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40 result(s) for "Partarakis, Nikolaos"
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Applying Cognitive Load Theory to eLearning of Crafts
Craft education and training are important for preserving cultural heritage and fostering artisanal skills. However, the pedagogical challenges in this domain are numerous. This research paper presents a comprehensive framework for applying Cognitive Load Theory to enhance craft education and training via eLearning platforms. In this study, practical guidelines based on CLT principles are provided to optimize the instructional design and content delivery. These guidelines scaffold craft learning experiences within eLearning platforms and encompass strategies to manage cognitive load, promote active learning, and facilitate gradual transition. Subsequently, the paper details the implementation of these guidelines within a popular eLearning platform, Moodle, emphasizing its adaptability and utility for craft education. It discusses the customization of Moodle courses to align with the cognitive load management principles, providing a practical blueprint for educators and instructional designers. The research culminates in a case study, wherein the guidelines are applied to a craft eLearning course using Moodle.
Safeguarding Traditional Crafts in Europe
This entry discusses the challenge of safeguarding crafts in Europe. Safeguarding is defined herein as the systematic process of understanding, representing, preserving, and valorizing crafts following the recommendations of UNESCO and the UN-World Tourism Organization. The abovementioned challenges are discussed through a multidisciplinary prism starting from the scientific challenges in the information and communication technologies sector and expanding the discussion to ethical, legal, and policy-making measures and recommendations to safeguard crafts as a form of tangible and intangible cultural heritage but also as a source of growth and impact for the communities that practice them. To this end, the role of education and training for craft preservation is discussed, considering that the declining number of practitioners and apprentices is considered today the main threat to their preservation.
Training First Responders Through VR-Based Situated Digital Twins
This study examines first responder training to deliver realistic, adaptable, and scalable solutions aimed at equipping personnel to handle high-risk, rapidly developing scenarios. The proposed method leverages Virtual Reality, Augmented Reality, and digital twins to enable immersive and situationally relevant training for security-critical incidents. The method is structured into three distinct phases: definition, digitization, and implementation. The outcome of this approach is the creation of virtual training scenarios that simulate real situations and incident dynamics. The methodology employs photogrammetric reconstruction, simulation of human behavior through locomotion, and virtual security systems, such as surveillance and drone technology. Alongside the methodology, a case study of a large public event is presented to illustrate its feasibility in real-world applications. This study offers a comprehensive and adaptive structure for the design and deployment of digitally augmented training systems. This provides a practical basis for enhancing readiness in a range of operational domains.
Monitoring Health Parameters of Elders to Support Independent Living and Improve Their Quality of Life
Improving the well-being and quality of life of the elderly population is closely related to assisting them to effectively manage age-related conditions such as chronic illnesses and anxiety, and to maintain their independence and self-sufficiency as much as possible. This paper presents the design, architecture and implementation structure of an adaptive system for monitoring the health and well-being of the elderly. The system was designed following best practices of the Human-Centred Design approach involving representative end-users from the early stages.
The Role of Craft in Special Education: Insights from the CRAEFT Program
This study explores the potential of craft-based activities in the context of special education, focusing on a papier mâché sculpting workshop implemented at the Special Kindergarten of Komotini, Greece, as part of the Horizon Europe Craeft project. The initiative aimed to assess how such creative activities could enhance the learning experience of children with intellectual and motor impairments, foster socialization, and develop fine motor skills. With reference to literature in art therapy, craft education, and inclusive pedagogy, the study applied a mixed-methods approach combining observation, visual analysis, and a survey. The findings indicate that, despite varied levels of participation based on individual needs, all students engaged meaningfully with the materials and activities. School professionals observed increased student engagement, emotional comfort, and communication, while also identifying the activity as well adapted and replicable in similar contexts. The results highlight the value of crafts in special education, not only as a sensory and cognitive stimulus but also as a means of fostering inclusion and self-expression. The study concludes with a call for further research into the role of tactile materials and hand gestures in relation to specific impairments.
An Approach to the Creation and Presentation of Reference Gesture Datasets, for the Preservation of Traditional Crafts
A wide spectrum of digital data are becoming available to researchers and industries interested in the recording, documentation, recognition, and reproduction of human activities. In this work, we propose an approach for understanding and articulating human motion recordings into multimodal datasets and VR demonstrations of actions and activities relevant to traditional crafts. To implement the proposed approach, we introduce Animation Studio (AnimIO) that enables visualisation, editing, and semantic annotation of pertinent data. AnimIO is compatible with recordings acquired by Motion Capture (MoCap) and Computer Vision. Using AnimIO, the operator can isolate segments from multiple synchronous recordings and export them in multimodal animation files. AnimIO can be used to isolate motion segments that refer to individual craft actions, as described by practitioners. The proposed approach has been iteratively designed for use by non-experts in the domain of 3D motion digitisation.
Physics-Based Tool Usage Simulations in VR
The need for scalable, immersive training systems is universal and recently has been included in fields that rely on complex, hands-on processes, such as surgery operations, assembly operations, construction processes training, etc. This paper examines the potential to support immersive training via digital tool manipulation in the domain of traditional handicrafts. The proposed methodology employs Finite Element Method simulations to compute material transformations and apply them to interactive virtual environments. The challenge is to accurately simulate human–tool interactions, which are critical to the acquisition of manual skills. Using Simulia Abaqus (v.2023HF2), crafting simulations are authored, executed, and exported as animation sequences. These are further refined in Blender (v3.6) and integrated into Unity to create reusable training components called Action Animators. Two software applications—Craft Studio (v1.0) and Apprentice Studio (v1.0)—are designed and implemented to enable instructors to create training lessons and students to practice and get evaluated in virtual environments. The methodology has wide-ranging applications beyond crafts, offering a solution for immersive training in skill-based activities. The validation and evaluation of the proposed approach suggest that it can significantly improve training effectiveness, scalability, and accessibility across various industries.
Visiting Heritage Sites in AR and VR
Advances in digitization technologies have made possible the digitization of entire archaeological sites through a combination of technologies, including aerial photogrammetry, terrestrial photogrammetry, and terrestrial laser scanning. At the same time, the evolution of computer algorithms for data processing and the increased processing power made possible the combination of data from multiple scans to create a synthetic representation of large-scale sites. Finally, post-processing techniques and the evolution of computer and mobile GPUs and game engines have made possible the exploitation of digitization outcomes to further scientific study and historical preservation. This route was opened by the gaming industry. In terms of research, the exploitation of these new assets in conjunction with new visual rendering technologies, such as virtual and augmented reality, can create new dimensions for education and leisure. In this paper, we explore the usage of large-scale digitization of a heritage site to create a unique virtual visiting experience that can be accessed offline in VR and AR and on-site when visiting the archaeological site.
Realistic Virtual Humans for Cultural Heritage Applications
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work.
A Digitally Enhanced Ethnography for Craft Action and Process Understanding
Traditional ethnographic methods have long been employed to study craft practices, yet they often fall short of capturing the full depth of embodied knowledge, material interactions, and procedural workflows inherent in craftsmanship. This paper introduces a digitally enhanced ethnographic framework that integrates Motion Capture, 3D scanning, audiovisual documentation, and semantic knowledge representation to document both the tangible and dynamic aspects of craft processes. By distinguishing between endurant (tools, materials, objects) and perdurant (actions, events, transformations) entities, we propose a structured methodology for analyzing craft gestures, material behaviors, and production workflows. The study applies this proposed framework to eight European craft traditions—including glassblowing, tapestry weaving, woodcarving, porcelain pottery, marble carving, silversmithing, clay pottery, and textile weaving—demonstrating the adaptability of digital ethnographic tools across disciplines. Through a combination of multimodal data acquisition and expert-driven annotation, we present a comprehensive model for craft documentation that enhances the preservation, education, and analysis of artisanal knowledge. This research contributes to the ongoing evolution of ethnographic methods by bridging digital technology with Cultural Heritage studies, offering a robust framework for understanding the mechanics and meanings of craft practices.