SPEAKERS
Charisios Achillas
Virtually navigating in the Petralona Cave – The Cave3 serious game experiencePromoting cultural heritage through digital technologies and gamification: The ARTECH projectCaterina Antonopoulou
An interactive media artwork addressing AI biasVasiliki Arkoumani
Building a simplified Role-playing Game using mythologyNatalia Arsenopoulou
Playing with space: Visual and narrative representations of spaces in digital games and cinemaEftychia Aslanidou
Investigating the scope of learning glass technologies in the context of media-rich educationMaria Athanasekou
Removing funerary artwork from cemeteries: the ethical considerationsAthanassios Athanassiou
Virtually navigating in the Petralona Cave – The Cave3 serious game experienceEva Bantiki
Techno-Utopianism and Social Media: Examining the Promises, Fulfillment, and Impacts in the 21st CenturyDimitris Batsis
The recurring displeasures of the Virtual Reality Environments; a speculative approach.Iman Meriem Benkiran
From a participatory city to a collaborative city- Video games as an emergent tool for designing public space.Paraskevi Bokovou
An attempt to categorise the new scenography that is born when new media meet the stage.Vassilis Bourdakis
From a participatory city to a collaborative city- Video games as an emergent tool for designing public space.Aikaterini Boutouridou
TRANSCODING MUSIC AND SOUND INTO SUBTITLING FOR d/DEAF AND HARD OF HEARING VIEWERS: THE CASE OF “DUNKIRK” (2017)Diana Cencer Garafová
Breaking (b)itDimitri Chatzigiannakis
Artificial intelligence and the Democratization of Music Ai-[e]ducation.Vicky Chatziparadeisi
Virtually navigating in the Petralona Cave – The Cave3 serious game experienceNatali Chavez
Directing for Immersive Cinema: the case of NEUROSYNAPSES movie virtual production workflow and the actor’s perspective.Zannis Chaviaras
From asylum to inclusion: the production methodology of an anti-stigma short documentary film about individuals diagnosed with schizophreniaChristina Chrysanthopoulou
The representation of death in video games and interactive media: a narrative, aesthetic and gameplay analysisRenata Dalianoudi
TRANSCODING MUSIC AND SOUND INTO SUBTITLING FOR d/DEAF AND HARD OF HEARING VIEWERS: THE CASE OF “DUNKIRK” (2017)Ioannis Deliyannis
Gamified Composting for Inmate Environmental Education: Encouraging Sustainable Practices and Active ParticipationAdaptive Transmedia Storytelling for Cultural Objects:: A Case Study of Angelos Sikelianos Poet’s House Museum in Lefkas, GreeceExtending the MUSENSE project from the Music Industry to the Wider World of PerformanceEnhancing Storyboard Development through Prompt-Driven AI-Generated ImageryExploring the User Aspects of the Ionian Film Office's Metaverse Space: A Gamified Touristic and Film Location GuideArt Puzzling sustainability: Intergrading English language teaching and Environmental Education to inmatesHarnessing AI and Prompt Injection Techniques for Sustainable Management in Education and TourismNefeli Dimitriadi
Brain-Computer Interfaces in Virtual Reality Cinema: the case of NEUROSYNAPSES VR brain-controlled interactive movieDirecting for Immersive Cinema: the case of NEUROSYNAPSES movie virtual production workflow and the actor’s perspective.Vasilis Efopoulos
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectAdamantia Egglezopoulou
From asylum to inclusion: the production methodology of an anti-stigma short documentary film about individuals diagnosed with schizophreniaKhalil Morad El Ghilali
From a participatory city to a collaborative city- Video games as an emergent tool for designing public space.Thanasis Epitidios
Re-writing the Art of SoundMaria Fountana
Digital escape games as educational facilitators for the familiarization with cultural landscapes through literary textsAngela Fragkou
Walking maps through bacterial coloniesDenton Fredrickson
Hands, No Hands: Post-Digital MaterialityKonstantinos Gardikis
Amorgos in transitionVarvara Garneli
Building a simplified Role-playing Game using mythologyA Framework for Audio Game Design in the Augmented Museum: the Case Study of the Ionian University Museum Typography CollectionMonica Gavrielidou
Digital escape games as educational facilitators for the familiarization with cultural landscapes through literary textsVasilis Gkonos
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectLeonidas Goudelis
Enhancing Storyboard Development through Prompt-Driven AI-Generated ImageryHarnessing AI and Prompt Injection Techniques for Sustainable Management in Education and TourismCharilaos Gounaropoulos
4D hypersphere Perception: An Educational Interactive VR Application Designed by TechnArtistsMagdalini Grigoriadou
The recurring displeasures of the Virtual Reality Environments; a speculative approach.Georgios P. Heliades
Investigating the scope of learning glass technologies in the context of media-rich educationFiona Hillary
SENSING THE WRACKDalila Honorato
Challenging issues in audiovisual narrative: inserting the biological dimension in film analysis of incestEleftheria Iakovaki
Using 3D digital twins to enhance the conservation, promotion and accessibility of the cultural heritage of historic buildings and settlements: a literature reviewGeorge Iliadis
Art Puzzling sustainability: Intergrading English language teaching and Environmental Education to inmatesMonika Jaeckel
Undoing from within: noise as knowledge contribution or the polyphony of a possible wholeValia Kaimaki
Techno-Utopianism and Social Media: Examining the Promises, Fulfillment, and Impacts in the 21st CenturyPolyxeni Kaimara
Could augmented reality applications support bilingual students with dyslexia?From asylum to inclusion: the production methodology of an anti-stigma short documentary film about individuals diagnosed with schizophreniaHarnessing AI and Prompt Injection Techniques for Sustainable Management in Education and TourismMaria Kalograia
Media literacy impact on elementary school teachers’ wellbeing.Manos Kaloudas
Exploring the User Aspects of the Ionian Film Office's Metaverse Space: A Gamified Touristic and Film Location GuideNikolaos Kanellopoulos
4D hypersphere Perception: An Educational Interactive VR Application Designed by TechnArtistsVisual Representations of Four, Five and Six - Dimensional Hyperspheres: An Artistic Approach Based on Descriptions in Peter Ouspensky's “Tertium OrganumPlato’s Allegory of the ‘Cave’ and Hyperspaces: Sonic Representation of the ‘Cave’ as a Four Dimensional Acoustic Space via an Interactive Art ApplicationStephania Kanellopoulou
Machine learning in cycling and sportsDominik Kania
Can we speak about "the Netflix culture"? The place of streaming platforms in culture studies' discourseAntonios Kargas
Internationalization of Cultural Industry with Virtual Reality and Augmented Reality TechnologiesMaria ilia Katsaridou
Reframing Immersion, Agency and In-betweenness in Contemporary Art: The Case of Interactive Holographic Installation Prime Unmoved Mover (Tiligadis, 2023)Intermedial Encounters in Experimental Cinema. Time and Space RedefinedStella Klimatsaki
Challenging issues in audiovisual narrative: inserting the biological dimension in film analysis of incestAnthie Kolokotroni
Analysis of Transmedia non human character with motion capture technology: Non Human Character rigging Case studyAgisilaos Konidaris
The importance of ratings and reviews in social media for cultural Tourism. Case study: Europe's castles on TripAdvisorGeorge Konstantakis
Preserving architectural heritage by combining visual and acoustical features in interactive 3D virtual environments: A Literature ReviewMarkos Konstantakis
Using 3D digital twins to enhance the conservation, promotion and accessibility of the cultural heritage of historic buildings and settlements: a literature reviewPreserving architectural heritage by combining visual and acoustical features in interactive 3D virtual environments: A Literature ReviewLoukia Kostopoulou
Intermedial Encounters in Experimental Cinema. Time and Space RedefinedTriantafyllos Kountardas
4D hypersphere Perception: An Educational Interactive VR Application Designed by TechnArtistsNikolaos Kumartzis
Redesign of an Anglo-Saxon Ancient Lyre by Parametric Computer Aided Design and Modal AnalysisPanayiotis Kyriakoulakos
Analysis of Transmedia non human character with motion capture technology: Non Human Character rigging Case studyKleoniki Kyrkopoulou
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectThemistoklis Lekkas
The recurring displeasures of the Virtual Reality Environments; a speculative approach.Eleni Linardou
The use of technology by artists for the purpose of social and political criticism. The case of Video Art and Neon Art.Raffaele Longo
Extending the MUSENSE project from the Music Industry to the Wider World of PerformanceApostolos Loufopoulos
Re-writing the Art of SoundGiorgos Loukakis
The recurring displeasures of the Virtual Reality Environments; a speculative approach.Georgios Loumos
Internationalization of Cultural Industry with Virtual Reality and Augmented Reality TechnologiesIlektra Lykiardopoulou
Art Puzzling sustainability: Intergrading English language teaching and Environmental Education to inmatesSpiros Makris
Art and photography in the digital age of late capitalism: The case of Jean BaudrillardThanos Makris
Walking maps through bacterial coloniesAlexandra Michailidou
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectGiorgos Nikopoulos
Analysis of Transmedia non human character with motion capture technology: Non Human Character rigging Case studyAfroditi Ntouka
Media literacy impact on elementary school teachers’ wellbeing.Magdalini Ntouka Montesantou
The importance of ratings and reviews in social media for cultural Tourism. Case study: Europe's castles on TripAdvisorIakovos Panagopoulos
Enhancing Storyboard Development through Prompt-Driven AI-Generated ImageryExploring the User Aspects of the Ionian Film Office's Metaverse Space: A Gamified Touristic and Film Location GuideFilm practice research and contentious politics. Multidisciplinary approach in the “Third Path in Cinema”.Chrysi Papadimitriou
Gamified Composting for Inmate Environmental Education: Encouraging Sustainable Practices and Active ParticipationArt Puzzling sustainability: Intergrading English language teaching and Environmental Education to inmatesStefanos-Panagiotis Papadopoulos
Could augmented reality applications support bilingual students with dyslexia?Spiros Papadopoulos
Digital escape games as educational facilitators for the familiarization with cultural landscapes through literary textsFrom a participatory city to a collaborative city- Video games as an emergent tool for designing public space.Agnes Papadopoulou
Artificial intelligence and the Democratization of Music Ai-[e]ducation.A Framework for Audio Game Design in the Augmented Museum: the Case Study of the Ionian University Museum Typography CollectionMaria Papadopoulou
sex, disability and cinema case studyArgyro Papathanasiou
Augmented Reality as a tool for location-based narratives in Documentary films: Potentials for creating new forms of cinematic narrativesJames Papoutsis
Non-Narrative Narratives and Machines before Machine Learning: Philip Glass’ Koyaanisqatsi as an Analogue Tone Poem on the Digital WorldAlexandros Papoutsis
Redesign of an Anglo-Saxon Ancient Lyre by Parametric Computer Aided Design and Modal AnalysisJennifer Parker
SENSING THE WRACKPanagiotis Parthenios
Preserving architectural heritage by combining visual and acoustical features in interactive 3D virtual environments: A Literature ReviewSergio Patricio
The weft. Time-based media arts and cross-art practices.Minas Pergantis
Extending the MUSENSE project from the Music Industry to the Wider World of PerformanceSofia Maria Poulimenou
Adaptive Transmedia Storytelling for Cultural Objects:: A Case Study of Angelos Sikelianos Poet’s House Museum in Lefkas, GreeceHarnessing AI and Prompt Injection Techniques for Sustainable Management in Education and TourismAnna Poupou
Playing with space: Visual and narrative representations of spaces in digital games and cinemaDenisa Reshef Kera
Volumetric and edible NFTs explorations of the limits of aesthetic assetization and tokenization: what can we learn from the failures?Charalampos Rizopoulos
Playing with space: Visual and narrative representations of spaces in digital games and cinemaKaterina Rizou
Exploring the User Aspects of the Ionian Film Office's Metaverse Space: A Gamified Touristic and Film Location GuideEmmanouel Rovithis
A Framework for Audio Game Design in the Augmented Museum: the Case Study of the Ionian University Museum Typography CollectionSeraphim Seferiades
Film practice research and contentious politics. Multidisciplinary approach in the “Third Path in Cinema”.Vilelmini Sosoni
TRANSCODING MUSIC AND SOUND INTO SUBTITLING FOR d/DEAF AND HARD OF HEARING VIEWERS: THE CASE OF “DUNKIRK” (2017)Ellen Marie Sæthre-McGuirk
SENSING THE WRACKDespoina Theodorakoglou
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectKonstantinos Tiligadis
Emotion recognition in experimental video sequenceReframing Immersion, Agency and In-betweenness in Contemporary Art: The Case of Interactive Holographic Installation Prime Unmoved Mover (Tiligadis, 2023)Ioannis Toulis
Extending the MUSENSE project from the Music Industry to the Wider World of PerformanceDimitrios Traperas
Visual Representations of Four, Five and Six - Dimensional Hyperspheres: An Artistic Approach Based on Descriptions in Peter Ouspensky's “Tertium OrganumPlato’s Allegory of the ‘Cave’ and Hyperspaces: Sonic Representation of the ‘Cave’ as a Four Dimensional Acoustic Space via an Interactive Art ApplicationTerry Trickett
An approach to the Digital Transformation of our CitiesAnastasios Tsakaliadis-Sotirakoglou
The Darkness of the Algorithm: mental illness and its ludic enactment in the medium of videogamesKonstantinos Tsakas
Building a simplified Role-playing Game using mythologyChristos Tsakiridis
A night at the operaAthanasios Tsigas
Exploring the User Aspects of the Ionian Film Office's Metaverse Space: A Gamified Touristic and Film Location GuideFilm practice research and contentious politics. Multidisciplinary approach in the “Third Path in Cinema”.Konstantinos Tsioutas
Emotion recognition in experimental video sequenceKonstantinos Tsongas
Redesign of an Anglo-Saxon Ancient Lyre by Parametric Computer Aided Design and Modal AnalysisDimitrios Tzetzis
Redesign of an Anglo-Saxon Ancient Lyre by Parametric Computer Aided Design and Modal AnalysisVirtually navigating in the Petralona Cave – The Cave3 serious game experiencePromoting cultural heritage through digital technologies and gamification: The ARTECH projectEmmanouil Tzimtzimis
Redesign of an Anglo-Saxon Ancient Lyre by Parametric Computer Aided Design and Modal AnalysisVirtually navigating in the Petralona Cave – The Cave3 serious game experienceAristides Vagelatos
Digital escape games as educational facilitators for the familiarization with cultural landscapes through literary textsChristos Vlachokostas
Promoting cultural heritage through digital technologies and gamification: The ARTECH projectStavroula Vraila
Re-writing the Art of SoundCatherine M. Weir
‘This Place Has Its Own Air’: A Proof of Concept for Urban Air Quality Data VisceralisationSPONSORS
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