Zobrazeno 1 - 10
of 10
pro vyhledávání: '"Christos Kyrlitsias"'
Publikováno v:
Frontiers in Virtual Reality, Vol 2 (2022)
Immersive virtual reality technologies are used in a wide range of fields such as training, education, health, and research. Many of these applications include virtual humans that are classified into avatars and agents. An overview of the application
Externí odkaz:
https://doaj.org/article/2b8a9fd1b079494ea826d6fafd59fed1
Autor:
Christos Kyrlitsias, Maria Christofi, Despina Michael-Grigoriou, Domna Banakou, Andri Ioannou
Publikováno v:
Frontiers in Computer Science, Vol 3 (2021)
Externí odkaz:
https://doaj.org/article/56cf6588efa44bfaa1520c818ff74177
Publikováno v:
Frontiers in Psychology, Vol 11 (2020)
Immersive virtual reality (IVR) can induce an experience of “social presence” which can, in turn, increase social influence. Non-verbal behavior such as eye contact is an important component of human communication and, therefore, an important fac
Externí odkaz:
https://doaj.org/article/b5bde4360b3142a88b77cf87bb8f8989
Autor:
Christos Kyrlitsias, Maria Christofi, Despina Michael-Grigoriou, Domna Banakou, Andri Ioannou
Publikováno v:
Frontiers in Computer Science, Vol 2 (2020)
Some archaeological sites are not easily accessible by visitors due to mobility or geographical restrictions. Digital technology can make such sites virtually accessible and provide educational information at the same time. Toward this goal, we creat
Externí odkaz:
https://doaj.org/article/b7328e9ee82b440aa0b0b25057a82c6f
Publikováno v:
Frontiers in Psychology, Vol 11 (2020)
Perspective taking techniques have been used to transport people into imaginary situations and the lives of others. Virtual Reality provides an immersive way to virtually experience the lives of stigmatized by society members. Through the support of
Externí odkaz:
https://doaj.org/article/71bc179d81cd4a4d81df65fccc0cbdf1
Publikováno v:
Frontiers in Virtual Reality, Vol 2 (2022)
This work has been partially funded by ED-DESPINA MICHAIL-300155-310200-3319 budget of the Cyprus University of Technology. Immersive virtual reality technologies are used in a wide range of fields such as training, education, health, and research. M
Autor:
Ali Najm, Maria Christofi, Christos Hadjipanayi, Christos Kyrlitsias, Despina Michael-Grigoriou
Digital Games are nowadays used for several purposes beyond entertainment. Such purposes include but are not limited to education, promoting cultural heritage, and improving well-being aspects. A rich body of literature presents experimental studies,
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::1eaaecdf7b2de717b3976523343bb08f
http://hdl.handle.net/11025/49579
http://hdl.handle.net/11025/49579
Autor:
Ioanna Papamichael, Zoe Anastasiadou, Christos Kyrlitsias, Maria Christofi, Katerina Pieri, Despina Michael-Grigoriou, Maria Michaelidou
Publikováno v:
Lecture Notes in Computer Science ISBN: 9783319757889
DCH@ICE/ITMC
DCH@ICE/ITMC
1 st International Workshop on Virtual Reality, Gamification and Cultural Heritage, EuroMed 2016, 2016, Nicosia, Cyprus, 31 October - 5 November Virtual Reality (VR) application of the archaeological site of Choirokoitia has been designed and develop
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::51fd13e781a0c454902d5fe493dad191
https://hdl.handle.net/20.500.14279/10991
https://hdl.handle.net/20.500.14279/10991
Autor:
Despina Michael, Christos Kyrlitsias
Publikováno v:
VR
2016 IEEE Virtual Reality (VR)
2016 IEEE Virtual Reality (VR)
Virtual Reality is used in fields of cognitive sciences to study participants' reactions. In such cases, existence of other avatars in the virtual environment is a crucial factor. In this study we investigate whether agents have social influence on t
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::09e0ef9c72ed5df532b78dfd5298a12d
https://hdl.handle.net/20.500.14279/9155
https://hdl.handle.net/20.500.14279/9155
Publikováno v:
Computer Animation and Virtual Worlds. 29:e1804
Virtual reality is used in fields of cognitive sciences to study the participants' behavior. In such cases, existence of other digital humanoid representations in the virtual environment is a crucial factor. Conformity—the act of matching attitudes