@article {715,
	title = {Bringing a peripheral, traditional venue to the digital era with targeted narratives},
	journal = {Digital Applications in Archaeology and Cultural Heritage},
	volume = {14},
	year = {2019},
	month = {sep},
	pages = {e00111},
	abstract = {The current work presents a method of enhancing museum content with narratives targeting history reflection in a personalized manner, delivered by an especially designed mobile app. The mobile app is a part of a technology ecosystem that supports the visitor before, during and after her visit. Within the framework of the European H2020 CrossCult project, a method was designed, implemented and tested to enhance museum content with digital material, enriched narratives and means to actively engage visitors. In particular, the method was implemented and tested for the content of the Archaeological Museum of Tripolis (Greece) and specific content examples are presented here, together with data from visitor evaluation. The results showed that content was significantly and qualitatively enhanced and visitors recognized the potential of the app in triggering visitor curiosity, new forms of engagement, and the ability to reflect on the connections between historical and social phenomena.},
	keywords = {Cultural heritage, Museum app, Narratives, reflection, Visitor experience},
	doi = {10.1016/j.daach.2019.e00111},
	url = {https://www.sciencedirect.com/science/article/pii/S2212054819300098},
	author = {Angeliki Antoniou and Susana Reboreda Morillo and George Lepouras and Jason Diakoumakos and Costas Vassilakis and Martin Lopez Nores and Catherine Emma Jones}
}
@inbook {Vasilakis2018BigData,
	title = {Big Data Platforms and Applications},
	year = {2018},
	publisher = {Springer},
	organization = {Springer},
	chapter = {exhiSTORY: Smart self-organizing exhibits},
	abstract = {Creating stories for exhibitions is a fascinating and in parallel laborious task. As every exhibition is designed to tell a story, museum curators are responsible for identifying, for each exhibit, its aspects that fit to the message of the story and position the exhibit at the right place in the story thread. In this context we analyze how the technological advances in the fields of sensors and Internet of Things can be utilized in order to construct a "smart space", which consists of self-organizing exhibits that cooperate with each other and provide visitors with comprehensible, rich, diverse, personalized and highly stimulating experiences. We present the system named "exhiSTORY" that intends to provide the appropriate infrastructure to be used in museums and places where exhibitions are held in order to support smart exhibits. The architecture of the system and its application potential is presented and discussed.},
	author = {Costas Vassilakis and Vassilis Poulopoulos and Angela Antoniou and Manolis Wallace and Giorgos Lepouras and Martin Lopez Nores},
	editor = {TBC}
}
@article {Vassilakis_barriersto,
	title = {Barriers To Electronic Service Development},
	journal = {e-Service Journal},
	volume = {Fall 2005},
	year = {2005},
	pages = {41-63},
	abstract = {E-government initiatives have been proven to deliver significant benefits, both for suppliers of electronic services (public authorities and organizations) and for the public, to whom services are addressed. However, the pace with which electronic services are made available and adopted is lower than planned or expected; governments tend to be slow in releasing new services, and citizens often prefer to conduct business with the government through paper forms and physical presence, rather than using online methods. This indicates that certain barriers exist that hinder the transition to electronic services. In this paper, we present the results of a survey among electronic service stakeholder groups, to identify the most important barriers to electronic service development. Documentation of barriers is considered important, since administrations may take certain measures to overcome them. Hints on how specific barriers may be overcome are also provided.},
	doi = {10.2979/esj.2005.4.1.41},
	author = {Costas Vassilakis and Giorgos Lepouras and John Fraser and Simon Haston}
}
@conference {Lep01a,
	title = {Building a VR - Museum in a Museum},
	booktitle = {Proceedings of the Third International Virtual Reality Conference, VRIC2001},
	year = {2001},
	month = {5},
	abstract = {Past years have seen the exploitation of multimedia techniques and lately the introduction of virtual reality methods to create new forms of presentation for museums{\textquoteright} exhibitions. Virtual Reality can offer a number of advantages to museums, offering a way to overcome some common problems like the lack of space or the need of visitors to interact with the exhibits. A broad categorisation of virtual museums reveals that they vary from fully immersive cave systems to simple multimedia presentations. In our approach to develop a virtual reality museum we have designed a virtual environment (VE) where guests can visit a total of ten different museums. The processes of digitisation, architectural design and exhibit presentation are outlined and points of particular importance are explained. Exhibits from the real world museums have been digitised and integrated in the VE. The system has been implemented in two versions: one fully immersive and one with a stereo display.},
	author = {Giorgos Lepouras and D. Charitos and Costas Vassilakis and Charissi, A. and Halatsi, L.}
}
