Publications

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2013
Lykourentzou I, Claude X., Naudet Y., Tobias E., Antoniou A, Lepouras G, Vassilakis C.  2013.  Improving museum visitors' Quality of Experience through intelligent recommendations: A visiting style-based approach. Proceedings of MASIE 2013 Workshop, co-located with the 9th International Conference on Intelligent Environments IE'13.
Antoniou A, Lepouras G, Vassilakis C.  2013.  A methodology for the design of online exhibitions. DESIDOC Journal of Library and Information Technology. 33:158–167.
Antoniou A, Lykourentzou I, Rompa J., Tobias E., Lepouras G, Vassilakis C, Naudet Y..  2013.  User Profiling: Towards a Facebook Game that Reveals Cognitive Style. Proceedings of the GALA 2013 conference. :349–353.
2014
Rompa J, Tryfonopoulos C, Vassilakis C, Lepouras G.  2014.  Mindmap-Inspired Semantic Personal Information Management. Proceedings of the 17th International Conference on Extending Database Technology (EDBT).
Rompa J., Tryfonopoulos C, Vassilakis C, Lepouras G.  2014.  Mindmap-Inspired Semantic Personal Information Management. Demo at the 17th International Conference on Extending Database Technology, 2014, Athens, Greece.
Lepouras G, Katifori A, Vassilakis C, Antoniou A, Platis N.  2014.  Towards a Learning Analytics Platform for Supporting the Educational Process. Proceedings of the 5th Conference on Information, Intelligence, Systems & Application (IISA2014).
Katifori A, Vassilakis C, Lepouras G, Halatsis C..  2014.  Visualization method effectiveness in ontology-based information retrieval tasks involving entity evolution. Proceedings of SMAP 2014.
2016
Vassilakis C, Antoniou A, Lepouras G, Wallace M, Lykourentzou I, Naudet Y..  2016.  Interconnecting Objects, Visitors, Sites and (Hi)Stories Across Cultural and Historical Concepts: The CrossCult Project. Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. :501–510.
Bampatzia S, Bourlakos I, Antoniou A, Vassilakis C, Lepouras G, Wallace M.  2016.  Serious games: Valuable Tools for Cultural Heritage. Proceedings of the 2016 Games and Learning Alliance Conference. :331–341.