημάτων πολυμέσων.
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Το βιβλίο αυτό απευθύνεται σε όλους όσοι επιθυμούν να εξελίξουν τις τεχνολογίες της Κοινωνίας της Πληροφορίας με γνώμονα τον άνθρωπο, αλλά και σε αυτούς που επιθυμούν να ερευνήσουν τις συνέπειες και τα προβλήματα που παρουσιάζονται με την... more
Το βιβλίο αυτό απευθύνεται σε όλους όσοι επιθυμούν να εξελίξουν τις τεχνολογίες της Κοινωνίας της Πληροφορίας με γνώμονα τον άνθρωπο, αλλά και σε αυτούς που επιθυμούν να ερευνήσουν τις συνέπειες και τα προβλήματα που παρουσιάζονται με την εισαγωγή των τεχνολογιών σε διάφορους τομείς της καθημερινότητας.
Παρουσιάζει τη ραγδαία μεταβαλλόμενη πραγματικότητα της ΚτΠ, τις εκάστοτε οικονομικές, κοινωνικές, πολιτικές, πολιτισμικές και εκπαιδευτικές εφαρμογές καθώς αναλύονται οι τομείς που εμπλέκονται άμεσα με αυτήν. Παράλληλα, εξετάζονται θέματα σχετικά με τη διαλογικότητα και τη διαδραστικότητα των εφαρμογών πολυμέσων και την ευρεία χρήση της εικονικής πραγματικότητας. Συζητούνται μέθοδοι υλοποίησης έργων πολυμέσων με έμφαση στην ανάπτυξη λογισμικού, καθώς ο συνδυασμός πολλαπλών πηγών δεδομένων και μέσων αυξάνει την πολυπλοκότητα του εγχειρήματος. Η ολοκλήρωση τέτοιου τύπου οπτικοακουστικών έργων απαιτεί τη συνεργασία μεταξύ ομάδων ειδικών σε διαφορετικούς τομείς που περιλαμβάνουν καλλιτεχνική δημιουργία και προγραμματισμό.

Η ανάγνωση του βιβλίου δεν απαιτεί εξειδικευμένες γνώσεις, τις οποίες παρέχει στα πρώτα κεφάλαια, ενώ παρατίθεται αναλυτική βιβλιογραφία των πηγών για περαιτέρω έρευνα. Εστιάζει στις δυνατότητες και τους παράγοντες εξάπλωσης και επιρροής των νέων τεχνολογιών, συνεπώς είναι χρήσιμο σε αναγνώστες που επιθυμούν να εισαγάγουν έναν οργανισμό ή μια επιχείρηση στη ραγδαία μεταβαλλόμενη πραγματικότητα της ΚτΠ. Επιπλέον, παρουσιάζει ενδιαφέρον και για αναγνώστες που θέλουν να γνωρίσουν την πολύπλευρη μορφή των τεχνολογιών, προκειμένου να τη χρησιμοποιήσουν για μη συμβατικούς σκοπούς όπως για εικαστική δημιουργία και διαφήμιση.
During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while... more
During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author's objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantages or disadvantages. In the case that students use mobile devices during learning procedure, a shortage of suitable content as well as adequate integration of educational and edutainment systems employing gamification techniques within the school framework. These factors are considered to be sufficient enough to strengthen and improve learning experience and effectiveness.
This is an edited volume based on the 2007 Conference on Metadata and Semantics Research (MTSR), now in its second meeting. Metadata research is a pluri-disciplinary field that encompasses all aspects of the definition, creation,... more
This is an edited volume based on the 2007 Conference on Metadata and Semantics Research (MTSR), now in its second meeting. Metadata research is a pluri-disciplinary field that encompasses all aspects of the definition, creation, assessment, management and use of metadata. The volume brings together world class leaders to contribute their research and up-to-date information on metadata and semantics applied to library management, e-commerce, e-business, information science and librarianship, to name a few. The book is ...
The increased interest for developing new representation techniques and tools for proving and demonstrating basic mathematical propositions and concepts is the forefront of educational research worldwide in the area of e-learning for... more
The increased interest for developing new representation techniques and tools for proving and demonstrating basic mathematical propositions and concepts is the forefront of educational research worldwide in the area of e-learning for mathematics. Although many novel ideas have been proposed for illustrating basic mathematical (i.e. geometrical) concepts, currently there is a lack of effective methods to dynamically reproduce an alternative representation of the underlying concepts. The proposed approach introduces valuable explanatory tools for efficiently supporting the learning objectives, enabling students to reach the core of each notion. In this work, a digital multimedia methodology is presented which implements the above dynamic representation approach. Recent, state-of-the-art trends in multimedia technology related to modern two or three-dimensional (2D or 3D) object modelling are utilised in order to efficiently reproduce a virtual mathematical environment in which selected mathematical concepts. Apart from the time-dependent dynamic representation, advanced user interaction features are also supported for determining various representation parameters (such as the view and lighting position, as well as the time resolution / speed). Additionally, accurate 3D sound projection techniques are employed in cases that the spatial sound information enhances the illustrated perceptual effect. For convenient access of the multimedia content, the proposed methodology includes a web interface and a multimedia database, offering advanced searching capabilities. In order to evaluate the performance of the proposed multimedia framework, a number of geometrical concepts are selected and applied for the instruction of corresponding high-school and university courses and will be presented in detail. The application of the proposed multimedia approach in these courses has shown that it achieves high student learning rates, even to non- mathematically-literate students, while it allows the teacher / lecturer to explain basic concepts that are otherwise difficult to introduce using conventional media.
Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of... more
Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immersion. In this work, we introduce a framework for the selection and incorporation of user preferable musical data into interactive virtual environments and games. The framework designates guidelines for both design and run-time annotation of scenes. Consequently, personal music preferences collected through local repositories or social networks can be processed, analysed, categorised and prepared for direct incorporation into virtual environments. This permits automated audio selection based on scene characteristics and scene characters' interaction, enriching or replacing the default designer choices. Proof-of-concept is given via development of a web-service that provides a video game with a dynamic interactive audio content based on predefined video game scene annotation and user musical preferences recorded in social network services.
Multimedia standards, frameworks and models are already well established for generalized presentations. However, the situation is much less advanced for systems, which require the combination of advanced sound-oriented features and... more
Multimedia standards, frameworks and models are already well established for generalized presentations. However, the situation is much less advanced for systems, which require the combination of advanced sound-oriented features and capabilities similar to those used to interact with highly demanding visual content. In this respect, current commercial presentation applications have been found lacking, often revealing multifaceted presentation limitations, including lack of sound control and delivery. They rarely offer cross-platform compatibility, provide limited programmability, are restrictive on data-interaction, and only support static WWW-based delivery. To overcome the above-stated deficiencies, a number of innovations are proposed, including the presentation of a combined multimedia framework, supported by a model that describes content-connectivity and stream-synchronization, enabling interaction for all audiovisual data-types included in the system.
Multimedia presentation of dynamic rheological experimental and simulated data sets is a complex process, due to the dynamic interrelation of the data and the synchronisation difficulties. Our previous work tackled data presentation and... more
Multimedia presentation of dynamic rheological experimental and simulated data sets is a complex process, due to the dynamic interrelation of the data and the synchronisation difficulties. Our previous work tackled data presentation and synchronisation problems using computer-game technologies and multimedia databases. We now address the problem of direct data interaction, focusing particularly on the case where the application has to dynamically handle changes at runtime. The proposed interactivity relies on visual metadata representations, which are directly related to the underlying system-graph, formally describing content-connectivity. It supports discussion-based data combinations, user-driven scenarios and can trigger automated simulation execution to generate missing data. Under this content a novel user-interaction structure (Multi-Menu) is introduced, allowing valid-only data comparison across the vast number of possible results combinations. To demonstrate system-flexibility, an industrially based multimedia case study is presented, featuring experimental and simulation dough-kneading data sets.
Despite the recent advantages on multichannel audio coding and playback technologies, 3D audio positioning is frequently required to be performed over legacy stereo loudspeaker setups, due to certain application limitations and... more
Despite the recent advantages on multichannel audio coding and playback technologies, 3D audio positioning is frequently required to be performed over legacy stereo loudspeaker setups, due to certain application limitations and restrictions mainly presented in portable and low cost systems. In this work, a 3D audio platform is introduced which allows the real-time conversion of any stereo audio signal to a high-quality immersive audio stream using binaural technology. Due to a number of advanced binaural processing algorithms and features, the proposed conversion platform demonstrates perceptually improved 3D audio spatialization, rendering it suitable for implementing high-quality immersive audio applications.
Under this research we developed a system destined as a teaching aid for students with communication difficulties. Our methodology examines the underlying mathematical concepts from a highly analytical perspective and derives appropriate... more
Under this research we developed a system destined as a teaching aid for students with communication difficulties. Our methodology examines the underlying mathematical concepts from a highly analytical perspective and derives appropriate courseware material of equivalent quality. The case-studies described in this paper deliver basic courseware on number theory and generalised mathematical concepts by presenting the geometrical meaning of the underlying concepts and providing alternative representations that enable understanding of the underlying theory. This process has resulted in the development of a visual set of case-studies that teach basic mathematical and geometrical concepts which may subsequently be extended to algorithms such as division, Greatest Common Divider, multiplication, least common multiplier, attributes and requirements for division. Interactive multimedia technologies are used extensively in the development of the teaching environment. A game-like interface aided by realistic binaural audio and animation has proved to attract user-attention for longer periods than using traditional teaching methods, aiding the educational process by providing an immersive multimedia interactivelearning alternative, for students with communication problems
In this work, a professional audio mastering / mixing software platform is presented which employs stateof- the-art binaural technology algorithms for efficient and accurate sound source positioning. The proposed mixing platform supports... more
In this work, a professional audio mastering / mixing software platform is presented which employs stateof- the-art binaural technology algorithms for efficient and accurate sound source positioning. The proposed mixing platform supports high-quality audio (typically 96kHz/24bit) for an arbitrary number of sound sources, while room acoustic analysis and simulation models are also incorporated. All binaural calculations and audio signal processing/mixing are performed in real-time, due to the employment of an optimized binaural 3D Audio Engine developed by the authors. Moreover, all user operations are performed through a user-friendly graphical interface allowing the efficient control of a large number of binaural mixing parameters. It is shown that the proposed mixing platform achieves subjectively high spatial impression, rendering it suitable for high-quality professional audio applications.
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Abstract Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the... more
Abstract Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immersion. In this work, we introduce a framework for the selection and incorporation of user preferable musical data into interactive virtual environments and games. The framework designates ...
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Abstract: The increased interest for developing new representation techniques and tools for proving and demonstrating basic mathematical propositions and concepts is the forefront of educational research worldwide in the area of... more
Abstract: The increased interest for developing new representation techniques and tools for proving and demonstrating basic mathematical propositions and concepts is the forefront of educational research worldwide in the area of e-learning for mathematics. Although many novel ideas have been proposed for illustrating basic mathematical (ie geometrical) concepts, currently there is a lack of effective methods to dynamically reproduce an alternative representation of the underlying concepts. The proposed approach introduces ...

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