Panos Markopoulos
Dados Biográficos
| ID | 5122008 |
|---|---|
| NOME | Panos Markopoulos |
| PRENOMES | Panos |
| SOBRENOME | Markopoulos |
| ASSINATURA | MARKOPOULOS P |
| AFILIAÇÕES | Eindhoven University of Technology |
| ORCID | 0000-0002-2001-7251 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 24 |
| TOTAL DE CITAÇÕES | 3 |
| TOTAL COMO AUTOR | 24 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2005 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 1 |
Fun beyond gamification
Children’s motivation and engagement in learning act as cornerstones for positive academic outcomes. While gamification is extensively studied as a strategy for making learning fun, there remains a limited understanding of other factors that contribute to a fun learning experience, particularly within formal educational settings. Addressing this research gap, this qualitative study sought to explore the elements primary school students aged 9 to …
“It’s a little bit like cardiomyopathy Tinder”
Users of online health communities have difficulty finding others with similar health experiences. They are often asked to use keywords when searching for their peers, but it is not uncommon for them not to know the right terms. This becomes particularly complex when unsure what or whom they are looking for. Moreover, the richness of patient perspectives is lost in the volume of discussion threads. In this paper, we investigate how to design to f…
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to addr…
Generative AI-powered social robots in education
The rise of Generative Artificial Intelligence (GenAI) and Large Language Models (LLMs) is accelerating the integration of social robots into education. These technologies enhance robots' abilities in natural language interaction, adaptive behaviour, and personalised learning support. To advance real-world implementation, it is essential to identify the main challenges and opportunities in this field. We conducted a two-round Delphi study with 16…
The impact of social robots' presence and roles on children's performance in musical instrument practice
Research on the educational applications of social robots has shown how they can motivate children and help improve academic learning outcomes. Here, we examine how robots can support skill learning and, more specifically, musical instrument practice. Drawing from social facilitation theory and evaluation apprehension theory we expected that the robot's mere presence would impact children's performance and that this effect would be contingent upo…
‘How Would you Score Yourself?’
This research examines how to design social robots to support self-regulated learning skills for piano practice. More specifically, a social robot is used to provide feedback to children and initiate self-assessment. To assess the impact of this approach on children’s motivation and performance, we conducted an experiment in a music school where 50 children practiced with both a self-assessment and a non-evaluative robot. Results showed that when…
Learning to code
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineering, Mathematics) especially in computer science through extra-curricular activities such as coding workshops, hackathons, and FabLab initiatives. However, the underlying reasons for children’s willingness for participation in such activities, and the effect of participation on children’s topic-related knowledge are still not well understood. In ord…
FunQ
Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define a…
Exploration of Contributory Factors to an Unpleasant Bracing Experience of Adolescent Idiopathic Scoliosis Patients a Quantitative and Qualitative Research
Future work should focus on reducing the psychological burden and the inconvenience of wearing a brace, rather than on reducing physical discomfort resulting from the corrective force
Not Sure Sharing Does Anything Extra for Me”
As people deal with cardiovascular disease (CVD), they are to self-monitor routinely and be aware of complications and the corresponding course of action. Engaging in these self-care behaviors is conducive to gaining knowledge of health status. Even so, knowledge of the self may be insufficient in making sense of chronic conditions. In constructing a new normal after health-related life disruptions, people often turn to peers (others facing simil…
A chronology of SIGCHI conferences
Conferences form the backbone of SIGCHI. They are the reason we exist as a collective entity and a special interest group. They connect us and bring us together as a community of human-computer interaction (HCI) researchers, educators, students, and practitioners. In this article, we take stock of SIGCHI's portfolio of conferences, offering a snapshot of their histories toward better understanding our eclectic knowledge commitments and intertwine…
Assessing the Influence of Physical Activity Upon the Experience Sampling Response Rate on Wrist-Worn Devices
The Experience Sampling Method (ESM) is gaining ground for collecting self-reported data from human participants during daily routines. An important methodological challenge is to sustain sufficient response rates, especially when studies last longer than a few days. An obvious strategy is to deliver the experiential questions on a device that study participants can access easily at different times and contexts (e.g., a smartwatch). However, resp…
Persuasive Robots Acceptance Model (PRAM)
In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuasive agents. This study extends the technology acceptance model by including measures of social respo…
Designing for uprooted children
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
Grounding Privacy in Mediated Communication
Two acts of social intelligence
This paper describes a study of the effects of two acts of social intelligence, namely mimicry and social praise, when used by an artificial social agent. An experiment ( N = 50) is described which shows that social praise—positive feedback about the ongoing conversation—increases the perceived friendliness of a chat-robot. Mimicry—displaying matching behavior—enhances the perceived intelligence of the robot. We advice designers to incorporate bo…
Aurama
Aurama is a system designed to provide peace of mind and a sense of connectedness to adults who care for elderly parents living alone. Aurama monitors the elders at home using unobtrusive sensor technology and collects data about sleeping patterns, weight trends, cognitive abilities and presence at home. The system provides an unobtrusive ambient information display that presents the status of the elder and lets its users inspect long-term data a…
Awareness systems and the role of social intelligence
This paper discusses awareness systems for supporting informal social relationships, focusing on some of they key concerns for designers and researchers. The discussion is general, but examples highlight the design issues discussed and summarize related empirical results. The paper argues in favor of automated capture of awareness information and suggests that social intelligence is relevant (a) as a design and evaluation criterion for such syste…
Designing Internet-Based Payment Systems
This article describes research into online electronic payment systems, focusing on the aspects of payment systems that are critical for their acceptance by end users. Based on our earlier research and a diary study of payments with an online payment system and with online banking systems of a reputable bank, we proposed a set of 12 interaction design guidelines. The guidelines have been applied during the implementation and redesign of a new pay…
Lifelong Interactionsunderstanding Children's Interactions
column Share on LIFELONG INTERACTIONSUnderstanding children's interactions: evaluating children's interactive products Authors: Janet C. Read University of Central Lancashire University of Central LancashireView Profile , Panos Markopoulos Eindhoven University of Technology Eindhoven University of TechnologyView Profile Authors Info & Claims InteractionsVolume 15Issue 6November + December 2008pp 26–29https://doi.org/10.1145/1409040.1409047Publish…
Introduction to this Special Issue on Awareness Systems Design
Without abstract
Investigating Privacy Attitudes and Behavior in Relation to Personalization
This article presents an experimental study of privacy-related attitudes and behaviors regarding a music recommender service based on two types of user modeling: personality traits and musical preferences. Contrary to prior expectations and attitudes reported by participants, personality traits are frequently disclosed to the system and other users, indicating that embedded modeling of user personality does not represent an acceptance barrier. Di…
Case study
article Share on Case study: bringing social intelligence into home dialogue systems Authors: Panos Markopoulos Eindhoven University of Technology, The Netherlands Eindhoven University of Technology, The NetherlandsView Profile , Boris de Ruyter Philips Research, The Netherlands Philips Research, The NetherlandsView Profile , Saini Privender Philips Research, The Netherlands Philips Research, The NetherlandsView Profile , Albert van Breemen Phili…
Eindhoven's User-System-Interaction Design Program
No abstract available
Investigating Privacy Attitudes and Behavior in Relation to Personalization
This article presents an experimental study of privacy-related attitudes and behaviors regarding a music recommender service based on two types of user modeling: personality traits and musical preferences. Contrary to prior expectations and attitudes reported by participants, personality traits are frequently disclosed to the system and other users, indicating that embedded modeling of user personality does not represent an acceptance barrier. Di…
Case study
article Share on Case study: bringing social intelligence into home dialogue systems Authors: Panos Markopoulos Eindhoven University of Technology, The Netherlands Eindhoven University of Technology, The NetherlandsView Profile , Boris de Ruyter Philips Research, The Netherlands Philips Research, The NetherlandsView Profile , Saini Privender Philips Research, The Netherlands Philips Research, The NetherlandsView Profile , Albert van Breemen Phili…
Eindhoven's User-System-Interaction Design Program
No abstract available
Introduction to this Special Issue on Awareness Systems Design
Without abstract
Investigating Privacy Attitudes and Behavior in Relation to Personalization
This article presents an experimental study of privacy-related attitudes and behaviors regarding a music recommender service based on two types of user modeling: personality traits and musical preferences. Contrary to prior expectations and attitudes reported by participants, personality traits are frequently disclosed to the system and other users, indicating that embedded modeling of user personality does not represent an acceptance barrier. Di…
Lifelong Interactionsunderstanding Children's Interactions
column Share on LIFELONG INTERACTIONSUnderstanding children's interactions: evaluating children's interactive products Authors: Janet C. Read University of Central Lancashire University of Central LancashireView Profile , Panos Markopoulos Eindhoven University of Technology Eindhoven University of TechnologyView Profile Authors Info & Claims InteractionsVolume 15Issue 6November + December 2008pp 26–29https://doi.org/10.1145/1409040.1409047Publish…
Awareness systems and the role of social intelligence
This paper discusses awareness systems for supporting informal social relationships, focusing on some of they key concerns for designers and researchers. The discussion is general, but examples highlight the design issues discussed and summarize related empirical results. The paper argues in favor of automated capture of awareness information and suggests that social intelligence is relevant (a) as a design and evaluation criterion for such syste…
Designing Internet-Based Payment Systems
This article describes research into online electronic payment systems, focusing on the aspects of payment systems that are critical for their acceptance by end users. Based on our earlier research and a diary study of payments with an online payment system and with online banking systems of a reputable bank, we proposed a set of 12 interaction design guidelines. The guidelines have been applied during the implementation and redesign of a new pay…
Aurama
Aurama is a system designed to provide peace of mind and a sense of connectedness to adults who care for elderly parents living alone. Aurama monitors the elders at home using unobtrusive sensor technology and collects data about sleeping patterns, weight trends, cognitive abilities and presence at home. The system provides an unobtrusive ambient information display that presents the status of the elder and lets its users inspect long-term data a…
Two acts of social intelligence
This paper describes a study of the effects of two acts of social intelligence, namely mimicry and social praise, when used by an artificial social agent. An experiment ( N = 50) is described which shows that social praise—positive feedback about the ongoing conversation—increases the perceived friendliness of a chat-robot. Mimicry—displaying matching behavior—enhances the perceived intelligence of the robot. We advice designers to incorporate bo…
Grounding Privacy in Mediated Communication
Designing for uprooted children
In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products. --- Juan Pablo Hourcade, Editor
Persuasive Robots Acceptance Model (PRAM)
In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuasive agents. This study extends the technology acceptance model by including measures of social respo…
Assessing the Influence of Physical Activity Upon the Experience Sampling Response Rate on Wrist-Worn Devices
The Experience Sampling Method (ESM) is gaining ground for collecting self-reported data from human participants during daily routines. An important methodological challenge is to sustain sufficient response rates, especially when studies last longer than a few days. An obvious strategy is to deliver the experiential questions on a device that study participants can access easily at different times and contexts (e.g., a smartwatch). However, resp…
Exploration of Contributory Factors to an Unpleasant Bracing Experience of Adolescent Idiopathic Scoliosis Patients a Quantitative and Qualitative Research
Future work should focus on reducing the psychological burden and the inconvenience of wearing a brace, rather than on reducing physical discomfort resulting from the corrective force
Not Sure Sharing Does Anything Extra for Me”
As people deal with cardiovascular disease (CVD), they are to self-monitor routinely and be aware of complications and the corresponding course of action. Engaging in these self-care behaviors is conducive to gaining knowledge of health status. Even so, knowledge of the self may be insufficient in making sense of chronic conditions. In constructing a new normal after health-related life disruptions, people often turn to peers (others facing simil…
A chronology of SIGCHI conferences
Conferences form the backbone of SIGCHI. They are the reason we exist as a collective entity and a special interest group. They connect us and bring us together as a community of human-computer interaction (HCI) researchers, educators, students, and practitioners. In this article, we take stock of SIGCHI's portfolio of conferences, offering a snapshot of their histories toward better understanding our eclectic knowledge commitments and intertwine…
Learning to code
There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineering, Mathematics) especially in computer science through extra-curricular activities such as coding workshops, hackathons, and FabLab initiatives. However, the underlying reasons for children’s willingness for participation in such activities, and the effect of participation on children’s topic-related knowledge are still not well understood. In ord…
FunQ
Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define a…
The impact of social robots' presence and roles on children's performance in musical instrument practice
Research on the educational applications of social robots has shown how they can motivate children and help improve academic learning outcomes. Here, we examine how robots can support skill learning and, more specifically, musical instrument practice. Drawing from social facilitation theory and evaluation apprehension theory we expected that the robot's mere presence would impact children's performance and that this effect would be contingent upo…
‘How Would you Score Yourself?’
This research examines how to design social robots to support self-regulated learning skills for piano practice. More specifically, a social robot is used to provide feedback to children and initiate self-assessment. To assess the impact of this approach on children’s motivation and performance, we conducted an experiment in a music school where 50 children practiced with both a self-assessment and a non-evaluative robot. Results showed that when…
“It’s a little bit like cardiomyopathy Tinder”
Users of online health communities have difficulty finding others with similar health experiences. They are often asked to use keywords when searching for their peers, but it is not uncommon for them not to know the right terms. This becomes particularly complex when unsure what or whom they are looking for. Moreover, the richness of patient perspectives is lost in the volume of discussion threads. In this paper, we investigate how to design to f…
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to addr…
Generative AI-powered social robots in education
The rise of Generative Artificial Intelligence (GenAI) and Large Language Models (LLMs) is accelerating the integration of social robots into education. These technologies enhance robots' abilities in natural language interaction, adaptive behaviour, and personalised learning support. To advance real-world implementation, it is essential to identify the main challenges and opportunities in this field. We conducted a two-round Delphi study with 16…
Fun beyond gamification
Children’s motivation and engagement in learning act as cornerstones for positive academic outcomes. While gamification is extensively studied as a strategy for making learning fun, there remains a limited understanding of other factors that contribute to a fun learning experience, particularly within formal educational settings. Addressing this research gap, this qualitative study sought to explore the elements primary school students aged 9 to …
Computer Science (20 obras) · Psychology (15 obras) · Social Psychology (11 obras) · Human–computer interaction (9 obras) · Applied Psychology (6 obras) · Innovative Human-Technology Interaction (6 obras) · Artificial Intelligence (5 obras) · Internet privacy (5 obras) · Medicine (5 obras) · Computer security (4 obras)