Andreas Papasalouros
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Andreas Papasalouros has a total of 12 co-authors. Here are the top co-authors by number of shared publications:
- Konstantinos Kotis
Intelligent Systems Lab, Department of Cultural Technology and Communication, University of the Aegean, 81100 Mytilene, Greece
4 shared publications - Antonis Tsolomitis
Department of Mathematics, University of the Aegean, GR-832 00 Mytilene, Greece
2 shared publications George Chatzimichalis
University of the Aegean
2 shared publications- Dimitra Pittou
Department of Cultural Technology and Communication, University of the Aegean, 81100 Lesvos, Greece
1 shared publication - Dimitris Chatzis
Department of Information and Communication Systems Engineering University of the Aegean Samos Greece
1 shared publication - Dimitris Spiliotopoulos
Department of Management Science and Technology, University of the Peloponnese, Sehi Location (Former 4th Shooting Range), 221 31 Tripoli, Greece
1 shared publication
Latest Publications
- Open Access
- 24 January 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (3) , 1537
Integrating Assessment in a CSCL Macro-Script Authoring Platform
Collaborative learning entails the involvement and the cooperation of a group of persons with the purpose of learning. Collaborative learning scripts aim to orchestrate the complex interaction among group members while Computer Supported Collaborative Learning scripts (CSCL scripts) is the research field in which IT techniques are involved in the management of the aspects of such an interaction. This article presents assessment-related aspects of an existing CSCL script authoring and deployment platform called COSTLyP. Assessment, nowadays, is considered as a vital constituent of CSCL scripts since it may affect some of their necessary components and mechanisms. The outcome of the implementation of an assessment plan may determine what should be the next step in a collaboration activity or what actions should be undertaken to bridge the gap between the expected results and the achieved level of knowledge or expertise. At the same time, assessment can also verify the regulation level that is required within each group; consequently, these scripts should be flexibly designed in order to adapt their evolution to the real needs of the participants.
- 24 January 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (3) , 1537
Open AccessIntegrating Assessment in a CSCL Macro-Script Authoring Platform
Collaborative learning entails the involvement and the cooperation of a group of persons with the purpose of learning. Collaborative learning scripts aim to orchestrate the complex interaction among group members while Computer Supported Collaborative Learning scripts (CSCL scripts) is the research field in which IT techniques are involved in the management of the aspects of such an interaction. This article presents assessment-related aspects of an existing CSCL script authoring and deployment platform called COSTLyP. Assessment, nowadays, is considered as a vital constituent of CSCL scripts since it may affect some of their necessary components and mechanisms. The outcome of the implementation of an assessment plan may determine what should be the next step in a collaboration activity or what actions should be undertaken to bridge the gap between the expected results and the achieved level of knowledge or expertise. At the same time, assessment can also verify the regulation level that is required within each group; consequently, these scripts should be flexibly designed in order to adapt their evolution to the real needs of the participants.
- 13 April 2022
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 30 (4) , 1248-1263
Planning a robotic competition
Education changes, and pupils and students require a more active role. Educational competitions could be an answer. This paper highlights the key points as these were revealed through setting up an event of an educational robotic competition from zero. It, also, presents statistics collected in different periods: before the competition, directly after it, and finally at a notable time after the competition (about 6 months). To collect the data, the completion of four different questionnaires, for every annual event, was asked separately, by the participants and the organizers. The paper provides empirical insights on setting up an educational competition. It also outlines the characteristics of the students taking part and underlines the results that the contents have on them. It suggests that teamwork and collaboration within the team is a prerequisite for a competition to have an impact on the educational process. Furthermore, robotic competitions raise the interest of students in robotics, programming, and STEM, while they develop social skills and create bonds between the participants. Moreover, it is a useful tool for educators.
- 13 April 2022
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 30 (4) , 1248-1263
Planning a robotic competition
Education changes, and pupils and students require a more active role. Educational competitions could be an answer. This paper highlights the key points as these were revealed through setting up an event of an educational robotic competition from zero. It, also, presents statistics collected in different periods: before the competition, directly after it, and finally at a notable time after the competition (about 6 months). To collect the data, the completion of four different questionnaires, for every annual event, was asked separately, by the participants and the organizers. The paper provides empirical insights on setting up an educational competition. It also outlines the characteristics of the students taking part and underlines the results that the contents have on them. It suggests that teamwork and collaboration within the team is a prerequisite for a competition to have an impact on the educational process. Furthermore, robotic competitions raise the interest of students in robotics, programming, and STEM, while they develop social skills and create bonds between the participants. Moreover, it is a useful tool for educators.
- Top Cited PapersOpen Access
- 22 March 2022
- Published by MDPI AG in Applied Sciences
- Vol. 12 (7) , 3239
Educational AI Chatbots for Content and Language Integrated Learning
Using advanced artificial intelligence (AI) technology in learning environments is one of the latest challenges for educators and education policymakers. Conversational AI brings new possibilities for alternative and innovative Information and Communication Technologies (ICT) tools, such as AI chatbots. This paper reports on field experiments with an AI chatbot and provides insights into its contribution to Content and Language Integrated Learning (CLIL). More specifically, this paper presents an experimental use case of an educational AI chatbot called AsasaraBot, designed to teach high school students cultural content in a foreign language, i.e., English or French. The content is related to the Minoan Civilization, emphasizing the characteristic figurine of the Minoan Snake Goddess. The related chatbot-based educational program has been evaluated at public and private language schools in Greece. The findings from these experiments show that the use of AI chatbot technology for interactive ICT-based learning is suitable for learning foreign languages and cultural content at the same time. The AsasaraBot AI chatbot has been designed and implemented in the context of a postgraduate project using open-source and free software.
- 22 March 2022
- Published by MDPI AG in Applied Sciences
- Vol. 12 (7) , 3239
Top Cited PapersOpen AccessEducational AI Chatbots for Content and Language Integrated Learning
Using advanced artificial intelligence (AI) technology in learning environments is one of the latest challenges for educators and education policymakers. Conversational AI brings new possibilities for alternative and innovative Information and Communication Technologies (ICT) tools, such as AI chatbots. This paper reports on field experiments with an AI chatbot and provides insights into its contribution to Content and Language Integrated Learning (CLIL). More specifically, this paper presents an experimental use case of an educational AI chatbot called AsasaraBot, designed to teach high school students cultural content in a foreign language, i.e., English or French. The content is related to the Minoan Civilization, emphasizing the characteristic figurine of the Minoan Snake Goddess. The related chatbot-based educational program has been evaluated at public and private language schools in Greece. The findings from these experiments show that the use of AI chatbot technology for interactive ICT-based learning is suitable for learning foreign languages and cultural content at the same time. The AsasaraBot AI chatbot has been designed and implemented in the context of a postgraduate project using open-source and free software.
- Open Access
- 1 January 2021
- Published by TeX Users Group in TUGboat
- Vol. 42 (2) , 166-169
latex2nemeth: A direct LaTeX-to-Braille transcribing tool
- 1 January 2021
- Published by TeX Users Group in TUGboat
- Vol. 42 (2) , 166-169
Open Accesslatex2nemeth: A direct LaTeX-to-Braille transcribing tool
- Open Access
- 8 June 2020
- Published by MDPI AG in Challenges
- Vol. 11 (1) , 10
Intelligent Collaborative Authoring of Place-Based, Cross-Cultural and Media-Rich Experiences
In this paper, we present a framework that aims to support the active participation and collaboration of knowledge workers and engineers in the co-authoring of place-based, cross-cultural and media-rich memories, experiences, stories and narration. To achieve this, the framework proposes a novel approach for facilitating such a participation and collaboration through the semantic integration of data/information and integrated tools that will be both accessible via an open, user-friendly, mobile and knowledge-based platform, emphasizing a low-effort participative and guided co-authoring approach. The presented collaborative and participative approach is expected to foster social cohesion in heterogeneous communities of interest and practice. For the realization of the framework, we propose the implementation of a proof-of-concept system and its evaluation in the socio-cultural group of immigrants and refugees within the context of creating and sharing knowledge related to the physical and digital artifacts of a modern art museum. Our vision for the proposed framework is to introduce new technology for the collaborative authoring of cultural experiences with low effort using an intelligent assistant. Additionally, we envision a Shared Experiences Ecosystem (SEE) that aims to provide media-rich content and tools that will eventually foster the inclusive access of heterogeneous socio-cultural groups to shared experiences, increasing social cohesion in resilient local environments.
- 8 June 2020
- Published by MDPI AG in Challenges
- Vol. 11 (1) , 10
Open AccessIntelligent Collaborative Authoring of Place-Based, Cross-Cultural and Media-Rich Experiences
In this paper, we present a framework that aims to support the active participation and collaboration of knowledge workers and engineers in the co-authoring of place-based, cross-cultural and media-rich memories, experiences, stories and narration. To achieve this, the framework proposes a novel approach for facilitating such a participation and collaboration through the semantic integration of data/information and integrated tools that will be both accessible via an open, user-friendly, mobile and knowledge-based platform, emphasizing a low-effort participative and guided co-authoring approach. The presented collaborative and participative approach is expected to foster social cohesion in heterogeneous communities of interest and practice. For the realization of the framework, we propose the implementation of a proof-of-concept system and its evaluation in the socio-cultural group of immigrants and refugees within the context of creating and sharing knowledge related to the physical and digital artifacts of a modern art museum. Our vision for the proposed framework is to introduce new technology for the collaborative authoring of cultural experiences with low effort using an intelligent assistant. Additionally, we envision a Shared Experiences Ecosystem (SEE) that aims to provide media-rich content and tools that will eventually foster the inclusive access of heterogeneous socio-cultural groups to shared experiences, increasing social cohesion in resilient local environments.
- 14 August 2018
- Published by Springer Nature
- p. 660-663
Formalizing CSCL Scripts with Logic and Constraints
- 14 August 2018
- Published by Springer Nature
- p. 660-663
Formalizing CSCL Scripts with Logic and Constraints
- Open Access
- 15 December 2017
- Published by RIT Libraries in Journal of Science Education for Students with Disabilities
- Vol. 20 (1) , 36-49
A direct TeX-to-Braille transcribing method
The TeX/LaTeX typesetting system is the most wide-spread system for creating documents in Mathematics and Science. However, no reliable tool exists to this day for automatically transcribing documents from the above formats into Braille/Nemeth code. Thus, visually impaired students of related fields do not have access to the bulk of study material available in LaTeX format. We have developed a tool, named latex2nemeth, for directly transcribing LaTeX documents to Nemeth Braille, thus facilitating the access of blind students to Science. In order to support the extensive set of Mathematics symbols covered by TeX, we propose some new symbols based on the extension mechanisms of the Nemeth code.
- 15 December 2017
- Published by RIT Libraries in Journal of Science Education for Students with Disabilities
- Vol. 20 (1) , 36-49
Open AccessA direct TeX-to-Braille transcribing method
The TeX/LaTeX typesetting system is the most wide-spread system for creating documents in Mathematics and Science. However, no reliable tool exists to this day for automatically transcribing documents from the above formats into Braille/Nemeth code. Thus, visually impaired students of related fields do not have access to the bulk of study material available in LaTeX format. We have developed a tool, named latex2nemeth, for directly transcribing LaTeX documents to Nemeth Braille, thus facilitating the access of blind students to Science. In order to support the extensive set of Mathematics symbols covered by TeX, we propose some new symbols based on the extension mechanisms of the Nemeth code.
- 20 January 2011
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 19 (1) , 5-23
Automatic generation of tests from domain and multimedia ontologies
The aim of this article is to present an approach for generating tests in an automatic way. Although other methods have been already reported in the literature, the proposed approach is based on ontologies, representing both domain and multimedia knowledge. The article also reports on a prototype implementation of this approach, which automatically creates tests using the Semantic Web standard technology OWL (Ontology Web Language) as well as proper annotations of images. The proposed approach is independent of specific domain characteristics, since question items are generated according to generic ontology-based strategies. In the presented prototype implementation, simple natural language generation techniques are used to project the items in the tests.
- 20 January 2011
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 19 (1) , 5-23
Automatic generation of tests from domain and multimedia ontologies
The aim of this article is to present an approach for generating tests in an automatic way. Although other methods have been already reported in the literature, the proposed approach is based on ontologies, representing both domain and multimedia knowledge. The article also reports on a prototype implementation of this approach, which automatically creates tests using the Semantic Web standard technology OWL (Ontology Web Language) as well as proper annotations of images. The proposed approach is independent of specific domain characteristics, since question items are generated according to generic ontology-based strategies. In the presented prototype implementation, simple natural language generation techniques are used to project the items in the tests.