@article {vassilakis-snam-2017a,
	title = {Stimulation of reflection and discussion in museum visits through the use of social media},
	journal = {Social Network Analysis and Mining},
	volume = {7},
	number = {40},
	year = {2017},
	month = {12},
	pages = {1-12},
	publisher = {Springer-Verlag GmbH Austria},
	abstract = {In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience and outside it, can be exploited to enhance the quality of recommendations made to the users, (c) how trending topics from social media can be used to link museum exhibits with today{\textquoteright}s topics of interest and (d) how multi-level related terms extraction from social media data can lead to proposals for reflections to users. The end goal is to provide increased stimuli for users to study exhibits deeper and reflect on them, as well as to trigger discussion between the users, thus maximizing the impact of a museum visit.},
	keywords = {big data, cognitive style, Communication, reflection, Social Networks, user profiling},
	doi = {10.1007/s13278-017-0460-3},
	url = {https://link.springer.com/article/10.1007/s13278-017-0460-3},
	author = {Costas Vassilakis and Angela Antoniou and Giorgos Lepouras and Vassilis Poulopoulos and Manolis Wallace and Stavroula Bampatzia and Ioannis Bourlakos}
}
@conference {bampatzia-gala2016,
	title = {Serious games: Valuable Tools for Cultural Heritage},
	booktitle = {Proceedings of the 2016 Games and Learning Alliance Conference},
	year = {2016},
	month = {12},
	pages = {331{\textendash}341},
	abstract = {Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profil-ing, to promote the museum and the application through social network dissemi-nation, to introduce museum items and themes and to also function as visit sou-venirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.},
	doi = {https://doi.org/10.1007/978-3-319-50182-6_30},
	url = {https://link.springer.com/chapter/10.1007/978-3-319-50182-6_30},
	author = {Stavroula Bampatzia and Ioannis Bourlakos and Angela Antoniou and Costas Vassilakis and Giorgos Lepouras and Manolis Wallace}
}
