Dimitra Chasanidou er postdoktor på prosjektet SUSOLTECH - The Research Centre for Sustainable Solar Cell Technology.
Se engelsk personside for Dimitra Chasanidou.
Emneord:
Innovasjon,
bærekraftig utvikling,
Innovasjonssystemer
Publikasjoner
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Karahasanovic, Amela; Hollebeek, Linda D.; Chasanidou, Dimitra & Gurau, Calin (2019). Temporality of Customer engagement in service innovation: a theoretical model, In Linda D. Hollebeek & David Erik Sprott (ed.),
Handbook of Research on Customer Engagement.
Edward Elgar Publishing.
ISBN 9781788114882.
Chapter 17.
s 376
- 390
Vis sammendrag
The importance of customer engagement’s (CE) temporal dimension has been acknowledged by both academics and practitioners. CE’s temporal dimension examines the concept’s evolution or lifecycle, which can vary across contexts (e.g. firms, brands). However, despite the growing recognition of CE’s temporality, the effect of its temporal evolution on the service innovation process remains nebulous. In response to this gap, this chapter proposes a service-dominant (S-D) logic-informed model for integrating CE’s temporal evolution in the service innovation process. We commence reviewing key literature in these areas, followed by the development of the framework. Our analyses are supplemented by relevant examples to illustrate the framework’s component concepts and theoretical linkages. Based on our analyses, we identify key gaps that merit further research and deduce important areas of strategic insight for managers. In particular, we suggest the importance of investigating how to optimize SI with respect to CE's temporal dimension. Further, we propose further research into the ways in which protocol transparency and visibility can be improved through customers' canonical and participant trajectories, which map users’ ex ante and actual SI-related perceptions.
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Boletsis, Costas & Chasanidou, Dimitra (2018). Audio augmented reality in public transport for exploring tourist sites, In Tone Bratteteig & Frode Eika Sandnes (ed.),
NordiCHI '18 - Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, Norway — September 29 - October 03, 2018.
Association for Computing Machinery (ACM).
ISBN 978-1-4503-6437-9.
Kapittel.
s 721
- 725
Fulltekst i vitenarkiv.
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Audio augmented reality (AR) has a long research tradition in the tourism industry. Audio AR tour guides for urban environments provide location-based, auditory information about nearby sights, minimising distractions from interacting with mobile devices and enabling users to focus on their new surroundings. In this work, we present the design, development, and usability evaluation of AudioTransit, an audio AR tour guide using the public transport network for exploring urban tourist sites with which we investigate the design and implementation of audio AR systems in tourism. Overall, the study indicates very good usability and an altogether positive acceptance of the concept of audio AR in public transport for tourism purposes.
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Boletsis, Costas & Chasanidou, Dimitra (2018). Smart Tourism in Cities: Exploring Urban Destinations with Audio Augmented Reality, In Fillia Makedon (ed.),
PETRA '18: Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference, Corfu, Greece, June 26 - 29, 2018.
Association for Computing Machinery (ACM).
ISBN 978-1-4503-6390-7.
Kapittel.
s 515
- 521
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Audio augmented reality (AR) allows for the simultaneous perception of the real environment and a virtual audio overlay. This is especially important in a mobile use context, where users should be continuously aware of their surroundings, such as in the case of urban tourism, when tourists explore foreign cities and their tourist sights. In this work, we investigate the design and implementation of audio AR systems in urban tourism. Our prototype, called AudioNear, is designed to support tourists' exploration of open, urban environments while providing speech-based information about surrounding tourist sights, based on the users' location. At this stage, we present the design concept of AudioNear, its hardware implementation and the first usability feedback. Overall, the study indicated the promising potential of audio AR for providing informative tourist services and engaging experiences.
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Chasanidou, Dimitra (2018). Design for Motivation: Evaluation of a Design Tool. Multimodal Technologies and Interaction.
ISSN 2414-4088.
2(1) . doi:
10.3390/mti2010006
Fulltekst i vitenarkiv.
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Design for motivation constitutes a design practice that focuses on the activation of human motives to perform an action. There is an increasing need to design motivational and engaging mechanisms for voluntary systems, such as innovation platforms, where user participation is a key target. When designing for motivation, a challenge of the early design phases is the selection of appropriate design tool and strategy. The current work presents a design tool, namely DEMO (DEsign for MOtivation), and evaluates its design process. The tool provides multidisciplinary teams with a user-centred, structured method to ideate and ultimately develop a consistent design plan to engage the users of innovation platforms. The evaluation study analysed the tool’s contribution to the design of motivational innovation platforms, utilising three data collection methods: a protocol analysis, interviews and questionnaires. The results discuss the experiences of 32 users with the development of motivation concepts, the group and the user activities, as well as their creativity aspects. Structured processes and the use of artefacts were found to be productive practices in the early design phases. The results also highlight the importance of multidisciplinary and user-centred teams that can enhance collaboration and communication during the design processes.
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Chasanidou, Dimitra; Sivertstøl, Njål & Hildrum, Jarle (2018). Exploring employee interactions and quality of contributions in intra‐organisational innovation platforms. Creativity and Innovation Management.
ISSN 0963-1690.
. doi:
10.1111/caim.12290
Fulltekst i vitenarkiv.
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This study builds on the innovation management and organizational knowledge networks to examine the user interactions in an intra‐organizational innovation platform of a Norwegian telecommunications operator, as well as the influence of user interactions on idea development. Although current studies mainly focus on user interactions and idea quality in innovation processes, little attention has been paid to the layered nature of user interactions that impact on idea development. Data from an intra‐organizational innovation platform, called Explorathon, was used in an exploratory study, with a mixed‐methods approach. For 10 days, 3200 employees posted 390 ideas, with 1435 comments. Results show that employees communicated through the innovation platform with 11 interaction types, eight contribution types and three collaboration types. The findings demonstrate that diverse platform interactions coexist and have a diverse impact on ideas. The authors suggest three types of contribution qualities—passive, efficient and balanced—that reflect the degree of meaningful interactions around an idea. The contribution qualities are only indicative of the content of interactions and they complement other evaluation metrics of the innovation platform. The findings also suggest that the user roles of idea contributors and platform moderators or facilitators are significant in maintaining interactions and weighted contributions over time. The study has implications both for research and practice.
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Chasanidou, Dimitra & Karahasanovic, Amela (2017). Co-creation for innovation: why do customers get involved?, In Marika Lüders; Tor W. Andreassen; Simon Clatworthy & Tore Hillestad (ed.),
Innovating for Trust.
Edward Elgar Publishing.
ISBN 978-1785369476.
Chapter 18.
s 275
- 292
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Companies employ innovation platforms, like crowdsourcing and open innovation platforms, to gather ideas and engage their customers in service innovation processes. Although this might be a technically easy way for customer involvement in service innovation, companies need to understand the drivers and challenges of customer participation through the innovation platforms. The chapter explores a bank’s crowdsourcing platform that gathers customers’ ideas on financial services and the future of banking. A case study is described examining two types of factors that influence customers’ intention to participate in the crowdsourcing platform: (1) motivational factors, including perceived enjoyment, recognition and social presence, and (2) factors of perceived trustworthiness, including ability, integrity and benevolence. The study revealed associations between trustworthiness and motivational factors on one side and customers’ behavioral intention to share ideas with the bank on the other. Association with trustworthiness was stronger. Trustworthiness thus emerges as a key factor for establishing customer-company communication in innovation platforms.
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Følstad, Asbjørn; Chasanidou, Dimitra; Haugstveit, Ida Maria & Halvorsrud, Ragnhild (2017). Involving Users in the Design of Sharing Economy Services, In Ioannis Kompatsiaris; Jonathan Cave; Anna Satsiou; Georg Carle; Antonella Passani; Efstratios Kontopoulos; Sotiris Diplaris & Donald C McMillan (ed.),
Internet Science: 4th International Conference, INSCI 2017.
Springer.
ISBN 978-3-319-70283-4.
Konferansepaper.
s 222
- 230
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Involving users in the design of sharing economy services is important to re-alize the expected growth in this market. However, such involvement may be challenging due to the complexity and networked character of the service context. We present a case study showing how users' online feedback on novel design concepts may represent a viable approach to user involvement. In particular, the feedback provides insight into the strengths and weakness-es of proposed concepts as well as suggestions of relevance to the subsequent design process. On the basis of the case study, lessons learnt are discussed, as is needed future research.
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Chasanidou, Dimitra; Elvesæter, Brian & Berre, Arne- Jørgen (2016). Enabling team collaboration with task management tools, In Anthony I. (Tony) Wasserman (ed.),
OpenSym '16 The International Symposium on Open Collaboration, Berlin, Germany — August 17 - 19, 2016.
Association for Computing Machinery (ACM).
ISBN 978-1-4503-4451-7.
article no. 20.
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Project and task management tools aim to support remote or face-to-face collaboration. Despite the growing needs for these tools, little is known about how they are utilized in practice. This paper presents the results of an exploratory study using UpWave, a task management tool, and the ways that it enables team collaboration. The group interviewees utilize UpWave for their collaborations and report on its features in terms of use, best practices, motivations and rewards for users to encourage their collaboration. This paper concludes that project and task management tools offer new possibilities for collaborations; it also makes suggestions for using such tools in teams. This study's future work will include a mixed-methods approach to gain a greater understanding of the tools' effects in various collaboration settings.
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Chasanidou, Dimitra & Karahasanovic, Amela (2016). Let’s DEsign for MOtivation (DEMO), In Rosa Bottino; Johan Jeuring & Remco Veltkamp (ed.),
Games and Learning Alliance - 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5–7, 2016, Proceedings.
Springer.
ISBN 978-3-319-50181-9.
chapter.
s 342
- 353
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Design for motivation can be defined as a “design practice focused on the activation of human motives, with short or long-term effects, to perform an action” in a context. The paper proposes and develops a design tool called DEMO (DEsign for MOtivation) that aims to address motivation in innovation communities. The DEMO tool is theoretically grounded in motivation theories and based on existing game-like approaches for the development of motivational concepts. The tool incorporates gamification elements, design elements and targets to support multidisciplinary teams in designing for motivation. One application area of the tool is in innovation communities where the design to support user participation and contribution is a complex task, while there is limited understanding how to practically apply motivation. An expert usability evaluation reflected a positive overall experience with the tool. The contribution of this paper lies in its description of the tool and its report on the usability evaluation. Future research in the field should focus on the application of the design tool with various methods in diverse cases.
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Chasanidou, Dimitra & Karahasanovic, Amela (2016). The Visibility of Ethics for Open Innovation Platforms, In Nicola Morelli; Amalia de Götzen & Francesco Grani (ed.),
Service Design Geographies. Proceedings of the ServDes2016 Conference.
Linköping University Electronic Press, Linköpings universitet.
ISBN 978-91-7685-738-0.
Art.no 006.
s 65
- 77
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Open innovation platforms (OIPs) are applied to service businesses and aim to increase service innovation, by engaging users and encouraging them to submit ideas, share content, and invite others to participate. The employment of OIPs raises several ethical issues, such as fairness, ownership, and privacy. One approach for addressing these issues is to raise the visibility of ethics on the platform. Following a systematic approach, this paper explores the topic of the visibility of ethics in OIPs, by reviewing related ethical issues and evaluating the application of ethics by OIPs in practice. We conclude with reflections on design and suggestions for practitioners. The visibility of ethics is seen as a proactive design state, and we argue that it can both improve service innovation through OIPs, and improve the fairness of relationships between customers and companies.
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Gasparini, Andrea A. & Chasanidou, Dimitra (2016). Understanding the role of design thinking methods and tools in innovation process, In
The Proceedings of The XXVII ISPIM Conference 2016 Porto, Portugal - 19-22 June 2016.
Lappeenranta University of Technology Press.
ISBN 978-952-265-929-3.
Artikkel.
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This paper presents the results of an ongoing qualitative study with employees working with innovation in a Scandinavian company. Using Design Thinking as an approach, the paper analyses how different tools are used to initiate innovation processes. Issues like innovation drivers, team structure, creativity, information flow among teams, usefulness and challenges of using the methods and tools are discussed. The role of different design tools in innovation processes opens the discussion for possible future directions. The results suggest that many methods and tools could generate value in regards with the innovation processes, while there are many challenges that need to be considered. The findings could be beneficial primarily for companies that facilitate DT methods, designers, developers, managers and other involved members in innovation activities could gain insights on how to implement DT methods and tools.
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Chasanidou, Dimitra; Gasparini, Andrea A. & Lee, Eunji (2015). Design Thinking Methods and Tools for Innovation, In Aaron Marcus (ed.),
Design, User Experience, and Usability: Design Discourse : 4th International Conference, DUXU 2015, Held as Part of HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part I.
Springer.
ISBN 978-3-319-20885-5.
Kapittel.
s 12
- 23
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Design thinking (DT) is regarded as a system of three overlapping spaces—viability, desirability, and feasibility—where innovation increases when all three perspectives are addressed. Understanding how innovation within teams can be supported by DT methods and tools captivates the interest of business communities. This paper aims to examine how DT methods and tools foster innovation in teams. A case study approach, based on two workshops, examined three DT methods with a software tool. The findings support the use of DT methods and tools as a way of incubating ideas and creating innovative solutions within teams when team collaboration and software limitations are balanced. The paper proposes guidelines for utilizing DT methods and tools in innovation projects.
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Kourouthanassis, Panos; Boletsis, Costas; Bardaki, Cleopatra & Chasanidou, Dimitra (2015). Tourists responses to mobile augmented reality travel guides: The role of emotions on adoption behavior. Pervasive and Mobile Computing.
ISSN 1574-1192.
18, s 71- 87 . doi:
10.1016/j.pmcj.2014.08.009
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This research presents a mobile augmented reality (MAR) travel guide, named CorfuAR, which supports personalized recommendations. We report the development process and devise a theoretical model that explores the adoption of MAR applications through their emotional impact. A field study on Corfu visitors (n=105) shows that the functional properties of CorfuAR evoke feelings of pleasure and arousal, which, in turn, influence the behavioral intention of using it. This is the first study that empirically validates the relation between functional system properties, user emotions, and adoption behavior. The paper discusses also the theoretical and managerial implications of our study.
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Chasanidou, Dimitra; Gasparini, Andrea A. & Lee, Eunji (2014). Design Thinking Methods and Tools for Innovation in Multidisciplinary Teams, In Alma Leora Culén & Asbjørn Følstad (ed.),
Innovation in HCI: what can we learn from design thinking?.
IFI.
ISBN 978-82-7368-407-3.
2.
s 27
- 30
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Chasanidou, Dimitra & Karahasanovic, Amela (2014). Open Service Innovation Platforms and Experience, In Daniela Sangiorgi; David Hands & Emma Murphy (ed.),
ServDes.2014 Service Future, Proceedings of the fourth Service Design and Service Innovation Conference, Lancaster University, United Kingdom, 9-11 April 2014.
Linköping University Electronic Press.
ISBN 978-91-7519-280-2.
Artikkel 047.
s 440
- 445
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Open Service Innovation (OSI) platforms invite customers and other users to co-create innovative ideas and generate experiences that will potentially create value. In this paper, we propose a framework for designing experiences for service users of OSI platforms. The framework utilise the following four types of experiences described by Polaine et al.’s (2013): user experience, customer experience, human experience and service provider experience by the properties relevant within the OSI context. Our framework might provide useful insights to OSI platform designers and help them to effectively involve users in the innovation process.
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Chasanidou, Dimitra; Karahasanovic, Amela & Lüders, Marika (2014). Introducing Open Service Innovation Platforms: A Case Study, In K.R.E. Huizingh; S. Conn; M. Torkkeli & I. Bitran (ed.),
The Proceedings of The XXV ISPIM Conference.
Lappeenranta University of Technology Press.
ISBN 978-952-265-591-2.
25.
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This paper presents the results from a qualitative study that examines managers' perspectives on open innovation platform (OIP) selection, focusing on their main criteria, requirements and needs. Six managers of a large company were interviewed about their experiences. This paper shows that platform selection is a combination of factors, and the creation of a company culture around OIP is very important in users' minds. Based on the results, we propose a list of selection criteria and dimensions for OIP classification. Our findings showed that criteria include ease of access, ease of innovation process, ease of integration and compatibility, as well as cost, fast, secure, differentiation for various user groups and the method of evaluating ideas. These results can be useful to support managers in their decision-making processes when selecting OIPs, in addition to helping platform designers and researchers.
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Kermanidis, Katia Lida; Pandis, Panagiotis; Boletsis, Costas & Chasanidou, Dimitra (2012). LSA for Mining Hidden Information in Action Game Semantics. Frontiers in Artificial Intelligence and Applications.
ISSN 0922-6389.
242, s 967- 968 . doi:
10.3233/978-1-61499-098-7-967
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This paper describes the application of Latent Semantic Analysis to the term-document matrices that result from modeling an action game. Innovative solutions to address challenges like the definition of “words” and “documents” in the dynamic and complex domain of action games are proposed, and interesting, previously unknown semantic information is extracted.
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Boletsis, Costas; Gratsani, Anna; Chasanidou, Dimitra; Karydis, Ioannis & Kermanidis, Katia Lida (2011). Comparative Analysis of Content-Based and Context-Based Similarity on Musical Data. IFIP Advances in Information and Communication Technology.
ISSN 1868-4238.
364, s 179- 189 . doi:
10.1007/978-3-642-23960-1_22
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Similarity measurement between two musical pieces is a hard problem. Humans perceive such similarity by employing a large amount of contextually semantic information. Commonly used content-based methodologies rely on information that includes little or no semantic information, and thus are reaching a performance “upper bound”. Recent research pertaining to contextual information assigned as free-form text (tags) in social networking services has indicated tags to be highly effective in improving the accuracy of music similarity. In this paper, we perform a large scale (20k real music data) similarity measurement using mainstream content and context methodologies. In addition, we test the accuracy of the examined methodologies against not only objective metadata but real-life user listening data as well. Experimental results illustrate the conditionally substantial gains of the context-based methodologies and a not so close match these methods with the real user listening data similarity.
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Hanson, Jens & Chasanidou, Dimitra (2019). The innovation system for solar photovoltaics in Norway: Exploring policy needs.
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Chasanidou, Dimitra (2016). Understanding the role of design thinking methods and tools in innovation process.
Vis sammendrag
This paper presents the results of an ongoing qualitative study with employees working with innovation in a Scandinavian company. Using Design Thinking as an approach, the paper analyses how different tools are used to initiate innovation processes. Issues like innovation drivers, team structure, creativity, information flow among teams, usefulness and challenges of using the methods and tools are discussed. The role of different design tools in innovation processes opens the discussion for possible future directions. The results suggest that many methods and tools could generate value in regards with the innovation processes, while there are many challenges that need to be considered. The findings could be beneficial primarily for companies that facilitate DT methods, designers, developers, managers and other involved members in innovation activities could gain insights on how to implement DT methods and tools.
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Chasanidou, Dimitra (2014). Best practices for Open Innovation.
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Chasanidou, Dimitra (2014). Best practices in Open Innovation.
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Chasanidou, Dimitra (2014). Introducing Open Service Innovation Platforms: a case study.
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Chasanidou, Dimitra (2014). Open Service Innovation Platforms and Experience.
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Chasanidou, Dimitra (2014). Open Service Innovation platforms – Part 1.
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Chasanidou, Dimitra (2014). Open Service Innovation: best practices and platforms.
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Chasanidou, Dimitra (2014). PhD proposal in Platforms for Open Service Innovation.
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Chasanidou, Dimitra (2014). Platforms for Open Service Innovation (OSI).
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Chasanidou, Dimitra (2014). Service design for CitiSense-MOB.
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Chasanidou, Dimitra (2013). Motivation, tools and good practices in Open Innovation.
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Chasanidou, Dimitra (2013). Open Service Innovation.
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Chasanidou, Dimitra (2013). Open Service Innovation - CitiSense.
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Chasanidou, Dimitra (2013). Open Service Innovation (OSI).
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Chasanidou, Dimitra (2013). Platforms for Open Service Innovation.
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Chasanidou, Dimitra (2013). Platforms for Open Service Innovation - Qualitative Research Methods.
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Chasanidou, Dimitra (2013). Stuntlunch-My Background.
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Boletsis, Costas; Chasanidou, Dimitra; Pandis, Panagiotis & Kermanidis, Katia Lida (2011). Semantic representation of action games.
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Player modeling is a crucial procedure for the user-oriented videogame design. For player modeling to be achieved, modeling domain knowledge is essential. Mastering the semantics of a domain is to learn the "language" of the domain. In the present study, two approaches to representing "words" are considered and analyzed comparatively. The first approach ("grid" representation) is based on the division of the game terrain as a grid, capturing in each cell the content-based information of the action game. The second approach ("holistic" representation) captures the contextual information in which the action takes place (life, score, shield, number of hit asteroids etc.). For the present comparative analysis, we use the action videogame SpaceDebris. We analyze the data using the classification algorithms J48, Naive Bayes, and SMO, as well as the K- means clustering and we compare the results in an attempt to identify the approach that represents the semantic space more reliably. The data acquired from the "grid" representation perform better, however the low value of the performance's difference does not allow us to come to rock solid conclusions.
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Publisert 8. juni 2018 09:48
- Sist endret 12. juni 2018 08:28