Papers by Daphne Economou
Personal and Ubiquitous …, Jan 1, 2011
Mobile tourist guides have been in the spot light for the past decade and are becoming increasing... more Mobile tourist guides have been in the spot light for the past decade and are becoming increasingly available in various forms to tourists visiting places. The majority of these mobile tourist guides are to be used via a constant network connection and some as proprietary standalone mobile applications installed on-device. Some are solely navigational assistants using positioning technologies for large cities offering exploratory services and others are used indoors, for example as museum guides. This research paper attempts to categorize these mobile guides using a detailed set of evaluation criteria in order to extract design principles which can be used by application designers and developers.

EAI Endorsed Transactions on Future Intelligent Educational Environments, 2016
The use of serious games in education and their pedagogical benefit is being widely recognized. H... more The use of serious games in education and their pedagogical benefit is being widely recognized. However, effective integration of serious games in education depends on addressing two big challenges: the successful incorporation of motivation and engagement that can lead to learning; and the highly specialised skills associated with customised development to meet the required pedagogical objectives. This paper presents the Westminster Serious Games Platform (wmin-SGP) an authoring tool that allows educators/domain experts without games design and development technical skills to create bespoke roleplay simulations in three dimensional scenes featuring fully embodied virtual humans capable of verbal and non-verbal interaction with users fit for specific educational objectives. The paper presents the wmin-SGP system architecture and it evaluates its effectiveness in fulfilling its purpose via the implementation of two roleplay simulations, one for Politics and one for Law. In addition, it presents the results of two types of evaluation that address how successfully the wmin-SGP combines usability principles and game core drives based on the Octalysis gamification framework that lead to motivating games experiences. The evaluation results shows that the wmin-SGP: provides an intuitive environment and tools that support users without advanced technical skills to create in real-time bespoke roleplay simulations in advanced graphical interfaces; satisfies most of the usability principles; and provides balanced simulations based on the Octalysis framework core drives. The paper concludes with a discussion of future extension of this real time authoring tool and directions for further development of the Octalysis framework to address learning.

JUCS - Journal of Universal Computer Science, 2020
One in every six persons in the UK suffers a hearing loss, either as a condition they have been b... more One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with, or they developed during their life. Nine hundred thousand people in the UK are severely or profoundly deaf. Based on a study by Action on Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress. It also leaves even a larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a Serious Game (SG) that aims to close the communication gap between able hearing people and people with hearing impairment by providing a tool that facilitates BSL learning targeting the adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has b...

JUCS - Journal of Universal Computer Science, 2020
One in every six persons in the UK suffers a hearing loss, either as a condition they have been b... more One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with, or they developed during their life. Nine hundred thousand people in the UK are severely or profoundly deaf. Based on a study by Action on Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress. It also leaves even a larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a Serious Game (SG) that aims to close the communication gap between able hearing people and people with hearing impairment by providing a tool that facilitates BSL learning targeting the adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has b...
This paper introduces a novel approach for authoring a diversity of multimedia resources (audio, ... more This paper introduces a novel approach for authoring a diversity of multimedia resources (audio, video, text, images, etc). An authoring tool (Developer21) supporting a metadata model according MPEG-21 XML schema files is described. The main scope of Developer21 is to increase interactivity resulting from the use of metadata in several broadcast scenarios in interactive or IP television. In addition to basic functionalities (editing and enrichment of audiovisual contents), innovative content management functionalities of the Developer21 are briefly presented. As the focus of this paper was to provide a brief description of a novel authoring tool for metadata and descriptor management, only core functionalities are presented.
Towards a user-centred method for studying CVEs for learning
This chapter addresses one of the challenges the Collaborative Virtual Environments (CVEs) resear... more This chapter addresses one of the challenges the Collaborative Virtual Environments (CVEs) research community faces, which is the lack of a systematic approach to study social interaction in CVEs and determine requirements for CVE systems design. It does this by presenting a method for studying multiuser systems in an educational context. The method has been developed as part of the

This paper presents a method for studying multiuser systems in an educational context. The method... more This paper presents a method for studying multiuser systems in an educational context. The method has been developed as part of the Senet project, which is investigating the use of virtual actors in Collaborative Virtual Learning Environments (CVLEs). A groupware prototype has been studied in order to identify requirements and design factors for the Collaborative Virtual Environments (CVEs). Data collection occurs by videotaping users, capture of text typed in chat boxes, and note taking. The analysis part of the method is partly based on Interaction Analysis and results in a mixture of quantitative and qualitative findings. It deals with transforming vast amount of rich qualitative data in a quantitative form, that can be used to draw design principles for constructing CVEs for learning. The method is described by second phase of work in the Senet project. The paper also shows how the method is being extended to provide a more summative evaluation of the CVE to be developed.

Methodological Approaches to Developing Content for the Cultural Grid
ABSTRACT This paper discusses the need for design methodologies in the development of educational... more ABSTRACT This paper discusses the need for design methodologies in the development of educational resources for museums. New media such as the Internet and Virtual Environments provide new opportunities for these resources. However, the problems with the new media are not only technical but also those of identifying the purpose of the resource and thus the most effective ways in which to make use of these new media. A solution proposed is the use of a methodology which would take account of three key issues: • how to obtain requirements for the resource • what guidelines can the designer follow to make best use of the particular properties of these new media • what techniques can be used to evaluate these resources New media and technologies such as the Internet, multimedia, and Virtual Reality have provided new opportunities for today's museum. This includes the ability to digitize artefacts and provide virtual tours of the collection. The proposed National Grid for Learning emphasises the educational role of the museum. The new media can play their part in areas such as supporting learning about artefacts, helping the interpretation of history and support for queries from learners. New media provide support in various ways. Hypermedia (e.g. the World Wide Web) allows information to be structured in a non-sequential, networked manner. This allows material to be structured in various ways to reflect different narratives or means of interpretation. The Internet allows new channels of communication to be established. Virtual Environments provide the means of putting artefacts into context and allowing users to interact with them. The new media do however pose increased problems for system developers. Three problem areas can be identified. Firstly, many museum professionals are unfamiliar with the potential of these media which makes identification of system requirements difficult. Secondly, there is a tendency to focus on the technological problems surrounding the media rather than focusing on wider issues of what applications they are most suitable for. There is a clear need for design guidelines that can be used for the conceptual and detailed design of systems. Thirdly, the new media pose challenges for ways in which systems can be evaluated. These problems are illustrated by examples drawn from three projects: the Tomb of Menna, Kahun and Quarry Bank Mill. The Tomb of Menna is a collaboration with the Griffith Institute, Ashmolean Museum, Oxford to investigate the feasibility of developing an Internet based resource. The resource developed consists of a virtual walk-through of the tomb with supporting notes and photographs. The Kahun project is investigating the use of a multi-user Internet based resource to support the work of the Education Service at Manchester Museum. Its purpose is to teach about everyday life in Kahun, a pyramid builder's town. The Quarry Bank Mill project is focusing on the development of a web site to support the education service.
The Kahun project: CVE technology development based on real world application and user needs
... A Phased Approach to Developing a Set of Requirements for the Use of Virtual Actors in Shared... more ... A Phased Approach to Developing a Set of Requirements for the Use of Virtual Actors in Shared Virtual Learning Environments. Proceedings of ED-MEDIA 98: 10th World Conference on Educational Multimedia and Hypermedia. ... Pettifer, S. R. (1999). ...
CVE Technology Development Based on Real World Application and User Needs
Page 1. CVE Technology Development Based on Real World Application and User Needs Economou Daphne... more Page 1. CVE Technology Development Based on Real World Application and User Needs Economou Daphne ', Mitchell L. William ', Pettifer R. Steve 2, West J. Adrian ' Department of Computing and Mathematics, The Manchester Metropolitan University ...
In the last decade the separate technologies of the Internet and mobile computing have started co... more In the last decade the separate technologies of the Internet and mobile computing have started converging with the advent of two major technologies, WAP and i-mode, that emerged and attempted to realize the vision of wireless Internet. This paper reviews the main technological, architectural and business issues related to WAP and imode. It also discusses their main assets and weaknesses as well as their current status and the trends expected to affect their market share and customer basis in the future.
Mobile guides have been in the spot light for the past decade or so they are becoming excessively... more Mobile guides have been in the spot light for the past decade or so they are becoming excessively available to tourists visiting places around the world. Most of which are to be used via a network connection on a browser based device and others as such as proprietary mobile applications, installed on-device. As such, some guides are used as navigational assistants in large cities solely for exploratory services and others can be used indoors as museum guides. This paper researches past and present mobile guide applications using a detailed set of evaluation criteria to extract design principles which can be used by an application-designer or an application-developer.

Computers & Education, 2000
This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual... more This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9±11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum's collection of artefacts from the pyramid builders' town of Kahun. Results are presented of the ®rst phase prototype, a single display groupware system where interactions take place face-to-face in the`real-world' external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research. 7
Journal of Network and Computer Applications, 2002
The need for a real-world driving problem to guide technology development has long been recognise... more The need for a real-world driving problem to guide technology development has long been recognised. However, this does not guarantee the identi®cation of requirements for technology development. This paper argues that a more systematic approach is needed for choosing and making best use of a driving problem for CVE technology. The method consists of identifying the stakeholders in the technology development project. A series of issues must then be addressed: choice of problem area, choice of application, choice of research approach, design of the application, ensuring use by real users, choice of method of study, and identi®cation of technology requirements. The method is illustrated by considering the development of the Deva CVE system with an art-based application and with an educational application.
A phased approach to developing a set of requirements for the use of virtual actors in shared virtual learning environments
Economou, Daphne and Mitchell, William L. and Boyle, Tom (1998) A phased approach to developing a... more Economou, Daphne and Mitchell, William L. and Boyle, Tom (1998) A phased approach to developing a set of requirements for the use of virtual actors in share virtual learning environments. In: Ottmann, T. and Tomek, I., (eds.) Proceedings of ED-MEDIA & ED-TELECOM 98: 10th ...

This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual... more This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9±11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum's collection of artefacts from the pyramid builders' town of Kahun. Results are presented of the ®rst phase prototype, a single display groupware system where interactions take place face-to-face in the`real-world' external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research. 7

This paper argues that the development of virtual actor technology must be guided by application ... more This paper argues that the development of virtual actor technology must be guided by application and end user needs. Two objectives drive the development of the 'Senet' project described in this paper: to develop a set of design guidelines for the use of virtual actors in Collaborative Virtual Environments (CVEs) for learning, and to inform the development of the underlying virtual actor technology following a user centred approach. The methodological approach followed involves the development of prototype virtual learning environments in a series of distinct phases. These are based on an ancient Egyptian game (senet) and are aimed at children at Key Stage Level 2 of the National Curriculum for education in England. Two-dimensional multimedia technology has been used to develop robust prototypes, which were then observed in use by children. The result of this study derived a set of design guidelines, which were then used to guide the implementation of a 3D CVE using the Deva CVE technology.

The use of mobile devices as electronic tourist guides represents a recent trend that brings the ... more The use of mobile devices as electronic tourist guides represents a recent trend that brings the concept of 'mobile tourism' into the spotlight. While much of the underlying technology is already available, there are still open challenges with respect to design, usability, portability and implementation aspects. Most existing 'mobile tourism' solutions either represent of-the-shelf applications with rigidly defined content or involve portable devices with networking capabilities that browse tourist mobile portals with the requirement of constant airtime, i.e. continuous wireless network coverage. This paper presents a 'mobile tourism' research prototype which brings together the main assets of the two abovementioned approaches. Namely, it enables the creation of portable tourist applications with rich content that matches user preferences. The users may download these customizable applications either directly to their mobile device or first to a PC and then to a mobile terminal (through infrared or bluetooth). Thereafter, network coverage is not further required as the applications execute in standalone mode and may be updated when the user returns online. Our prototype has been developed on the top of Java 2 Micro Edition which offers an ideal platform for the development of fullfledged, interactive and portable applications tailored to resource-constrained mobile devices.

Mobile Computing and Communications Review, 2008
This paper explores requirements that authoring tools and development platforms should satisfy fo... more This paper explores requirements that authoring tools and development platforms should satisfy for the development of cultural applications tailored for deployment on Personal Digital Assistants (PDAs) and mobile phones. To effectively determine such requirements the paper reviews the use of mobile technologies in the context of cultural organizations and tourism and examines three 'real world' case studies that focus on the use of PDAs and mobile phones for providing cultural and tourist information, keeping the visitors' interest and attention, as well as promoting various cultural organizations and tourist facilities. This approach allows the extraction of a set of PDA and mobile phone application requirements, the implementation of which is based on the apparatus offered by authoring tools and development platforms. The paper reviews and evaluates the design and development facilities provided by state-of-the-art multimedia application development tools for PDAs and mobile phones: Macromedia Flash Lite, Navipocket, Java 2 Micro Edition and Microsoft .Net platform for the Mobile Web. The paper concludes with a set of recommendations related to the way authoring tools and development platforms should be exploited in order to gratify application and designer needs for developing cultural and tourist applications.
This paper introduces a novel approach for authoring a diversity of multimedia resources (audio, ... more This paper introduces a novel approach for authoring a diversity of multimedia resources (audio, video, text, images, etc). An authoring tool (Developer21) supporting a metadata model according MPEG-21 XML schema files is described. The main scope of Developer21 is to increase interactivity resulting from the use of metadata in several broadcast scenarios in interactive or IP television. In addition to basic functionalities (editing and enrichment of audiovisual contents), innovative content management functionalities of the Developer21 are briefly presented. As the focus of this paper was to provide a brief description of a novel authoring tool for metadata and descriptor management, only core functionalities are presented.
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Papers by Daphne Economou