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Maria Roussou


mroussou@acm.org

Books

2001

Journal articles

2009
Ελίνα Καβαλιεράτου, Μαρία Ρούσσου (2009)  Η εφαρμογή της μεθόδου του «Συμμετοχικού Σχεδιασμού» για το σχεδιασμό ψηφιακού εκπαιδευτικού προγράμματος με νεαρούς επισκέπτες στην Εθνική Πινακοθήκη Μουσείο Αλεξάνδρου Σούτζου   Περιοδικό Τετράδια Μουσειολογίας (6), Αθήνα: Εκδόσεις Καλειδοσκόπιο 84-89  
Abstract: Τα ÏελεÏÏαία ÏÏÏνια η εÏαÏμογή ÏÎ·Ï Î¼ÎµÎ¸ÏÎ´Î¿Ï ÏÎ¿Ï Â«Î£ÏμμεÏοÏÎ¹ÎºÎ¿Ï Î£ÏεδιαÏμοÏ» (Participatory Design) , δηλαδή ÏÎ¿Ï ÏÏεδιαÏÎ¼Î¿Ï ÏηÏιακÏν και άλλÏν ÏαÏαγÏγÏν αÏÏ ÏοÏÏ Î¯Î´Î¹Î¿ÏÏ ÏοÏÏ Î±ÏοδέκÏÎµÏ Î±ÏÏÏν, αÏοÏελεί ένα δημοÏÎ¹Î»Î­Ï Î¼Î­Ïο για Ïην ανάÏÏÏξη διαδÏαÏÏικÏν εκÏαιδεÏÏικÏν ÏÏοÏÏνÏÏν, ιδιαίÏεÏα με Î¿Î¼Î¬Î´ÎµÏ ÏαιδιÏν. Î Î¼Î­Î¸Î¿Î´Î¿Ï Î±ÏÏή ÏÏÏÏÏο ÏαίνεÏαι να έÏει ÏεÏιοÏιÏμένη εÏαÏμογή Ïε ÏÏÏοÏÏ Î¬ÏÏÏÎ·Ï ÎµÎºÏαίδεÏÏηÏ, ιδίÏÏ Ïε μοÏÏεία και κένÏÏα εÏιÏÏημÏν. ÎιδικÏÏεÏα, ÏÏαν ÏÏÏκειÏαι για εκθέÏÎµÎ¹Ï ÎºÎ±Î¹ εκÏαιδεÏÏÎ¹ÎºÎ­Ï ÏÏÏÏοβοÏÎ»Î¯ÎµÏ ÏÎ¿Ï Î±ÏεÏθÏνονÏαι Ïε Ïαιδιά, η Î´Î¹ÎµÎ¸Î½Î®Ï Î²Î¹Î²Î»Î¹Î¿Î³ÏαÏία αλλά και η εμÏειÏία Î¼Î±Ï Î´ÎµÎ¯Ïνει ÏÏι ÏÏάνια εμÏλέκονÏαι Ïα ίδια Ïα Ïαιδιά ÏÏη δημιοÏÏγία αÏÏÏν ÏÏν ÏÏογÏαμμάÏÏν . ΣÏο κείμενο ÏÎ¿Ï Î±ÎºÎ¿Î»Î¿Ïθεί ÏεÏιγÏάÏεÏαι μια ÏÏÏÏÏÏÏÏη, ÏιλοÏική εÏαÏμογή ÏÎ·Ï Î¼ÎµÎ¸ÏÎ´Î¿Ï ÏÎ¿Ï Î£ÏμμεÏοÏÎ¹ÎºÎ¿Ï Î£ÏεδιαÏÎ¼Î¿Ï ÏÎ¿Ï Î­Î»Î±Î²Îµ ÏÏÏα Ïο καλοκαίÏι ÏÎ¿Ï 2006 ÏÏην Îθνική Πινακοθήκη. ΣÏγκεκÏιμένα, μαθηÏÎ­Ï ÎημοÏÎ¹ÎºÎ¿Ï ÏÏμμεÏείÏαν Ïε Ïλη Ïη διαδικαÏία ÏÏεδιαÏÎ¼Î¿Ï ÎºÎ±Î¹ ανάÏÏÏÎ¾Î·Ï ÎµÎ½ÏÏ ÏηÏÎ¹Î±ÎºÎ¿Ï ÎµÎºÏαιδεÏÏÎ¹ÎºÎ¿Ï ÏÏογÏάμμαÏÎ¿Ï ÏÎ¿Ï Î±ÏοÏά ÏÏη ÏÏνÏήÏηÏη ÏÏν έÏγÏν ÏέÏνηÏ, με ÏÏÏÏο να δημιοÏÏγήÏοÏν έναν ιÏÏοÏÏÏο ÏÏο ÎιαδίκÏÏο ÏÎ¿Ï Î½Î± καλÏÏÏει Ïα ενδιαÏέÏονÏα και ÏÎ¹Ï Î±ÏαιÏήÏÎµÎ¹Ï ÏÏν ιδίÏν αλλά και ÏÏν ÏÏνομηλίκÏν ÏοÏÏ.
Notes:
Maria Roussou (2009)  A VR Playground for Learning Abstract Mathematics Concepts   IEEE Computer Graphics and Applications 29: 1. 82-85  
Abstract: În the past two decades, immersive virtual reality (VR) has attracted the attention of many researchers and educators who predicted that VR would considerably affect how learning and teaching are conducted. However, widespread uptake isnât yet apparent, and, despite the amount of successful research, we still know little about what exactly constitutes an effective virtual learning environment.[1,2] The research presented here aims to investigate how an interactive immersive virtual learning environment affects conceptual learningâin other words, how it affects the deeper, transferable understandings of abstract knowledge. The learning domain is mathematics, because it provides many examples of abstract problems that can conceptually challenge young and old alike.
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2007
Maria Roussou, Martin Oliver, Mel Slater (2007)  Exploring Activity Theory as a Tool for Evaluating Interactivity and Learning in Virtual Environments for Children   Cognition, Technology & Work 10: 2. 141-153  
Abstract: This paper explores the use of Activity Theory for the evaluation of user behaviour in immersive virtual environments. Specifically, the study of user behaviour focuses on interactivity, which is argued to be one of the most important processes that take place between a user and the system in virtual reality. The ultimate intention is to study the role and the effect of interactivity on learning and conceptual change and to examine how interaction and conceptual learning are related in the context of virtual environments developed primarily for informal educational settings. As a first step to this study, a set of exploratory experiments was carried out with children aged 7â12. The children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning and explore the methods of carrying out in-depth experiments with children. This paper describes the analysis of these exploratory case studies from an Activity Theory perspective.
Notes:
George Drettakis, Maria Roussou, Alex Reche, Nicolas Tsingos (2007)  Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning   PRESENCE : Teleoperators and Virtual Environments 16: 3. 318-332  
Abstract: In this paper we present a user-centered design approach to the development of a Virtual Environment (VE), by utilizing an iterative, user-informed process throughout the entire design and development cycle. A preliminary survey was first undertaken with end users, that is, architects, chief engineers, and decision makers of a realworld architectural and urban planning project, followed by a study of the traditional workflow employed. We then determined the elements required to make the VE useful in the real-world setting, choosing appropriate graphical and auditory techniques to develop audiovisual VEs with a high level of realism. Our usercentered design approach guided the development of an appropriate interface and an evaluation methodology to test the overall usability of the system. The VE was evaluated both in the laboratory and, most importantly, in the usersâ natural work environments. In this study we present the choices we made as part of the design and evaluation methodologies employed, which successfully combined research goals with those of a real-world project. Among other results, this evaluation suggests that involving users and designers from the beginning improves the effectiveness of the VE in the context of the real world urban planning project. Furthermore, it demonstrates that appropriate levels of realism, in particular spatialized 3D sound, high-detail vegetation, and shadows, as well as the presence of rendered crowds, are significant for the design process and for communicating about designs; they enable better appreciation of overall ambience of the VE, perception of space and physical objects, as well as the sense of scale. We believe this study is of interest to VE researchers, designers, and practitioners, as well as professionals interested in using VR in their workplace.
Notes: and cover
2006
Maria Roussou, Martin Oliver, Mel Slater (2006)  The Virtual Playground : an Educational Virtual Reality Environment for Evaluating Interactivity and Conceptual Learning   Journal of Virtual Reality 10: 3-4. 227-240  
Abstract: The research presented in this paper aims at investigating user interaction in immersive virtual learning environments, focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non-interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ââVirtual Playground,ââ each participant was asked to complete a set of tasks designed to address arithmetical ââfractionsââ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analysed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide a strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change.
Notes: Received: 20 December 2005 Accepted: 22 May 2006 Published online: 5 October 2006
2004
Maria Roussou (2004)  Learning by Doing and Learning through Play : an Exploration of Interactivity in Virtual Environments for Children   ACM Computers in Entertainment (CiE) 2: 1. Article-1  
Abstract: http:doi.acm.org/10.1145/973801.973818 xD;The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industry's constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the "interactive" promise that games have made users expect. This is not a trend limited to the entertainment domain; non-formal learning environments for children are also following this path, backed up by a theoretical notion of play as a core activity in a child's development. In this article we explore a central thread in learning, play, as well as an essential characteristic of virtual reality environments: interactivity. A critical review of examples of immersive virtual reality worlds created for children, with particular attention given to the role and nature of interactivity, is attempted. Interactivity is examined in relation to learning, play, narrative, and to characteristics inherent in virtual reality, such as immersion, presence, and the creation of illusion.
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2002
Μαρία Ρούσσου (2002)  Η Αφήγηση ως Μέσο για τη Δημιουργία Πολιτισμικών και Εκπαιδευτικών Εμπειριών Εικονικής Πραγματικότητας   ΙΜΕρος - Περιοδική έκδοση για την Τεχνολογία και τον Πολιτισμό 2: 13-28  
Abstract: Το ÏαÏÏν κείμενο, μέÏα αÏÏ Ïην ÏαÏοÏÏίαÏη ÏαÏαδειγμάÏÏν αÏÏ Ïο ÏÏÏο ÏÏν εÏαÏμογÏν ÏÎ·Ï ÎµÎ¹ÎºÎ¿Î½Î¹ÎºÎ®Ï ÏÏαγμαÏικÏÏηÏαÏ, εξεÏάζει Ïην έννοια ÏÎ·Ï Î±ÏήγηÏηÏ, είÏε αÏÏή νοείÏαι ÏÏ Î±ÏηÏημένο ÏÏνολο ÏÏοιÏείÏν ÏÎ¿Ï Î´Î¿Î¼Î¿Ïν μια εμÏειÏία είÏε ÏÏ ÏÏγκεκÏιμένη ÏÏÏμα, ÏÏÏÏ Î· γÏαμμική διήγηÏη ιÏÏοÏιÏν, ÏÎ¿Ï Î­Ïει αναÏÏÏÏθεί ÏÏ Î¼Î¿Î½Ïέλο Ïε άλλεÏ, Ïιο ÏαÏαδοÏÎ¹Î±ÎºÎ­Ï Î¼Î¿ÏÏÎ­Ï Î­ÎºÏÏαÏηÏ, ÏÏÏÏ Ïο θέαÏÏο και η λογοÏεÏνία. Σε αÏÏÏ Ïο ÏλαίÏιο, γίνεÏαι ÏÏοÏÏάθεια να αναλÏθεί η ÏÏÏμα ÏÎ·Ï Î±ÏήγηÏÎ·Ï ÏÏ ÏÏÎ¿Ï Ïην ÏέÏνη, Ïον ÏολιÏιÏÎ¼Ï ÎºÎ±Î¹ Ïην εκÏαίδεÏÏη μέÏÏ ÏÎ·Ï Î±Î½Î¬ÏÏÏÎ¾Î·Ï ÏÏγκεκÏιμένÏν εμÏειÏιÏν ÏÎ¿Ï ÎµÎ½ÏÏμαÏÏνοÏν Ïα βαÏικά ÏÏÏÏαÏικά ÏÏοιÏεία Ïα οÏοία ÏÏνοδεÏοÏν ÏÎ¹Ï ÎµÎ¼ÏειÏÎ¯ÎµÏ ÎµÎ¹ÎºÎ¿Î½Î¹ÎºÎ®Ï ÏÏαγμαÏικÏÏηÏαÏ, δηλαδή Ïην αίÏθηÏη ÏÎ·Ï Â«ÎµÎ¼Î²ÏθιÏηÏ» ÏÏο ÎµÎ¹ÎºÎ¿Î½Î¹ÎºÏ ÏεÏιβάλλον (immersion) και Ïη διαδÏαÏÏικÏÏηÏα (interactivity), αλλά και Ïε μια ανÏιθεÏική διάÏÏαÏη, ÏÎ·Ï Î±Î½Î±ÏαÏάÏÏαÏÎ·Ï (representation) και ÏÎ·Ï Î´Î·Î¼Î¹Î¿ÏÏÎ³Î¯Î±Ï ÏεÏδαίÏθηÏÎ·Ï (illusion). Îιδικά ÏÏην ÏεÏίÏÏÏÏη ÏÏν ÏολιÏιÏμικÏν και εκÏαιδεÏÏικÏν εÏαÏμογÏν ÎµÎ¹ÎºÎ¿Î½Î¹ÎºÎ®Ï ÏÏαγμαÏικÏÏηÏαÏ, ÏÏÎµÎ¹Ï ÎµÎ¯Î½Î±Î¹ οι Î¬Î¾Î¿Î½ÎµÏ ÏÎ¿Ï ÏÏήζοÏν ÏÏοÏοÏÎ®Ï ÎºÎ±Î¹ ÏÏέÏει να ÏÏνδÏαÏÏοÏν: η ÏÏÏμα (οÏÏική αναÏαÏάÏÏαÏη), η ιÏÏοÏία (ÏÏναιÏθημαÏική εμÏλοκή) και η ιÏÏοÏική ÏληÏοÏοÏία (εγκÏÏÏÏηÏα ÏÎ¿Ï ÏολιÏιÏÎ¼Î¹ÎºÎ¿Ï ÏεÏιεÏομένοÏ).
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1999
Maria Roussou, Andrew E Johnson, Thomas G Moher, Jason Leigh, Christina Vasilakis, Craig Barnes (1999)  Learning and Building Together in an Immersive Virtual World   PRESENCE : Teleoperators and Virtual Environments 8: 3. 247-263  
Abstract: This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal of the NICE project was to construct a testbed for the exploration of virtual reality as a learning medium within the context of the primary educational reform themes of the past three decades. With a focus on informal education and domains with social content, NICE embraces the constructivist approach to learning, collaboration, and narrative development, and is designed to utilize the strengths of virtual reality: a combination of immersion, telepresence, immediate visual feedback, and interactivity. Based on our experiences with a broad range of users, the paper discusses both the successes and limitations of NICE and concludes with recommendations for research directions in the application of immersive VR technologies to childrenâs learning.
Notes: and cover
Maria Roussou, Dimitris Efraimoglou (1999)  High-end Interactive Media in the Museum   Computer Graphics, ACM SIGGRAPH 59-62  
Abstract: This paper examines the issues involved in the use of high-end interactive media, computer graphics applications, and virtual reality technology in museums. As museums adapt advanced digital media for use in exhibitions and public programs, new relationships take place between the audience, the venue, the virtual representation and the real object or fact. While the use of stateof- the-art technology can effectively shape how museums deliver public education, issues of high cost and maintenance of such technology, larger and diverse audience throughput, and difficulty in content development present important drawbacks. Both the benefits as well as the problems caused by the deployment of technology in the museum will be analyzed. Examples will be presented of special museums worldwide that use technology in innovative ways for educational and artistic purposes. Particular focus will be given to the presentation of the projects created by the Foundation of the Hellenic World, a cultural heritage institution in Greece, which uses immersive virtual reality, VRML, and three-dimensional graphics for the reconstruction of archeological sites, historical interpretation, and education.
Notes: Also in IMEros Journal for Culture and Technology (1), Athens, 2001, pp. 23-31.
1997

Book chapters

2008
2005

Conference papers

2009
2008
2007
2006
Chris Christou, Cameron Angus, Celine Loscos, Andrea Dettori, Maria Roussou (2006)  A Versatile Large-Scale Multimodal VR System for Cultural Heritage Visualization   In: ACM Virtual Reality Software and Technology (VRST '06), Special session on VR in Cultural Heritage, Education and Entertainment 133-140  
Abstract: We describe the development and evaluation of a large-scale multimodal virtual reality simulation suitable for the visualization of cultural heritage sites and architectural planning. The system is demonstrated with a reconstruction of an ancient Greek temple in Messene that was created as part of a EU funded cultural heritage project (CREATE). The system utilizes a CAVE-like theatre consisting of head-tracked user localization, a haptic interface with two arms, and 3D sound. The haptic interface was coupled with a realistic physics engine allowing users to experience and fully appreciate the effort involved in the construction of architectural components and their changes through the ages. Initial user-based studies were carried out, to evaluate the usability and performance of the system. A simple task of stacking blocks was used to compare errors and timing in a haptics-enabled system with a haptics-disabled system. In addition, a qualitative study of the final system took place while it was installed in a museum.
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2005
Maria Roussou (2005)  Can Interactivity in Virtual Environments Enable Conceptual Learning?   In: 7th Virtual Reality International Conference (VRIC), First International VR-Learning Seminar Edited by:Simon Richir, Bernard Taravel. 57-64  
Abstract: This research sets out to explore user interaction in immersive Virtual Environments (VEs), focusing on the role and the effect of interactivity on learning and conceptual change. The intention is to examine how interaction and conceptual learning are related in the context of virtual environments developed primarily for informal educational settings. In order to study this, different virtual environments have been designed for projection-based immersive Virtual Reality (VR) devices, such as the CAVE®, since these types of environments are increasingly found in realworld contexts. Pilot studies have been carried out with primary school students, while a set of main experiments are being planned. The participants in all studies are children between 8 and 12 years old, as this is the age in which concrete mental models are formed and, thus, best suited to study the development of learning. To date, the children who participated in the pilot studies were asked to carry out tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning. Their interaction in the VE was analyzed using an Activity Theory framework [5]. The result of this analysis has informed the design of the main studies, which is currently underway.
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Maria Roussou, Mel Slater (2005)  A Virtual Playground for the Study of the Role of Interactivity in Virtual Learning Environments   In: PRESENCE 2005: The 8th Annual International Workshop on Presence 245-253  
Abstract: Interactivity is regarded as one of the core components of a successful Virtual Reality experience, and is promoted widely for its effectiveness, motivational impact, and significance for learning. The research described in this paper sets out to explore learner interaction in immersive Virtual Environments, focusing on the role and the effect of interactivity on learning and conceptual change. In order to examine this relationship, different environments (immersive and interactive, immersive but passive, and non-virtual) have been designed to support a set of tasks for primary school students between 8 and 12 years old. The tasks are constructive by nature, including such things as the assembly of columns from parts or the re-design of a playground, and require performing mathematical calculations. A set of qualitative observations have been made on a case-by-case basis, while the analysis is continuing to look at the various elements that form the complex relationship between interactivity and learning.
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2004
George Drettakis, Maria Roussou, Nicolas Tsingos, Alex Reche, Emmanuel Gallo (2004)  Image-based Techniques for the Creation and Display of Photorealistic Interactive Virtual Environments   In: Eurographics Symposium on Virtual Environments Edited by:Sabine Coquillart, Martin Gφbel. 157-166  
Abstract: In this paper we introduce an image-based 3D capture process for the creation and display of photorealistic virtual environments (VEs). The resulting VEs aim to realistically recreate existing real-world scenes that can be displayed in a range of immersive VR systems using a high-quality, view-dependent algorithm and further enhanced using advanced vegetation, shadow display algorithms and 3D sound. The scenes, an archaeological site and an urban environment, were chosen according to real-world applications in the areas of urban planning/architecture and cultural heritage education. The users in each case are able to reconstruct or manipulate elements of the VEs according to their needs, as these have been specified through a detailed user requirements survey. Furthermore, a user task analysis and scenario-based approach has been adopted for the design of the virtual prototypes and the evaluation, which is currently underway. This work is being developed in the context of the EU-funded research project CREATE and the first examples of the prototype system in use are described and demonstrated in this paper.
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Maria Roussou (2004)  Examining Young Learners' Activity within Interactive Virtual Environments   In: 3rd International Conference for Interaction Design & Children (Ext. Abstracts) Edited by:Allison Druin, Juan Pablo Hourcade, Sharmon Kollet. 167-168  
Abstract: This research sets out to explore childrenâs interaction in immersive Virtual Environments (VEs), focusing on the role and the effect of interactivity on learning and conceptual change. The intention is to examine how interaction and conceptual learning are related in the context of virtual environments developed primarily for informal educational settings. In order to study this, a set of exploratory studies was carried out with children aged 7-12. The children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning. Their interaction in the VE was analyzed using an Activity Theory framework [3]. The result of this analysis has informed the design of the main studies, which is currently underway.
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2003
Maria Roussou, George Drettakis (2003)  Photorealism and Non-Photorealism in Virtual Heritage Representation   In: 4th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage (VAST 2003) and 1st Eurographics Workshop on Graphics and Cultural Heritage Edited by:Alan Chalmers, David Arnold, Franco Niccolucci. 47-56  
Abstract: The area of virtual heritage has long been concentrated on generating digital reconstructions of historical or archaeological artefacts and sites with enough fidelity to be truly accurate representations of their real-world counterparts. In some cases, the advancement of tools and techniques for achieving greater visual realism has distracted from the development of other directions that enhance a virtual experience, such as interactivity, sound or touch. Recent trends in the area of non-photorealistic rendering shift focus to the development of more âbelievableâ environments, while maintaining the accuracy and validity of the visualised data, which is significant for archaeological research. In this paper we argue that it is important to enhance the perception of realism, achieved both through photorealistic and non-photorealistic visualisation approaches, with interactivity. This is illustrated by two example projects which develop prototype virtual environments created for specialists as well as novice users.
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Celine Loscos, Maria Roussou, Alexandre Meyer, Franco Tecchia, George Drettakis, Emmanuel Gallo, Alex Reche, Nicolas Tsingos, Yiorgos Chrysanthou, Luc Robert, Massimo Bergamasco, Andrea Dettori, Soubra Souheil (2003)  The CREATE Project : Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach   In: 2nd IEEE and ACM International Symposium on Mixed and Augmented Reality - ISMAR 03. (Ext. abstracts) 282-283  
Abstract: Mixed-reality promises a new era of applications, in which professional or individual users will find unique ways to explore and experience their current activities. Although mixed-reality home devices are still not widely accessible, especially for a broad public, immersive displays and interaction tools are already used in professional industries and institutes. However, the exploration of new applications is still an open research area. In this paper, we present an overview of the European research project CREATE, in which we explore and evaluate new ways of learning by interacting with mixed-reality environments based on real and virtual data sources, and by making use of stateâofâtheâart technologies and interaction tools. To validate our approach we plan to build two prototypes: one for a cultural heritage application and one for an urban planning and architecture application.
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Maria Roussou (2003)  Virtual Reality in Heritage / Education for the general public : issues and challenges   In: 19th Annual CHArt 2003 - Convergent Practices: New approaches to Art and visual culture CD-ROM  
Abstract: The intersection of advanced visualisation technology, such as Virtual Reality (VR), and cultural heritage promises many new applications and raises new fundamental questions. Both the development of the techniques and technology and the increasing impact of interactive technologies on the more traditional arts, have matured enough as to expand VR research from the military and scientific visualisation realm into more multidisciplinary areas, such as the contemporary arts, education, archaeology, culture at large, and psychology. Consequently, virtual reality interfaces, interaction techniques, and devices have improved greatly in order to provide more natural and obvious modes of interaction and motivational elements. However, the prohibitive costs and inaccessibility of VR technologies, coupled with issues of usability, user training, operation, and maintenance, continue to present practical drawbacks, especially for the cultural and educational use of VR. In spite of concerns, heritage institutions, such as museums and public cultural institutions have started making use of advanced systems and investigating their educational potential in order to effectively shape visitor experience and deliver public education. This presentation will discuss the issues involved in using state-of-the-art interactive virtual environments in public spaces for learning, historic research, and entertainment, drawing from the experience of such use at different museums with which the author has been affiliated: a cultural heritage institution of informal education located in Athens, where VR is used for the accurate reconstruction of archaeological sites, and a contemporary art museum.
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2002
Athanasios Sideris, Maria Roussou (2002)  Making a new world out of an old one : in search of a common language for archaeological immersive VR representation   In: 8th Int. Conference on Virtual Systems & Multimedia / VSMM 31-42  
Abstract: This paper addresses issues concerning the development of Virtual Reality representations of archaeological data from the viewpoint of the archaeologist and the educator, as these are seen through the authorsâ experience of constructing immersive virtual archaeology programmes for the broad public. Specifically, the issue of interactivity is approached through the userâs position in a virtual space, the representation of space is observed in its correspondence to reality, and temporality is regarded both as represented and actual. Data accuracy and sufficiency are related to the assumptions and limitations of the representation.
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2001
Maria Roussou (2001)  The Interplay between Form, Story, and History : The Use of Narrative in Cultural and Educational Virtual Reality   In: International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling (LNCS 2197) Edited by:Oivier Balet, G Subsol, P Torguet. 181-190 Springer-Verlag Berlin Heidelberg  
Abstract: This paper attempts to review examples of the use of storytelling and narrative in immersive virtual reality worlds. Particular attention is given to the way narrative is incorporated in artistic, cultural, and educational applications through the development of specific sensory and perceptual experiences that are based on characteristics inherent to virtual reality, such as immersion, interactivity, representation, and illusion. Narrative development is considered on three axes: form (visual representation), story (emotional involvement), and history (authenticated cultural content) and how these can come together.
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2000
Maria Roussou (2000)  Immersive Interactive Virtual Reality and Informal Education   In: i3 spring days, workshop on User Interfaces for All: Interactive Learning Environments for Children  
Abstract: Research in conceptual learning and virtual reality is a relatively young field, but growing rapidly. The increasing development of virtual reality (VR) technologies has matured enough as to expand research from the military and scientific visualization realm into more multidisciplinary areas, such as education, art, and psychology. Consequently, virtual reality interfaces, interaction techniques, and devices have improved greatly in order to provide more natural and obvious modes of interaction and motivational elements. Nevertheless, the prohibitive costs and inaccessibility of VR technologies, coupled with issues of usability, educator training, operation, and maintenance, present important drawbacks for the educational use of VR making it difficult to incorporate in dwindling school budgets. In spite of these concerns and objections regarding the appropriateness and educational efficacy of virtual reality, there remain compelling reasons for believing that VR learning environments for children warrant serious investigation and can provide strong tools for learning. Institutions of informal education, such as museums, research, and cultural centers are in a better position to make use of such advanced systems and investigate their educational potential while effectively shaping how they deliver public education. This paper describes the interactive learning environments developed for learners of all ages in such an institution of informal education, and discusses the issues involved in using state-of-the-art interactive virtual environments for childhood learning.
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Athanasios Gaitatzes, Dimitrios Christopoulos, Aimilia Voulgari, Maria Roussou (2000)  Hellenic Cultural Heritage through Immersive Virtual Archaeology   In: 6th Int’l Conference on Virtual Systems and Multimedia (VSMM) Edited by:H Thwaites. 57-64  
Abstract: Virtual Reality is a novel and innovative technology which allows us, through its applications, to experience abstract concepts and ideas, visit spaces that are unreachable or no longer exist, and examine e objects from diverse and unique points of view. Virtual archaeology refers to the use of 3D computer models of ancient buildings and artifacts visualized through immersive technologies. In this paper we explore issues involved in creating immersive cultural heritage projects enhancing our perspective and understanding of the environments in which our ancestors lived and worked.
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1999
Maria Roussou (1999)  Incorporating Immersive Projection-based Virtual Reality in Public Spaces   In: 3rd International Immersive Projection Technology (IPT) 33-39  
Abstract: As immersive virtual reality increases in popularity, a growing number of institutions incorporate projection-based display systems in their daily function. For the most part, these institutions operate in the academic, research, and industrial domains while the users of their virtual reality systems are specially trained staff members and researchers. There is, however, considerable interest in virtual reality applications on behalf of museums, educational organizations, the medical and corporate field, and the entertainment industry. This paper examines the issues involved in the deployment of immersive projection-based virtual reality technology in museums and other public spaces. Emphasis is placed on the challenges and pitfalls of incorporating immersive projection technology in settings such as the above, settings other than research laboratories or industrial research and development departments.
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1998
Maria Roussos, Hisham M Bizri (1998)  Mitologies : Medieval Labyrinth Narratives in Virtual Reality   In: 1st Int’l Conference on Virtual Worlds Edited by:Jean-Claude Heudin. 373-383  
Abstract: Advances in technology have made it possible to create vast, rich, and architecturally intricate virtual worlds. The Mitologies project is an attempt to utilize this technology as a means of artistic expression and for the exploration of historical, political, musical, and visual narratives. Mitologies draws inspiration from a large pool of literary and artistic sources by capturing their intertwining relationships in a cinematic form, hence making connections to the strong narrative tradition of other media, such as film and literature.
Notes:
David E Pape, Tomoko Imai, Josephine Anstey, Maria Roussou, Tom DeFanti (1998)  XP : An Authoring System for Immersive Art Exhibitions   In: 4th Int’l Conference on Virtual Systems and Multimedia (VSMM) 528-533  
Abstract: In this paper we describe a software system for building interactive virtual environments, particularly ones for virtual reality art works. It is meant to allow teams composed of experienced programmers and non-programming designers to work together on projects. It is an object-oriented framework, built upon existing toolkits for VR, real-time graphics, and audio. A number of common application features and tools are provided, simplifying world creation.
Notes:
1997
Maria Roussos, Andrew Johnson, Jason Leigh, Christina Vasilakis, Craig Barnes, Thomas Moher (1997)  The NICE project : Narrative, Immersive, Constructionist/Collaborative Environments for Learning in Virtual Reality   In: EDMEDIA/ED-TELECOM 917-922  
Abstract: This paper describes and discusses the NICE project, an immersive learning environment for children implemented in the CAVE and related multi-user virtual reality (VR) technologies. The NICE project provides an engaging setting where children construct and cultivate simple virtual ecosystems, collaborate via networks with other remotely-located children, and create stories from their interactions in the real and virtual world.
Notes: Best Paper Award
1996
1994

Other

2008
2006
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2001
1998
1995

Technical reports

2005
2004
2003

PhD theses

2006

Masters theses

1997
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