@article {787,
	title = {Visualizing the educational data mining literature},
	journal = {European Journal of Engineering Research and Science},
	volume = {TBD},
	year = {2020},
	month = {TBD},
	abstract = {<p>This article provides a visualization of a literature review in students{\textquoteright} performance prediction using educational data mining (EDM) techniques for the period 2015-2019. The results of the review are presented concisely and simply with the use of diagrams. Various aspects of the literature are examined, such as the algorithms adopted, the type of results drawn, the educational setting of the application and the actual exploitation of the outcomes. Findings indicate that tertiary education dominates the EDM field; in contrast, the focus given to secondary and primary education is minimal.</p>
},
	keywords = {Educational Data Mining, Literature review, Student Performance, Visualization},
	author = {I. Papadogiannis and N. Platis and V. Poulopoulos and C. Vassilakis and G. Lepouras and M. Wallace and G. Karountzou}
}
@article {DBLP:journals/bdr/Chatzigeorgakidis19,
	title = {Visual Exploration of Geolocated Time Series with Hybrid Indexing},
	journal = {Big Data Research},
	volume = {15},
	year = {2019},
	pages = {12{\textendash}28},
	doi = {10.1016/j.bdr.2019.02.001},
	url = {https://doi.org/10.1016/j.bdr.2019.02.001},
	author = {Georgios Chatzigeorgakidis and Kostas Patroumpas and Dimitrios Skoutas and Spiros Athanasiou and Spiros Skiadopoulos}
}
@conference {Katif2014a,
	title = {Visualization method effectiveness in ontology-based information retrieval tasks involving entity evolution},
	booktitle = {Proceedings of SMAP 2014},
	year = {2014},
	month = {11},
	abstract = {Incorporating digital tools in the business and scientific research workflows is at the moment an on-going process, challenging and demanding as every domain has its own needs in terms of data models and information retrieval methods. The information in some domains involves entity evolution, a characteristic that introduces additional tasks, such as finding all evolution stages of an entity, and poses additional requirements for the information retrieval process. In this paper we present a user study aiming to investigate the effectiveness of current ontology browsing and visualization methods for supporting users in tasks involving research on entity evolution.},
	doi = {10.1109/SMAP.2014.24},
	author = {Akrivi Katifori and Costas Vassilakis and Giorgos Lepouras and C. Halatsis}
}
@conference {golem2009b,
	title = {Visualizing Hierarchies: Evaluating the Efficiency and Cognitive Effects of Six Visualization Techniques for Browsing and Management Tasks},
	booktitle = {Information Visualization 2009, book of abstracts},
	year = {2009},
	month = {7},
	abstract = {Hierarchical data structures are one of the most commonly used data structures in computer science, and therefore numerous methods and techniques have been proposed for their visualization. In this paper, we present our findings from a user study, in which a number of folder visualization environments were evaluated to assess (a) how efficiently a number of tasks can be performed within the different environments (b) the extent to which using a particular visualization may help the user acquire an accurate cognitive image of the hierarchy structure and its contents and (c) the overall user experience from using a particular visualization environment. The visualization environments considered are representative of major visualization paradigms (zoomable user interfaces, context+focus and space-filling), while both 2D and 3D environments have been included.},
	author = {M. Golemati and Costas Vassilakis and Akrivi Katifori and Giorgos Lepouras and C. Halatsis}
}
@article {Magoulas200771,
	title = {Virtual reality in the e-Society},
	journal = {Virtual Reality},
	volume = {11},
	number = {2-3},
	year = {2006},
	note = {cited By (since 1996) 1},
	month = {dec},
	pages = {71-73},
	publisher = {Springer Nature},
	abstract = {This special issue explores the extent to which virtual reality (VR) is affecting the creation of an electronic society. E-Society is a broad term used to describe a research area covering aspects of digital technologies for large user communities. Recent years have seen the emergence of various electronic services in an attempt to facilitate everyday life and improve the way common tasks are being carried out. The term e-Society covers a wide range of applications from e-government, e-democracy, and e-business to e-learning and e-health. In order for VR to contribute to the creation and advancement of e-Society, a number of issues have to be tackled. A successful VR system has to find a balance between the hardware requirements, user interaction methods, content presentation and the effort required for development and maintenance. Hardware requirements define to a large degree the extent to which an end-user can afford to execute the VR system at her home. User interaction methods have to cater for the variety of users? needs. Overall, design and implementation of a successful and engaging VR system is a rather difficult and complex task which requires increased effort in human power and resources in comparison to typical window based applications. Flexibility in development and subsequently maintenance of such a system can be achieved by adopting techniques already present in rapid application development environments, like abstraction, automatic code generation and reusability.},
	doi = {10.1007/s10055-006-0064-0},
	url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-34347395236\&partnerID=40\&md5=88157a2c66f3799e7bcfaf75eda9548a},
	author = {G. D. Magoulas and Giorgos Lepouras and Costas Vassilakis}
}
@conference {1133365,
	title = {Visualizing a temporally-enhanced ontology},
	booktitle = {AVI {\textquoteright}06: Proceedings of the working conference on Advanced visual interfaces},
	year = {2006},
	month = {5},
	pages = {488{\textendash}491},
	publisher = {ACM},
	organization = {ACM},
	address = {New York, NY, USA},
	abstract = {Most ontology development methodologies and tools for ontology management deal with ontology snapshots, i.e. they model and manage only the most recent version of ontologies, which is inadequate for contexts where the history of the ontology is of interest, such as historical archives. This work presents a modeling for entity and relationship timelines in the Prot.g. tool, complemented with a visualization plug-in, which enables users to examine entity evolution along the timeline.},
	isbn = {1-59593-353-0},
	doi = {10.1145/1133265.1133365},
	author = {Akrivi Katifori and Costas Vassilakis and Giorgos Lepouras and I. Daradimos and C. Halatsis}
}
@article {Lepouras200596,
	title = {Virtual museums for all: Employing game technology for edutainment},
	journal = {Virtual Reality},
	volume = {8},
	number = {2},
	year = {2004},
	note = {cited By (since 1996) 10},
	month = {jun},
	pages = {96{\textendash}106},
	publisher = {Springer Nature},
	abstract = {Museums have started to realise the potential of new technologies for the development of edutainment content and services for their visitors. Virtual reality technologies promise to offer a vivid, enjoyable experience to the museums guests, but the cost in time, effort and resources can prove to be overwhelming. In this paper, we propose the use of 3D game technologies for the purpose of developing affordable, easy to use and pleasing virtual environments. To this end, we present a case study based on an already developed version of a virtual museum and a newly implemented version that uses game technologies. The informal assessment indicates that game technologies can offer a prominent and viable solution to the need for affordable desktop virtual reality systems. Β{\textcopyright} Springer-Verlag London Limited 2004.},
	doi = {10.1007/s10055-004-0141-1},
	url = {http://www.scopus.com/inward/record.url?eid=2-s2.0-22144472250\&partnerID=40\&md5=c0200e7737345b0757026dbcb3040cf9},
	author = {Giorgos Lepouras and Costas Vassilakis}
}
