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Full Papers

The differential effects of algorithmic recommendations on user experience: Enjoyment and serendipity in everyday music streaming
  • Felix Dietrich
  • Alicia Ernst
  • Rebekka Kreling
  • Alicia Gilbert
  • Benedikt Rohr
  • Michael Scharkow
  • Leonard Reinecke

The rise of music streaming services such as Spotify has transformed music listening behavior.

101 reasons to stop: A systematic review of media cues for disengagement
  • Alicia Gilbert
  • Frauke Schöne
  • Rebekka Kreling
  • Felix Dietrich
  • Leonard Reinecke

In the current media environment, media platforms and the content therein are optimized for entertainment and a frictionless user experience to keep users engaged (e.g., Flayelle et al., 2023; Thorson et al., 2021). 

Those Who Do Not Learn History Are Doomed to Play It: Toward a Framework for Historical Inquiry in Video Games
  • Renard Gluzman
The field of historical game studies (HGS) has expanded significantly, yet it remains only loosely connected to historiography—the study of how history is constructed, interpreted, and contested.
UX Evaluation and Best Practices for Social Research Data-Collection Tools: The Case of iMedius FormBuilder
  • Minas Pergantis
  • Paris Xylogiannis
  • Nikolaos Vryzas
  • Symeon Papadopoulos
  • Andreas Giannakoulopoulos
  • Charalampos Dimoulas

Research in the field of social sciences has been greatly enhanced by digital technologies. From information extraction algorithms to interactive questionnaires, to attention tracking systems these tools allow social scientists to gain insight into the behavior of their research targets. 

A Longitudinal Evaluation of Heart Rate Efficiency for Amateur Runners
  • Evgeny Votyakov
  • Marios Constantinides
  • Fotis Liarokapis

Amateur runners are increasingly using wearable devices to track their training, often relying on simple metrics such as heart rate and pace. 

The Reel Deal: Designing and Evaluating LLM-Generated Short-Form Educational Videos
  • Lazaros Stavrinou
  • Argyris Constantinides
  • Marios Belk
  • Vasos Vassiliou
  • Fotis Liarokapis
  • Marios Constantinides

Short-form videos are gaining popularity in education due to their concise and accessible format that enables microlearning.

Expressing Digital Character Personality through Motion capture: A study of body movements and personality traits.
  • Anthie Kolokotroni
  • Marina Stergiou
  • Dimitris Baltas
  • Vilelmini Kalampratsidou
  • Panagiotis Kyriakoulakos
  • Spyros Vosinakis

Experimentation in film, animation, music, and art has been marked by intermedial and transmedial play between various art forms, such as rendering acting and performing cues in digital characters.

Generative AI: A Systematic Review of Related Interfaces and Interactions
  • Konstantinos Ordoumpozanis
  • Markos Konstantakis
  • Stavroula Zoi
  • George Caridakis

As artificial intelligence becomes an everyday presence across education, industry, and creative platforms, the interaction between users and intelligent systems deserves critical examination.

A Framework for Co-designing Mixed Reality Experiences to Enrich Intangible Cultural Heritage in Museums
  • Vasiliki Nikolakopoulou
  • Panayiotis Koutsabasis

Mixed Reality (MR) and Intangible Cultural Heritage (ICH) are gaining momentum in museum settings, yet we rarely see a combination of the two.

Exploring the role of Emerging Technologies in preservation and promotion of traditional costumes: The role of AI in current practices.
  • Marina Stergiou
  • Spyros Vosinakis

In the evolving landscape of cultural heritage preservation, emerging technologies such as Extended Reality (XR) and Artificial Intelligence (AI) are reshaping how archival and heritage content are preserved, documented, interpreted, and promoted.

UEQ-GR and UEQ-S-GR: Towards a Greek Adaptation of the User Experience Questionnaire and its Short Version
The User Experience Questionnaire (UEQ) is one of the most cited standardized instruments for measuring user experience. It consists of 26 items and 6 subscales.
Interaction Design in Mobile Augmented Reality in Education: Insights from a Systematic Review
  • Filippos Tzortzoglou
  • Spyros Vosinakis
  • Anna Gardeli
  • Alivisos Sofos

Mobile Augmented Reality (MAR) is increasingly used in educational settings to support interactive and immersive learning experiences.This paper presents a systematic review of 62 MAR systems published between 2015 and 2025, focusing on interaction design, spatial features, and pedagogical approaches.

Designing a Gamified Social Platform for Artists
  • Maria-Eleni Boumpoukioti
  • Nikolaos Avouris
  • Germán Arroyo

This paper introduces Splash, a novel social media application designed to support emerging artists through an interactive, community-driven, and gamified experience.

Human-Computer Interaction in the Big Data Era: Systems, Cognition, and Interactive Intelligence

The convergence of Human-Computer Interaction (HCI) and Big Data has introduced new demands for scalability, responsiveness, and cognitive alignment in interactive systems.


Short Papers

More-than-a-prediction: reframing AI’s role in more-than-human design of interactions
  • Theodora Chamaidi
  • Helen Charoupia
  • Modestos Stavrakis

Artificial intelligence (AI) is increasingly integrated into design processes and presented as a predictive or generative partner.

Distinguishing Voluntary and Involuntary Blinks Through Eye Openness Metrics
Understanding and characterizing blinks can contribute to developing applications in areas such as human-computer interaction, fatigue monitoring, and medical diagnosis.
A Multimodal Approach to User Experience Evaluation: Integration of Physiological, Behavioral, Contextual and Self-Report data with UserSence
  • Athina Bosta
  • Spyros Vosinakis

User experience (UX) evaluation provides feedback on the effect of interacting with a system on users and contributes to the understanding of the impact of individual design elements on the experience.

How Many Participants Do You Need for Closed Card Sorting? A Case Study of an E-commerce Website
Card sorting reveals how users organize and label information, guiding the design of classification systems that align with their mental models.
CiApplication: A User-centered Web App for Postoperative Cochlear Implant Rehabilitation
  • Maria Katsikerou
  • Dimitra Ioannou
  • Christos Katsanos

Cochlear implants are a form of assistive technology used by individuals with deafness or severe hearing loss.

AI-Driven NPCs Enhancing Player Challenges and Skill Development in Games
  • Vasiliki Kounadi
  • Anastasios Theodoropoulos
  • George Lepouras

Non-player characters (NPCs) play a crucial role in shaping player experiences in narrative-driven games.

Playing, Moving and Designing with Data: Exploring Young Students’ Data Literacy Skills in Embodied Classification Games
  • Marianthi Grizioti
  • Maria-Stella Nikolaou

Recent educational research and agendas highlight the importance of cultivating data literacy among young students as a necessary skill to deal with the challenges of the AI era.

Talking to Users in VR: Assessing Different Communication Methods with participants in VR User Studies
  • Giorgos Ganias
  • Akrivi Katifori
  • Christos Lougiakis
  • Maria Roussou
  • Yannis Ioannidis
  • Ioannis-Panagiotis Ioannidis

Recent studies in Virtual Reality highlighted the importance of avoiding Breaks in Presence that occur when experiment participants alternate between the virtual and physical environment to fill in questionnaires or interact with the evaluator.

Colour-coded Visual Aids for Learning Unfamiliar Virtual Keyboards
  • Ioulia Simou
  • Andreas Komninos
  • John Garofalakis

Virtual keyboards are essential for mobile text entry. Yet, text entry is a learned skill that requires a significant investment in practice by novice users, or re-training when a novel keyboard layout is adopted.

Co-Minecrafting Hermoupolis with Children: a Minecraft-based Digital Twin for Architectural Heritage Education
  • Rafail-Andrianos Pappas
  • Vasiliki Nikolakopoulou
  • Aliki Chamalidou
  • Magioula Papadimitriou
  • Pavlos Chatzigrigoriou

Over the years, Minecraft has been proven to be one of the most popular educational tools across diverse domains and has been utilised as a participatory, creative, and simulation-based platform for engagement, learning, and co-design.

Exploring Social Interaction with Asymmetrical XR through the Playful Cabinet of Curiosities Experience
The proposed paper presents an asymmetrical XR experience that reimagines exhibition spaces as interactive, playful, and collaborative environments, encouraging discussion between visiting partners.
User Experience in Sustainable Tourism: Enhancing Transparency in Tour Guide App Recommendations
  • Dimitra Chasanidou
  • Costas Boletsis
  • John Krogstie

Tour guide apps play a crucial role in sustainable tourism by employing decision-making in route planning and offering recommendations.

Exploring User Turning Perception and Comfort of the Segment Addition Redirected Walking Technique
  • Linda Krueger
  • Charles Markham
  • Ralf Bierig

In Virtual Reality, redirected walking lets users walk through a larger virtual environment than users’ physical tracking space.

VR Prova: Requirements Analysis for a Collaborative Virtual Reality Opera Rehearsal Platform
  • Emmanouil Xylakis
  • Anna Karagianni
  • Panos Parthenios
  • Konstantinos Tsamis
  • Charalampos Vatsolakis

In opera and theater production, early-stage collaboration between creative and technical teams is often fragmented, relying on traditional meetings and remote discussions via video-conferencing platforms that lack spatial awareness, and visualization aids, often leading to miss-communication errors and interpretation biases.

Focalization in video games: narrative agents, cinematic techniques and gaming experience
Focalization as a narratological concept is applicable to most media, with extensive theoretical research focused on literature, cinema and pictorial-representational art forms.
MusiCityX: Conceptual Tools for Urban Architectural Design through Music Composition
  • Maria Algiannaki
  • Panos Parthenios
  • Katerina Mania

A sophisticated translation method was developed that connects architecture and music.

Augmenting character animation in MOCAP systems through sonification and live coding
  • Martin Carle
  • Iannis Zannos

We present a system for the real-time sonification of dancer motion data using live coding techniques.


Doctoral Consortium

Reevaluation of standards and procedures of human-computer interaction in XR
  • George Benos

In the last few years, there is serious growth in the domains of Augmented reality (AR) and Virtual reality (VR) mostly due to the rapid advancement and proliferation of the associated hardware, as well as the increasing general public interest in the sector.

Voice-based interactions in Immersive Interactive Digital Narratives
  • Olga Hatzifoti

This PhD research investigates the cognitive and affective influences of voice and speech as input modalities in immersive interactive experiences. While prior research on voice interfaces has primarily focused on usability and efficiency, the highly social and affective dimension of voice is increasingly gaining recognition in academia. T

Animated Threads: Digital Cloth applications as a Creative Tool in Choreography and Costume Design
  • Marina Stergiou

This work centers on the concept of digital costume and its embodied dimension within digital environments. It aims to explore the intersection of choreography and costume design through the lens of emerging technologies—specifically digital cloth simulation, motion capture, and extended reality (XR). 

CyberOps Commander: Tactical Decision Simulator
  • Jason Diakoumakos

CyberOps Commander is a single-player, strategic, web-based card game that places players in the role of a cybersecurity team leader. During each round, the leader faces evolving cyber-attack scenarios and must deploy available resources—represented as cards, while managing constraints such as response time, budget, personnel availability, and limited situational awareness.

ChatGPT and Pi AI under the Microscope: Artificial Empathy for Enhancing Digital Customer Service
  • Dimos Nanos

Digital customer service provided through artificial empathy AI chatbots, particularly when designed with empathetic characteristics, constitutes a significant factor for eliciting positive customer responses and perceptions.


Exhibition & Interactive Experiences Presentations

Emotion-Aware Usability Map
  • Katarina Barišić
  • Vjeran Vlahović

 In this exhibition, we present the Emotion-Aware Usability Map, a prototype of a web application that combines sentiment analysis and usability issue mapping to support emotionally-informed interface redesign. T

The Return of Life in the Garden
  • Renard Gluzman
  • Elina Roinioti

 This workshop builds on an experiment in modular storytelling, Life in the Garden (1999), created by artist and designer Nancy Nowacek and game designer Eric Zimmerman [1]. 

Expressing Character Personality Across Media: Experimental Approaches to Transmedia Worlds
  • Giorgos Nikopoulos
  • Iannis Zannos
  • Martin Carle
  • Dimitris Baltas
  • Katerina Malisova
  • Marina Stergiou
  • Anthie Kolokotroni
  • Panagiotis Kyriakoulakos
  • Spyros Vosinakis
  • Modestos Stavrakis
  • Panayiotis Koutsabasis
  • Vilelmini Kalampratsidou
  • Alexandros Zarmakoupis
  • Katerina El Raheb
  • Anastasios Theodoropoulos

This exhibition will present four interactive prototypes that have been created as part of the research project IMAGINE-MOCAP and are based on the transmedia work 'Monolove', by G. Nikopoulos. 

Imagine Farewell Station: A VR Described Footage Experience of Memory and Loss
  • Aristotelis Maragkos
  • Dimitris Delinikolas

Imagine Farewell Station is an interactive VR installation that merges generative AI, described footage techniques, and narrative VR to explore the intersection of memory, language, and image-making in a post-apocalyptic sci-fi setting. 

XR Cognitive Training for Early Dementia & Alzheimer’s: Games, Simulated Activities, and Holographic Telepresence
  • Christina Chrisanthopoulou
  • Olga Hatzifoti
  • Stamatis Poulimenos
  • Nikoletta Geronikola

This demonstration showcases the XR extension of the Eligence platform, a cognitive training application for individuals at risk of or in the early stages of dementia and Alzheimer’s disease. 

Splash App: Share your art with the creative community
  • Maria-Eleni Boumpoukioti
  • Nikolaos Avouris

The rise of digital platforms has transformed how artists create, share, and engage with their work. S

A Case Study on Accessibility of Document Scanning Applications
  • Kosmas Archontis
  • Maria Aspioti
  • Christos Sintoris
  • Nikolaos Avouris

Mobile document scanning apps are increasingly used to convert physical documents into digital formats, enabling greater access to printed information. 

Explorations into the Past, AI-Powered Virtual Reconstruction for Heritage Education
  • Sotirios Ntzoufras
  • Anastasia Maria Kyriakopoulou

In celebration of the 100th anniversary of Leonteios School of Athens, a Virtual Reality (VR) project was developed to showcase the school's historical presence within the urban landscape. 

Interactive Techniques for Entering and Editing Text on Smart Watches Through the Rotary-Crown
  • Gennaro Costagliola
  • Mattia De Rosa
  • Vittorio Fuccella

Manipulating text on a smart watch presents significant challenges due to several factors, including the small size of these devices, the lack of tactile feedback, and the fat finger problem. 

Temporal Ethics: AI & The Shifting Self
  • Eleana Pandia
  • Panagiotis Livadas
  • Ilektra Vouza

Our workshop presents a two-phase experience designed to engage conference attendees in a playful exploration of AI's ethical and societal implications. 

ANNETTE: Immersive AR Telepresence– The Dodona Oracle Experience
  • Anastasios Manos
  • Despina Elisabeth Filippidou
  • George Karanasios

The future of digital cultural heritage lies in transforming passive observation into deeply en-gaging, interactive, and inclusive experiences. 

AI4Debunk: Immersive VR Training for Critical Thinking and Digital Resilience
  • Anastasios Manos
  • Despina Elisabeth Filippidou
  • Giorgos Nikopoulos

As the spread of misinformation and digital manipulation grows, building critical thinking and digital resilience is now an essential educational and societal priority.

NooNiot: AI Marketplace and Interoperable Sandbox for What-If Scenario Simulation Across Six Smart City Verticals
  • Anastasios Manos
  • Despina Elisabeth Filippidou

 As cities pursue smarter, more sustainable futures, they are confronted by both the complexity of urban challenges and the fragmentation of digital innovation. 

SMART TESLA: AI-Driven, Sensorless Energy Optimization for Public Buildings – A Modular Add-on for Smart City Sustainability
  • Anastasios Manos
  • George Vachtanidis
  • Despina Elisabeth Filippidou

Cities and public administrations across Europe face mounting pressure to reduce energy waste, control costs, and accelerate progress toward climate neutrality. 

Evaluation of Deceptive Design Patterns in Health Applications
  • Efthalia Liouta
  • Nikolaos Avouris

 This paper presents an evaluation framework designed to assess the presence of deceptive design patterns in health applications. 

VirtualZeus: Oral human-LLM interaction in AR for dialog with a mythological character
  • Pantelis I. Kaplanoglou
  • Evridiki A. Konstantinidou
  • Lampros Ntalkos

Blueavatars’ VirtualZeus is a prototype mobile application of an HCI for a chatbot, where the user can ask questions to a virtual character from the Greek mythology, incarnated through the combination of computer animation and augmented reality with spoken natural language processing and generation.

ATRIDE’s Smart Respiratory Shirt, ANASA
  • Maria Kontogiorgou
  • Maarten Gijssel
  • Vangelis Lympouridis

‘ANASA” is an interactive garment that integrates textile sensors into a wearable shirt to capture real-time lung metrics —tidal volume, respiratory rate, and inhalation/exhalation flow curves—and streams them to a companion app for immediate on-body visualization.

Turning Fact-Checks into Narratives with LLMs
  • Ilias Kanellos
  • Danae Tsabouraki
  • Christos Gavalas

As disinformation becomes more systematic and emotionally resonant, there is growing demand for tools that support journalists and fact-checkers in uncovering the broader narrative strategies underlying false claims. 

LLMs can play a role of user interface assistance for enterprise software
  • Dimitris Lyras
  • Kostas Kontogiannis
  • Nick Rassias

LLM’s can combine with voice recognition to enable interaction with existing enterprise software.

From Judgment to Paradise: Designing Reflective Spatial AR Experiences in the Helysian Exhibition
  • Anastasia Manou
  • Athina Panagiotidou
  • Petros Printezis

Helysian is an upcoming multimedia exhibition that explores how interactive spatial augmented reality (SAR) can support deep, reflective encounters with cultural heritage and mythology.