Anna Gardeli
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Anna Gardeli has a total of 15 co-authors. Here are the top co-authors by number of shared publications:
- Spyros Vosinakis
Department of Product and Systems Design Engineering, University of the Aegean, Syros, Greece
7 shared publications - Panagiotis Vogiatzidakis
Interactive Systems Design Lab, Department of Product and Systems Design Engineering, University of the Aegean, GR-84100 Hermoupolis, Greece
2 shared publications - Panayiotis Koutsabasis
University of the Aegean, Syros, Greece
2 shared publications - Pavlos Chatzigrigoriou
Heritage Management e-Society NGO, Syros, Greece
2 shared publications - Vasiliki Nikolakopoulou
University of the Aegean
2 shared publications - Alivisos Sofos
University of the Aegean
1 shared publication
Latest Publications
- Open Access
- 28 November 2025
- Published by Springer Nature in Discover Education
- Vol. 4 (1) , 529
Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games
- 28 November 2025
- Published by Springer Nature in Discover Education
- Vol. 4 (1) , 529
Open AccessFostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games
- Open Access
- 23 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 212-221
Interaction Design in Mobile Augmented Reality for Education: Insights from a Systematic Review
- 23 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 212-221
Open AccessInteraction Design in Mobile Augmented Reality for Education: Insights from a Systematic Review
- Open Access
- 27 September 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Exploring the co-manipulation of physical and virtual objects in tangible mobile augmented reality for collaborative learning
Collaborative mobile augmented reality (MAR) has emerged as a promising tool in the field of education. This technology enables multiple users to interact with digital content overlaid on the physical world through their mobile devices. Collaborative MAR combined with tangible elements enhances learning by integrating physical objects that can be manipulated and interacted with in the augmented reality environment, providing a hands-on and immersive educational experience. This study explores the impact of tangible mobile augmented reality on collaboration and object manipulation. Our goal is to understand how mobile devices’ manipulation affects collocated students' collaboration in tangible MAR in terms of ease of use and collaboration. The study involves participants working in pairs to facilitate collaboration through a MAR game for developing the computational thinking skills of primary school students. Our goal is to compare the perceived behaviors and interactions that emerged in two distinct MAR settings: (1) Stand-mounted device condition, where the device is fixed on a mobile stand, and (2) Hand-held device condition, where the device is held by one of the team's players. The same task is simulated in both settings to allow for direct comparison. The results of this study can help inform the design and development of future MAR systems and provide insights into the potential benefits and challenges in terms of collaboration and object manipulation.
- 27 September 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessExploring the co-manipulation of physical and virtual objects in tangible mobile augmented reality for collaborative learning
Collaborative mobile augmented reality (MAR) has emerged as a promising tool in the field of education. This technology enables multiple users to interact with digital content overlaid on the physical world through their mobile devices. Collaborative MAR combined with tangible elements enhances learning by integrating physical objects that can be manipulated and interacted with in the augmented reality environment, providing a hands-on and immersive educational experience. This study explores the impact of tangible mobile augmented reality on collaboration and object manipulation. Our goal is to understand how mobile devices’ manipulation affects collocated students' collaboration in tangible MAR in terms of ease of use and collaboration. The study involves participants working in pairs to facilitate collaboration through a MAR game for developing the computational thinking skills of primary school students. Our goal is to compare the perceived behaviors and interactions that emerged in two distinct MAR settings: (1) Stand-mounted device condition, where the device is fixed on a mobile stand, and (2) Hand-held device condition, where the device is held by one of the team's players. The same task is simulated in both settings to allow for direct comparison. The results of this study can help inform the design and development of future MAR systems and provide insights into the potential benefits and challenges in terms of collaboration and object manipulation.
- Open Access
- 4 May 2022
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 6 (5) , 36
Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities
The design of location-based games (LBGs) for cultural heritage should ensure the active participation and contribution of local communities and heritage professionals to achieve contextual relevance, importance, and content validity. This paper presents an approach and methods of the participatory and co-design of LBGs that promote awareness and learning about the intangible cultural heritage of craftsmanship and artisanal technology throughout a long-term project from sensitization to implementation. Following the design thinking process, we outline the participatory methods (and reflect on results and lessons learnt) of involving cultural heritage professionals, local communities, and visitors (users) of museums and cultural settlements, mainly: field visits, design workshops, field playtesting, and field studies. We discuss issues of participatory design that we experienced throughout the project such as participant centrality and representativeness, producing tangible output from meetings, co-creation of content via playtesting, and implications from the pandemic. This work contributes a case of participatory and co-design of LBGs for cultural heritage that is characterized by longevity and engagement throughout the design process for three LBGs of a museum network in different cultural sites.
- 4 May 2022
- Published by MDPI AG in Multimodal Technologies and Interaction
- Vol. 6 (5) , 36
Open AccessCo-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities
The design of location-based games (LBGs) for cultural heritage should ensure the active participation and contribution of local communities and heritage professionals to achieve contextual relevance, importance, and content validity. This paper presents an approach and methods of the participatory and co-design of LBGs that promote awareness and learning about the intangible cultural heritage of craftsmanship and artisanal technology throughout a long-term project from sensitization to implementation. Following the design thinking process, we outline the participatory methods (and reflect on results and lessons learnt) of involving cultural heritage professionals, local communities, and visitors (users) of museums and cultural settlements, mainly: field visits, design workshops, field playtesting, and field studies. We discuss issues of participatory design that we experienced throughout the project such as participant centrality and representativeness, producing tangible output from meetings, co-creation of content via playtesting, and implications from the pandemic. This work contributes a case of participatory and co-design of LBGs for cultural heritage that is characterized by longevity and engagement throughout the design process for three LBGs of a museum network in different cultural sites.
- 17 August 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
Field Playtesting with Experts' Constructive Interaction: An Evaluation Method for Mobile Games for Cultural Heritage
Expert reviews of mobile games for cultural heritage (MG-CH) may predictively assess various aspects of game and content design in an iterative development process. They are not common because finding experts with knowledge for all aspects of MG-CH is difficult, while related heuristic sets are lengthy. Furthermore, ecologically valid evaluations of MG-CH must be performed in the field and examine various dimensions of playability, including gameplay, usability, functionality, and contextual factors about the location and the cultural content. To address those challenges, we have constructed a formative, empirical design review method of MG-CH, which requires experts to perform field playtesting in pairs, with minimal researcher intervention. We have refined the approach to collect data and insights about various aspects of playability; and then applied it in the evaluation of two MG-CH for UNESCO intangible CH sites that follow the same system and gameplay design. We found that the method yields many performance indicators and playability findings; facilitates participants to propose thoughtful recommendations; and affords in-situ production of cultural content.
- 17 August 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
Field Playtesting with Experts' Constructive Interaction: An Evaluation Method for Mobile Games for Cultural Heritage
Expert reviews of mobile games for cultural heritage (MG-CH) may predictively assess various aspects of game and content design in an iterative development process. They are not common because finding experts with knowledge for all aspects of MG-CH is difficult, while related heuristic sets are lengthy. Furthermore, ecologically valid evaluations of MG-CH must be performed in the field and examine various dimensions of playability, including gameplay, usability, functionality, and contextual factors about the location and the cultural content. To address those challenges, we have constructed a formative, empirical design review method of MG-CH, which requires experts to perform field playtesting in pairs, with minimal researcher intervention. We have refined the approach to collect data and insights about various aspects of playability; and then applied it in the evaluation of two MG-CH for UNESCO intangible CH sites that follow the same system and gameplay design. We found that the method yields many performance indicators and playability findings; facilitates participants to propose thoughtful recommendations; and affords in-situ production of cultural content.
- Open Access
- 11 July 2019
- Published by MDPI AG in Information
- Vol. 10 (7) , 238
On the Use of Mobile Devices as Controllers for First-Person Navigation in Public Installations
User navigation in public installations displaying 3D content is mostly supported by mid-air interactions using motion sensors, such as Microsoft Kinect. On the other hand, smartphones have been used as external controllers of large-screen installations or game environments, and they may also be effective in supporting 3D navigations. This paper aims to examine whether a smartphone-based control is a reliable alternative to mid-air interaction for four degrees of freedom (4-DOF) fist-person navigation, and to discover suitable interaction techniques for a smartphone controller. For this purpose, we setup two studies: A comparative study between smartphone-based and Kinect-based navigation, and a gesture elicitation study to collect user preferences and intentions regarding 3D navigation methods using a smartphone. The results of the first study were encouraging, as users with smartphone input performed at least as good as with Kinect and most of them preferred it as a means of control, whilst the second study produced a number of noteworthy results regarding proposed user gestures and their stance towards using a mobile phone for 3D navigation.
- 11 July 2019
- Published by MDPI AG in Information
- Vol. 10 (7) , 238
Open AccessOn the Use of Mobile Devices as Controllers for First-Person Navigation in Public Installations
User navigation in public installations displaying 3D content is mostly supported by mid-air interactions using motion sensors, such as Microsoft Kinect. On the other hand, smartphones have been used as external controllers of large-screen installations or game environments, and they may also be effective in supporting 3D navigations. This paper aims to examine whether a smartphone-based control is a reliable alternative to mid-air interaction for four degrees of freedom (4-DOF) fist-person navigation, and to discover suitable interaction techniques for a smartphone controller. For this purpose, we setup two studies: A comparative study between smartphone-based and Kinect-based navigation, and a gesture elicitation study to collect user preferences and intentions regarding 3D navigation methods using a smartphone. The results of the first study were encouraging, as users with smartphone input performed at least as good as with Kinect and most of them preferred it as a means of control, whilst the second study produced a number of noteworthy results regarding proposed user gestures and their stance towards using a mobile phone for 3D navigation.
- 16 March 2019
- Published by Springer Nature
- p. 673-684
The Effect of Tangible Augmented Reality Interfaces on Teaching Computational Thinking: A Preliminary Study
- 16 March 2019
- Published by Springer Nature
- p. 673-684
The Effect of Tangible Augmented Reality Interfaces on Teaching Computational Thinking: A Preliminary Study
- 21 February 2018
- Published by Springer Nature
- p. 128-138
A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness
- 21 February 2018
- Published by Springer Nature
- p. 128-138
A Week Without Plastic Bags: Creating Games and Interactive Products for Environmental Awareness