Nefeli Georgakopoulou

Nefeli Georgakopoulou

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Nefeli Georgakopoulou has a total of 22 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • (Maté)réalité magique : l’interaction humain- matériau-machine dans l'art interactif

    by Nefeli Georgakopoulou

    Dans le paysage numérique contemporain, le concept de matérialité a connu une profonde transformation, remettant en question les conceptions traditionnelles et exigeant de nouvelles approches de recherche. Autrefois associée principalement aux éléments tangibles et à la physicalité, la matérialité est aujourd'hui étroitement liée aux expériences numériques et virtuels. La frontière entre les domaines physique et numérique s'estompe, suscitant des questions sur la manière dont la matérialité est perçue, définie et appréciée dans ce nouveau contexte. …/…Cette étude examine comment l'utilisation de matériaux dans les œuvres d'art interactives peut redéfinir notre compréhension de la matérialité et nous aider à appréhender un monde où les matériaux sont en mouvement et réactifs. En se penchant sur la structure matérielle des œuvres d'art numériques interactives, cette recherche explore les moyens de créer un espace d'attention, une (mate)realité magique. Elle s'appuie sur le concept d’« unité magique » de Simondon et les avancées de la philosophie du nouveau matérialisme pour comprendre comment la technologie peut redéfinir notre perception du monde matériel et reconnecter l'homme à son environnement. …/…L'étude examine 29 œuvres d'art se penchant sur cette problématique et utilisant des matériaux comme interfaces. Elle recueille également l'avis du public pour mettre en lumière les multiples manières dont l'art numérique et interactif influence notre compréhension de la matérialité à l'ère numérique actuelle. En utilisant le cadre pour la création d'expériences magiques, nous analysons les œuvres d'art interactives qui ont été créées tout au long de cette recherche approfondie.

  • Open Access

    Distilling Gaming Strategy through Explainability in Tetris

    by Eleftheria Lagiokapa, Georgios Loupas, Makrina Viola Kosti, Nefeli Valeria Georgakopoulou, Sotiris Diplaris, Stefanos Vrochidis

    As artificial intelligence (AI) systems become increasingly integrated into game design, the demand for transparent and adaptive decision-making grows. While Explainable AI (XAI) has illuminated the internal reasoning of AI agents, most explanation-based training methods have traditionally prioritized alignment with a teacher model over the exploration of strategic diversity. In this paper, we introduce a novel framework that leverages explanation-based knowledge distillation to modulate agents’ internal reasoning, yielding both convergent and divergent behavioral strategies. To demonstrate this approach, we conducted experiments in a Tetris environment comparing baseline agents trained with standard reinforcement learning to agents whose training was modified by incorporating explainability losses. Our dynamic framework integrates a feedback mechanism that adjusts the influence of the explainability term based on performance and strategic utility. This work demonstrates the potential of employing explainability not only as an interpretative tool but also as a means to actively diversify and refine strategies in complex, dynamic environments.

  • Top Cited Papers
    Open Access

    i-Game: Redefining Cultural Heritage Through Inclusive Game Design and Advanced Technologies

    by Makrina Viola Kosti, Sotiris Diplaris, Nefeli Georgakopoulou, Pille Runnel, Camilla Marini, Nikos Rovatsos, Angeliki Barakli, Eva de Lera, Stefanos Vrochidis, Ioannis Kompatsiaris

    The intersection of serious games, advanced technologies, and culture offers new paths for fostering social inclusion and sustainability. This position paper presents i-Game, an EU project dedicated to transforming the relationship between cultural heritage and the gaming industry. By creating an open-source platform for inclusive game development, i-Game integrates tools such as Explainable AI (XAI) and virtual reality to enable diverse stakeholders—including underrepresented groups—to co-create games that address societal and cultural challenges. Through pilot projects in museums and the textile industry, i-Game explores the potential of gamification to enhance learning, creativity, and collaboration while advancing sustainable practices. The project highlights how interdisciplinary methodologies and ethical-design principles can reshape the cultural heritage landscape, democratizing access to innovative tools and fostering a deeper connection between technology and heritage.


  • Open Access

    Connecting the Elderly Using VR: A Novel Art-Driven Methodology

    by Makrina Viola Kosti, Maurice Benayoun, Nefeli Georgakopoulou, Sotiris Diplaris, Theodora Pistola, Vasileios-Rafail Xefteris, Athina Tsanousa, Kalliopi Valsamidou, Panagiota Koulali, Yash Shekhawat, et al.

    Demographic change confronts us with an ever-increasing number of elderly people who face isolation and socialization issues. Background: The main challenge of this study is to inject emotional and aesthetic aspects into the design process of a virtual reality (VR) social space for the elderly. In this context, we asked architects and artists to improve the perception elderly people have of their way of communicating with others. Artists, in collaboration with computer engineers, designed experiences that evoke positive cognitive and emotional feelings and memories by following design trends and aesthetic values likely to be appreciated by older people, which were integrated in VR. Methods: We approached our goal by implementing an innovative art-driven methodology, using a plethora of technologies and methods, such as VR, artificial intelligence algorithms, visual analysis, and 3D mapping, in order to make design decisions based on a detailed understanding of the users’ preferences and collective behavior. Results: A so-called virtual village “Cap de Ballon” was co-created, having a public space inspired by the villages of Santorini and Meteora and a private space inspired by the 3D scanning of an elderly person’s apartment. Conclusions: The overall concept of the VR village‘s utility, design, and interior design were appreciated by the end users and the concept was evaluated as original and stimulating for creativity.


  • Open Access

    Assessing Virtual Reality Spaces for Elders Using Image-Based Sentiment Analysis and Stress Level Detection

    by Makrina Viola Kosti, Nefeli Georgakopoulou, Sotiris Diplaris, Theodora Pistola, Konstantinos Chatzistavros, Vasileios-Rafail Xefteris, Athina Tsanousa, Stefanos Vrochidis, Ioannis Kompatsiaris

    Seniors, in order to be able to fight loneliness, need to communicate with other people and be engaged in activities to keep their minds active to increase their social capital. There is an intensified interest in the development of social virtual reality environments, either by commerce or by academia, to address the problem of social isolation of older people. Due to the vulnerability of the social group involved in this field of research, the need for the application of evaluation methods regarding the proposed VR environments becomes even more important. The range of techniques that can be exploited in this field is constantly expanding, with visual sentiment analysis being a characteristic example. In this study, we introduce the use of image-based sentiment analysis and behavioural analysis as a technique to assess a social VR space for elders and present some promising preliminary results.


  • Open Access

    Graph Theoretical Analysis of EEG Functional Connectivity Patterns and Fusion with Physiological Signals for Emotion Recognition

    by Vasileios-Rafail Xefteris, Athina Tsanousa, Nefeli Georgakopoulou, Sotiris Diplaris, Stefanos Vrochidis, Ioannis Kompatsiaris

    Emotion recognition is a key attribute for realizing advances in human–computer interaction, especially when using non-intrusive physiological sensors, such as electroencephalograph (EEG) and electrocardiograph. Although functional connectivity of EEG has been utilized for emotion recognition, the graph theory analysis of EEG connectivity patterns has not been adequately explored. The exploitation of brain network characteristics could provide valuable information regarding emotions, while the combination of EEG and peripheral physiological signals can reveal correlation patterns of human internal state. In this work, a graph theoretical analysis of EEG functional connectivity patterns along with fusion between EEG and peripheral physiological signals for emotion recognition has been proposed. After extracting functional connectivity from EEG signals, both global and local graph theory features are extracted. Those features are concatenated with statistical features from peripheral physiological signals and fed to different classifiers and a Convolutional Neural Network (CNN) for emotion recognition. The average accuracy on the DEAP dataset using CNN was 55.62% and 57.38% for subject-independent valence and arousal classification, respectively, and 83.94% and 83.87% for subject-dependent classification. Those scores went up to 75.44% and 78.77% for subject-independent classification and 88.27% and 90.84% for subject-dependent classification using a feature selection algorithm, exceeding the current state-of-the-art results.