Papers by Dimitrios Tsolis
A Hybrid Ensemble Deep Learning Approach for Emotion Classification
2022 IEEE International Conference on Big Data (Big Data)
AitoloakarnaniaFortifications: An AR application for the promotion of the fortifications of Aitoloakarnania
2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA)
Practical Techniques for Aerial Photogrammetry, Polygon Reduction and Aerial 360 Photography for Cultural Heritage Preservation in AR and VR Applications
2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA)

An Innovative Platform for Creating Audience-Specific Gamified Cultural Tourism Guides Where Art, Tradition and Culture, Technology and Business Converge
Strategic Innovative Marketing and Tourism, 2019
Digital realities and gaming combined with existing communication technologies offer tremendous o... more Digital realities and gaming combined with existing communication technologies offer tremendous opportunities in the development of strategic innovative marketing. In parallel, the cultural and creative industry is in need of new platforms through which museum staff, cultural organizations, tourism and related industry will have access to a set of easy-to-use authoring tools that facilitate the creation and maintenance of personalized gamified cultural travel guides in the form of mobile apps. In this framework, this research paper focuses on the design, implementation and evaluation of a cultural guide authoring platform and applications which offer multilingual, 3D and Augmented Reality (AR) gamified experiences to mobile users. The respective apps developed can be ported on many platforms and with these 3D tools a non-experienced user can in a few minutes easily create a city guide with articles, routes, mini-games and AR content using only drag and drop features. At the same time the mobile applications present city guides and general tourism information and services to the users.

International Journal of Learning, Teaching and Educational Research, 2018
Massive Open Online Courses (MOOCs) have been tremendously developed worldwide but this is not th... more Massive Open Online Courses (MOOCs) have been tremendously developed worldwide but this is not the case in Greece. Our aim is to investigate their features at the University area. Our ultimate target is to utilize the conclusions and make some specific suggestions regarding the way we can draw on our relevant experience of University Open Courses (UOC) so that the latter will be able to be converted into a Secondary Education (SE) Teachers' distance-training database. To this aim, we attended MOOCs run by Mathesis, Coursity and the Ionion Universities. Our research aimed at externally describing the respective MOOCs' features and comparing them with one another. Next, we compare these platforms to the Open eClass Learning Management System (OeC LMS)used by the UOC and we put forward methods to convert these Courses into MOOCs. Additionally, we investigate the cost, the required attendance time and the Certification of the MOOCs, research has taken place as to whether some of the OCs can be converted into MOOCs or Small Private Online Courses(SPOCs).From the conclusions drawn we see that Greek MOOCs have mainly been structured around the behaviouristic model. Suggestions have been made in the direction of collaborative learning with the creation of small groups of SE teachers of the same major, with the view to having OCs function as a database for SE teachers' training via SPOC, drawing on experience derived from MOOCs.
Internet is nowadays included to all National Curriculums of the elementary school. A comparative... more Internet is nowadays included to all National Curriculums of the elementary school. A comparative study of their goals leads to the conclusion that a complete curriculum should aim to student-s acquisition of the abilities to navigate and search for information and additionally to emphasize on the evaluation of the information provided by the World Wide Web. In a constructivistic knowledge framework the design of a course has to take under consideration the conceptual representations of students. The following paper presents the conceptual representation of students of eleven years old, attending the Sixth Grade of Greek Elementary School about World Wide Web and their use in the design and implementation of an innovative course.

2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA), 2017
Ontology has been an active research field connecting philosophy, logic, history, mathematics, an... more Ontology has been an active research field connecting philosophy, logic, history, mathematics, and computer science to name a few. Within an ontological context defined over a domain the entities as well as their associated relationships can be represented by the vertrices and the edges of a tree. From the latter new knowledge can be then inferred through a number of techniques including Horn logic from reasoners and RDF triplets. With the advent of the Semantic Web and sophisticated associated software tools including graph databases such as Neo4j, Sparksee, and TitanDB or XML parsers such as Xerces graph mining is done efficiently on the semantic level instead of the combinatorial or algebraic ones. Multilayer graphs, namely graphs whose labeled edges belong to a number of predetermined classes, have been recently introduced in social network analysis in order to represent the different interaction options between netizens. In this work the potential of applying this new type of graphs to an ontological context creating essentially an ontological tensor is outlain and its complexity is assessed. A human readable dataset based on the late 1970s and early 1980s Apple manually constructed from the 2011 officially authorized biography of Steve Jobs and the 1999 film Pirates of Silicon Valley serves as a concrete example complete with Neo4j queries.

Creating a Personalised Experience for Libraries’ Visitors
Strategic Innovative Marketing and Tourism, 2020
Great value can be given to any old-school organization by providing its users with personalised ... more Great value can be given to any old-school organization by providing its users with personalised experience. The present study aims at the use of innovative technology in libraries to enable the study and understanding of the libraries’ frequent visitors to better support them through the provision of enriched personalised experience. To support this goal, modern technologies such as recommendation systems, gamification and indoor localization techniques such as beacons will be used. Recommendation systems are the basis for providing personalised user experience since their task is to exploit user information (demographic information, habits, actions, likes and dislikes) to get to know each and every one of the users by building a profile for them. Gamification will also support the concept by enriching the user experience with game-like attributes to boost user engagement like rewarding the user with experience points for each library visit or for each book they check out. Finally, indoor localization techniques will be used to help the libraries manage the on-premises crowd to avoid congestion and to also help the libraries’ visitors have fruitful interactions with each other. The combined application of the aforementioned techniques can help the libraries grow alongside the technological advancements by exploiting them for the modernisation of their model.

Using open educational resources on culture for the creation of MOOCs: A proposal of training for secondary education teachers
2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA), 2017
Because of their development in recent years Digital Humanities have been applied to the field of... more Because of their development in recent years Digital Humanities have been applied to the field of Education on an international level. In the field of Culture especially, a mere search online will reveal the great number of Massive Open Online Courses (MOOCs) that focus on Greek Arts. In Greece, on the contrary, despite the plethora of Greek sites, the digitalized material on culture they contain has not been systematically used in the field of education. In this paper we suggest a way to create Greek MOOCs for Greek Arts making use of digitalized resources of cultural material, mainly DARIA-GR. In this proposal we use University Open Courses so that the described platform will be able to form, on the one hand, a basis for the training of SE teachers who teach the relevant disciplines and on the other hand an area of enriched material aiding them in the teaching process. Finally, we recommend that TraMOOC be used for the creation of complete foreign-language MOOC for Digital Humanit...
Secondary Educators΄ Training via University Moocs: A Contrastive Presentation and Suggestions
ICERI Proceedings, 2017

Evaluation of the Perception of Teachers for ICT and Cultural Mobile Apps in Education
2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA, 2020
This paper represents part of a wider study on the perception of secondary education teachers con... more This paper represents part of a wider study on the perception of secondary education teachers concerning the convolution of the Information & Communication Technologies (ICT) in the learning process, mainly focusing on their generic profile. Under this frame, the study is additionally focusing on digital games as an innovative tool of mentoring practice at the class level as well as at the level of Programmes of School Activities. The study aims to map the landscape of the cognitive profile of the secondary school teachers in correlation with digital games (serious games), their potential utilisation during the learning process and, moreover, the perception of the teachers’ community on the added value derived from their use.
The advent of technological advances can be used to improve many aspects of everyday life, includ... more The advent of technological advances can be used to improve many aspects of everyday life, including education. In order to enhance education in the optimal way, we chose to combine Augmented Reality (AR) and Gamification in the creation of an educational AR book. The proposed subject is Science aimed at children between the ages of 10-12 years old. Users interact with a virtual laboratory and are able to perform experiments and complete challenges in a game format meant to expand and test their knowledge. Using AR and gamification techniques, we aim to deliver a more comprehensive understanding of the subject matter while at the same time engage learners and increase their enjoyment during the educational process.
NSM-Tree: Efficient Indexing on Top of NoSQL Databases
Algorithmic Aspects of Cloud Computing, 2017
During the last years, there is a huge proliferation in the usage of location-based services (LBS... more During the last years, there is a huge proliferation in the usage of location-based services (LBSs), mostly through a multitude of mobile devices (GPS, smartphones, mapping devices, etc.). The volume of the data derived by such services, grows exponentially and conventional databases tend to be ineffective in storing and indexing them efficiently. Ultimately, we need to turn to scalable solutions and methods using the NoSQL database model. Quite a few indexing methods exist in literature that work on top of NoSQL database. In this spirit, we deploy a new distributed indexing structure based on M-tree and perform a thorough experimental analysis to display its benefits.
A Digital Interactive Educational Game for the Life and the Cultural Work of El Greco

ERN: Firms Temporal Investment & Financing Behavior (Topic), 2018
The major perspective of this paper is to provide more evidence into the empirical determinants o... more The major perspective of this paper is to provide more evidence into the empirical determinants of capital structure adjustment in different macroeconomics states by focusing and discussing the relative importance of firm-specific and macroeconomic characteristics from an alternative scope in U.S. This study extends the empirical research on the topic of capital structure by focusing on a quantile regression method to investigate the behavior of firm-specific characteristics and macroeconomic variables across all quantiles of distribution of leverage (total debt, long-terms debt and short-terms debt). Thus, based on a partial adjustment model, we find that long-term and short-term debt ratios varying regarding their partial adjustment speeds; the short-term debt raises up while the long-term debt ratio slows down for same periods.
Τεχνολογικά μέσα προστασίας κατοχυρωμένων ψηφιακών έργων και ψηφιακή διαχείριση δικαιωμάτων

J. Univers. Comput. Sci., 2007
Abstract: The issue addressed in this paper focuses on the design and implementation of an advanc... more Abstract: The issue addressed in this paper focuses on the design and implementation of an advanced information system for Cultural Organizations, which serves as a platform for the exploitation through e-Commerce web services and, in parallel, the protection of copyright and digital rights management of the cultural content. The main components of the information system are: (a) Digital Image Library, which offers specialized services, (b) copyright protection and digital rights management of digitized material and (c) the E-Commerce web services, supported by advanced technologies, for the proper exploitation of the digital cultural content. The work described in this contribution focuses on digitized material of Cultural Heritage and is deployed at several cultural organizations. Keywords: integrated information system, copyright protection, digital rights management, watermarking, e-commerce applications, usable user interfaces, web services, metadata, licensing Categories: H.4....
Aspects of Interaction in Greek Moocs
The Impact of 3D Serious Games on Cultural Education
EDULEARN18 Proceedings, 2018

A 3D serious game for cultural education
2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA), 2017
Technology enhanced learning is lately considered as an innovative educational procedure which de... more Technology enhanced learning is lately considered as an innovative educational procedure which derives from the usage of digital games with pedagogical value. In the recent years the usage of Serious Games for the learning of History and Culture is widespread. Serious Games is a group of digital games that aim to learning in an entertaining way and are being used widely in cultural education. Especially when the targeted learners are children and teenagers, the graphical user interface (GUI) and user experience (UX) is one of the most important feature of serious games. An educational game must be attractive and reach the levels of experience of the entertainment digital games, with which the children today are most familiar. The paper focuses on the creation of a 3D digital game, based on learning theories of constructivism of Piaget and social constructivism of Vygotsky regarding the implementation of an educational serious digital game. The students are involved in the game where...
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Papers by Dimitrios Tsolis