@conference {lykourentzou_2019_crops,
	title = {Exploring Self-organisation in Crowd Teams},
	booktitle = {Proceedings of the Crowd-Powered e-Services (CROPS) Workshop in the context of the 19th IFIP Conference on e-Business, e-Services and e-Society (I3E 2019)},
	year = {2020},
	month = {01/2020},
	abstract = {<p>Online crowds have the potential to do more complex work in teams, rather than as individuals. Team formation algorithms typically maximize some notion of global utility of team output by allocating people to teams or tasks. However, decisions made by these algorithms do not consider the decisions or preferences of the people themselves. This paper explores a complementary strategy, which relies on the crowd itself to self-organize into eective teams. Our preliminary results show that users perceive the ability to choose their teammate extremely useful in a crowdsourcing setting. We also nd that self-organisation makes users feel more productive, creative and responsible for their work product.</p>
},
	keywords = {computer-supported collaboration, creative writing, crowd teams, self-organization},
	doi = {10.1007/978-3-030-39634-3_15},
	author = {Ioanna Lykourentzou and Antonios Liapis and Costas Papastathis and Konstantinos Papangelis and Costas Vassilakis}
}
@article {770,
	title = {A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems},
	journal = {Big Data and Cognitive Computing},
	volume = {4},
	year = {2020},
	month = {4/2020},
	pages = {6},
	abstract = {This paper presents SemMR, a semantic framework for modelling interactions between human and non-human entities and managing reusable and optimized cultural experiences, towards a shared cultural experience ecosystem that might seamlessly accommodate mixed reality experiences. The SemMR framework synthesizes and integrates interaction data into semantically rich reusable structures and facilitates the interaction between different types of entities in a symbiotic way, within a large, virtual, and fully experiential open world, promoting experience sharing at the user level, as well as data/application interoperability and low-effort implementation at the software engineering level. The proposed semantic framework introduces methods for low-effort implementation and the deployment of open and reusable cultural content, applications, and tools, around the concept of cultural experience as a semantic trajectory or simply, experience as a trajectory (eX-trajectory). The methods facilitate the collection and analysis of data regarding the behaviour of users and their interaction with other users and the environment, towards optimizing eX-trajectories via reconfiguration. The SemMR framework supports the synthesis, enhancement, and recommendation of highly complex reconfigurable eX-trajectories, while using semantically integrated disparate and heterogeneous related data. Overall, this work aims to semantically manage interactions and experiences through the eX-trajectory concept, towards delivering enriched cultural experiences.},
	keywords = {cultural experience, intelligent interaction, Mixed Reality, semantics, Usability},
	doi = {https://doi.org/10.3390/bdcc4020006},
	author = {Costas Vassilakis and Konstantinos Kotis and Dimitris Spiliotopoulos and Dionisis Margaris and Vlasios Kasapakis and Christos-Nikolaos Anagnostopoulos and Georgios Santipantakis and George A. Vouros and Theodore Kotsilieris and Volha Petukhova and Andrei Malchanau and Ioanna Lykourentzou and Kaj Michael Helin and Artem Revenko and Nenad Gligoric and Boris Pokric}
}
@conference {vas-euromed16,
	title = {Interconnecting Objects, Visitors, Sites and (Hi)Stories Across Cultural and Historical Concepts: The CrossCult Project},
	booktitle = {Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection},
	year = {2016},
	month = {10},
	pages = {501{\textendash}510},
	publisher = {Springer International Publishing},
	organization = {Springer International Publishing},
	abstract = {Human History, is a huge mesh of interrelated facts and concepts, spanning beyond borders, encompassing global aspects and finally constituting a shared, global experience. This is especially the case regarding European history, which is highly interconnected by nature; however, most History-related experiences that are today offered to the greater public, from schools to museums, are siloed. The CrossCult project aims to provide the means for offering citizens and cultural venue visitors a more holistic view of history, in the light of cross-border interconnections among pieces of cultural heritage, other citizens viewpoints and physical venues. To this end, the CrossCult project will built a comprehensive knowledge base encompassing information and semantic relationships across cultural information elements, and will provide the technological means for delivering the contents of this knowledge base to citizens and venue visitors in a highly personalized manner, creating narratives for the interactive experiences that maximise situational curiosity and serendipitous learning. The CrossCult platform will also exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth.},
	doi = {10.1007/978-3-319-48496-9_39},
	url = {http://link.springer.com/chapter/10.1007/978-3-319-48496-9_39},
	author = {Costas Vassilakis and Angela Antoniou and Giorgos Lepouras and Manolis Wallace and Ioanna Lykourentzou and Y. Naudet}
}
@conference {masie2013,
	title = {Improving museum visitors{\textquoteright} Quality of Experience through intelligent recommendations: A visiting style-based approach},
	booktitle = {Proceedings of MASIE 2013 Workshop, co-located with the 9th International Conference on Intelligent Environments IE{\textquoteright}13},
	year = {2013},
	month = {7},
	address = {Athens, GR},
	abstract = {This paper investigates the effect that smart routing and recommendations can have on improving the Quality of Experience of museum visitors. The novelty of our approach consists of taking into account not only user interests but also their visiting styles, as well as modeling the museum not as a sterile space but as a location where crowds meet and interact, impacting each visitor?s Quality of Experience. The investigation is done by an empirical study on data gathered by a custom-made simulator tailored for the museum user routing problem. Results are promising and future potential and directions are discussed.},
	doi = {10.3233/978-1-61499-286-8-507},
	author = {Ioanna Lykourentzou and Claude, X. and Y. Naudet and Tobias, E. and Angela Antoniou and Giorgos Lepouras and Costas Vassilakis}
}
@conference {gala2013,
	title = {User Profiling: Towards a Facebook Game that Reveals Cognitive Style},
	booktitle = {Proceedings of the GALA 2013 conference},
	year = {2013},
	month = {10},
	pages = {349{\textendash}353},
	address = {Paris, FR},
	abstract = {This paper presents an innovative approach based on social-network gaming, which will extract players? cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors? cognitive styles with an ultimate goal of enhancing the overall visitors{\textquoteright} experience in the museum. By hosting such a game on the museum?s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.},
	doi = {10.1007/978-3-319-12157-4_28},
	author = {Angela Antoniou and Ioanna Lykourentzou and Rompa, J. and Tobias, E. and Giorgos Lepouras and Costas Vassilakis and Y. Naudet}
}
@article {lyk11a,
	title = {Wikis in enterprise settings: a survey},
	journal = {Enterprise Information Systems},
	volume = {6},
	number = {1},
	year = {2012},
	month = {feb},
	pages = {1-53},
	publisher = {Informa UK Limited},
	abstract = {The wiki technology is increasingly being used in corporate environments to facilitate a broad range of tasks. This survey examines the use of wikis on a variety of organisational tasks that include the codification of explicit and tacit organisational knowledge and the formulation of corporate communities of practice, as well as more specific processes such as the collaborative information systems development, the interactions of the enterprise with third parties, management activities and organisational response in crisis situations. For each one of the aforementioned corporate functions, the study examines the findings of related research literature to highlight the advantages and concerns raised by the wiki usage and to identify specific solutions addressing them. Finally, based on the above findings, the study discusses various aspects of the wiki usage in the enterprise and identifies trends and future research directions on the field.},
	doi = {10.1080/17517575.2011.580008},
	url = {http://dx.doi.org/10.1080/17517575.2011.580008},
	author = {Ioanna Lykourentzou and Foteini Dagka and Katerina Papadaki and Giorgos Lepouras and Costas Vassilakis}
}
