BRIDGES
2020 - 2023
BRIDGES is an EU-funded H2020 Innovation Action project aiming at establishing the widespread applicability of collaborative, room-scale, immersive eXtended Reality environments in training and informal learning domains.
2020 - 2023
BRIDGES is an EU-funded H2020 Innovation Action project aiming at establishing the widespread applicability of collaborative, room-scale, immersive eXtended Reality environments in training and informal learning domains.
2023 - 2026
Communities and Artistic Participation in Hybrid Environments (CAPHE) is an EU-funded multi-disciplinary research project that focuses on culture production in the Metaverse.
1994-1995
The CitySpace project was a virtual city environment built collaboratively by children.
2002 - 2005
CREATE was an EU-funded IST research project investigating mixed reality for cultural heritage education and architecture & urban planning design.
Design & production of three stereoscopic films for visitors of the Penteli Monastery, The Archdiocese of Athens. 2014-2015.
2016 - 2019
EMOTIVEis an EU-funded H2020 Research and Innovation Action project investigating the use of emotional storytelling to dramatically change how we experience heritage sites.
2020 - 2024
EUGAIN is an EU-funded COST Action, a European Network For Gender Balance in Informatics.
INTUITION was a Network Of Excellence focused on virtual reality and virtual environment applications for future workspaces, funded by the European Commission's 6th Framework IST Programme. The Network included 58 partners and was coordinated by the Institute of Communication and Computer Systems (ICCS) of the National Technical University of Athens in Greece.
2024 - 2027
META-TOO: A transfer of knowledge and technology for investigating gender-based inappropriate social interactions in the Metaverse is an EU-funded research project addressing inappropriate social interactions in the Metaverse while boosting the research and management capacity of the University of Athens.
1996 - 1997
Mitologies was a collaborative VR artwork for the CAVEtm, loosely based on the myth of the Minotaur and numerous literary references.
Research, 3D modeling and design for the VR reconstruction of the 16th century Glass Drawing Room at Northumberland House, London for the Corning Museum of Glass. 2019-2020.
1996 - 1997
The Narrative-based, Immersive, Constructionist / Collaborative Environments was an interactive virtual learning environment for children.
2003 - 2006
The Virtual Playground is an engaging simulation environment for children 9-12 years old.
1998 - 2003
As Head of the VR department of the Foundation of the Hellenic World, I was responsible for the establishment of the VR exhibits and content creation.
1994
WWW documentation of the VROOM exhibition, demonstrating over 40 VR projects at ACM SIGGRAPH 94.