Papers by Christina Chrysanthopoulou

5th International Conference Digital Culture & AudioVisual Challenges [DCAC-2023], 2022
When the development of modern media and computers crossed paths, according to Lev Manovich a new... more When the development of modern media and computers crossed paths, according to Lev Manovich a new form of media was born, which was described by the term “new media”, characterized by multimodal narratives, where different multiple simultaneous information flows are used and require the user’s engagement. With the evolution of digital technologies, both regarding hardware and human-computer interaction interfaces, and software and multimedia content, a branch of “new media” has taken the “status” of a reality and we refer to it as: “extended reality”.
Extended Reality (XR) is an umbrella term which encompasses virtual, augmented, and mixed reality. The term covers the full spectrum from real to virtual in the concept of virtual-reality continuum introduced by P. Milgram and F.Kishino back in 1994. XR is a new, computer-mediated hybrid reality experience we encounter by participating in a multimodal experience comprising narrative audiovisual content.
Moreover, the narrative audiovisual content developed by and for XR technologies, needs to engage the viewer and address the multimodal narrative needs.
This paper aims to explore AI, AR, Location-based narratives, and user participation as
means for creation of impactful XR experiences. In the paper we will study and present the use of:
● AR/MR tools in interactive film platforms, television, and location-based narratives,
● AI use in cinematic narratives,
● Interactive narrative as means for increasing empathy and engagement, and
● User’s participation in both virtual and physical space, in new forms of performative arts, “extended” with digital technologies.

Το Alice in Wanderland είναι ένα παιχνίδι εναλλακτικής πραγματικότητας που διαδραματίζεται στο κέ... more Το Alice in Wanderland είναι ένα παιχνίδι εναλλακτικής πραγματικότητας που διαδραματίζεται στο κέντρο της Αθήνας. Αντλώντας από το φαντασιακό του παραμυθιού "Αλίκη στη Χώρα των Θαυμάτων", γίνεται η σουρεαλιστική παραδοχή ότι δεν αλλάζει η κλίμακα της πόλης, αλλά αυτή του περιπλανητή. Δεκατέσσερεις εγκαταστάσεις τοποθετούνται σε σημεία της Αθήνας που ταιριάζουν ατμοσφαιρικά με την ιστορία, χαράζοντας μια διαδρομή στο κέντρο της πόλης. Σε κάθε εγκατάσταση τοποθετείται ένα βιβλίο με χάρτες που καλεί τον περιπλανητή να ανακαλύψει τον επόμενο κόμβο και να περιγράψει την εμπειρία της διαδρομής του ως εκεί σαν μια άλλη Αλίκη – να χαρακτηρίσει δηλαδή το μονοπάτι που ακολούθησε βάσει του αν ένιωσε ότι "μεγάλωσε" ή "μίκρυνε". Οι εγκαταστάσεις τοποθετούνται σε περιοχές όπως η πλατεία Εξαρχείων, η πλατεία Κοτζιά, το Μεταξουργείο, η αγορά της Κυψέλης και άλλες. Αντλούν τη μορφή τους από γνώριμες φόρμες όπως το μανιτάρι, η σκάλα, η τσουλήθρα, το κρεβάτι κλπ. Η έρευνα...
2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2016
In the field of Cultural Heritage there are many Serious Games applications. 3D models of cultura... more In the field of Cultural Heritage there are many Serious Games applications. 3D models of cultural heritage objects created with 3D modelling methods preserving realism and detail can be a very useful tool for Serious Games if exploited correctly and suitably. In this paper a composite SG application is developed and presented using such realistic 3D models produced by Geomatics techniques. The construction of these 3D models is presented along with the application, which consists of three different options for the user: A virtual navigation to the site with some questions, a visit to the museum of a monument and an educational quiz game concerning the architectural reconstruction of this monument.

International Journal of Computational Methods in Heritage Science
In the cultural heritage field, many Serious Games applications have been developed whose goal is... more In the cultural heritage field, many Serious Games applications have been developed whose goal is to educate players and users not particularly specialized or familiar with this field. On the other hand, 3D models of cultural heritage objects created with precise 3D modelling methods can be a very useful asset for these applications. In this paper a composite Serious Game for the Stoa of Attalos, a prominent monument in the Ancient Athens Agora, is developed and presented. 3D models are used, which were produced mainly with automated image based modelling techniques. The creation of the 3D models is described and presented along with the development of the application, which offers three options for the player. These options are: a quiz game, a 3D visual quiz and a virtual museum. The user interaction is described and, based on an evaluation questionnaire, the application is assessed by a group of people in the Cultural Heritage field.
2015 IEEE Virtual Reality (VR), 2015

International Journal of Computational Methods in Heritage Science, 2017
In the cultural heritage field, many Serious Games applications have been developed whose goal is... more In the cultural heritage field, many Serious Games applications have been developed whose goal is to educate players and users not particularly specialized or familiar with this field. On the other hand, 3D models of cultural heritage objects created with precise 3D modelling methods can be a very useful asset for these applications. In this paper a composite Serious Game for the Stoa of Attalos, a prominent monument in the Ancient Athens Agora, is developed and presented. 3D models are used, which were produced mainly with automated image based modelling techniques. The creation of the 3D models is described and presented along with the development of the application, which offers three options for the player. These options are: a quiz game, a 3D visual quiz and a virtual museum. The user interaction is described and, based on an evaluation questionnaire, the application is assessed by a group of people in the Cultural Heritage field.
In the field of Cultural Heritage there are many Serious Games applications. 3D models of cultura... more In the field of Cultural Heritage there are many Serious Games applications. 3D models of cultural heritage objects created with 3D modelling methods preserving realism and detail can be a very useful tool for Serious Games if exploited correctly and suitably. In this paper a composite SG application is developed and presented using such realistic 3D models produced by Geomatics techniques. The construction of these 3D models is presented along with the application, which consists of three different options for the user: A virtual navigation to the site with some questions, a visit to the museum of a monument and an educational quiz game concerning the architectural reconstruction of this monument.
2015 IEEE Virtual Reality (VR), 2015
“Επιλογή in Crisis” is a work in progress that has been developed by the research group of the Gr... more “Επιλογή in Crisis” is a work in progress that has been developed by the research group of the Greek-French Master entitled "Art, virtual reality and multiuser systems of artistic expression", in a collaboration between the Athens School of Fine Arts and the University Paris8 Saint-Denis. It concerns an interactive project which is in-between a research tool and experimental game, that takes place in a virtual reality environment. It aims to immerse the player inside a system in crisis, so that he is not a mere spectator but feels that he shares responsibility for the crisis and has to act to resolve it. The actions of the player are measured and “judged” (by the game mechanism itself), thus determining the stability or instability of the system.

Hannah Arendt said that storytelling reveals meaning without committing the error of defining it.... more Hannah Arendt said that storytelling reveals meaning without committing the error of defining it. Stories are powerful as they allow us not only to process and remember information, but also to sneak messages in them. In nowadays, storytelling has become the new black. Everybody uses stories, from educators to marketers and from politicians to journalists. New media and platforms open a vast field for storytellers. Digital technologies help us produce more interactive narratives, share them with a huge audience and sometimes co-create them together.
In this paper we will present how we used transmedia storytelling “in order to re-open the idea of public space and to facilitate the dialogue/action amongst citizens in order to attain a more fully participative society” (Tassinari, Bertolotti, Piredda, Mattana, 2013) in the context of a book presentation. Designing and implementing playful interactive, transmedia experiences, the notion of a shared and mutual conceptualized public space is being emerged, with citizens and the everyday people acquiring an important role: that of the consumer and at the same time, the producer of that space. We can witness this critical change, in the aforementioned case of the book presentation.

The issue raised in my thesis for the diploma of Architecture Engineering, which is presented in ... more The issue raised in my thesis for the diploma of Architecture Engineering, which is presented in this paper, has been the conversion of urban space into a gaming terrain that would take advantage of the specific planning and atmospheric characteristics of the city itself. In line with the research of the Situationist International - a movement that developed in the late 1950's addressing the cultural significance of play in everyday life (partly based on the work of the Dutch historian Johan Huizinga) while investigating the atmosphere of the city through wanderings in their homeland, Paris – the qualities of the urban environment have been explored, so distinct and psychologically dominant, that can support a fictional scenario to play along. The results of the survey, which was conducted through questionnaires and urban analysis for the municipality of Athens, highlighted that the scale of the city and its components is a prevalent attribute that deeply affects the psychology of the walker. Furthermore, the deep diversity in scale between nearby areas within the boundaries of the region itself create a feeling similar to that of Alice in Lewis Carroll's tale. The wanderers of the city of Athens will experience a change in the scale of the city elements multiple times throughout relatively short distances. The scenario of the game thus derives from the classic novel Alice in Wonderland, and with the situationists' dérive5 (the aimless wanderings) being the key element of the project, the game itself is baptized as “Alice in Wanderland”, giving a playful twist to the experience of urban space: given the assumption that each player is an “Alice”, it is not the city that “grows” and “shrinks”, but the players themselves, depending on their routes and their specific and unique experiences during the course of their wanderings.
Thesis Chapters by Christina Chrysanthopoulou
Diploma essay for the School of Architecture, NTUA, 2011
This booklet discusses the positions of the Situationist International movement on urban space.
... more This booklet discusses the positions of the Situationist International movement on urban space.
To support contextual understanding, we present related historical and political conditions, contemporary art movements and urban planning interventions.
Our research on urban spatial matters was grounded on a Lefebvre/Massey conceptual approach.
The booklet is currently available only in Greek.
This thesis deals with the creation of an interactive virtual reality experience that illustrates... more This thesis deals with the creation of an interactive virtual reality experience that illustrates the creator’s nightmares. The project is titled Cauchemar, le jeu and its innovative feature resides in the integration of real-time dialogue and physical interaction, which occurs by introducing another presence both in the virtual and physical world.
The research that has been conducted parallel to the creation of the project regards the classic psychoanalytic theories on dreams, the representation of nightmares in art, and the principles of immersion and interaction in virtual environments. The research focuses especially on the aesthetic principles that have been used by artists in the depiction nightmares, as well as the technical elements in order to create immersive nightmare-like experiences.
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Papers by Christina Chrysanthopoulou
Extended Reality (XR) is an umbrella term which encompasses virtual, augmented, and mixed reality. The term covers the full spectrum from real to virtual in the concept of virtual-reality continuum introduced by P. Milgram and F.Kishino back in 1994. XR is a new, computer-mediated hybrid reality experience we encounter by participating in a multimodal experience comprising narrative audiovisual content.
Moreover, the narrative audiovisual content developed by and for XR technologies, needs to engage the viewer and address the multimodal narrative needs.
This paper aims to explore AI, AR, Location-based narratives, and user participation as
means for creation of impactful XR experiences. In the paper we will study and present the use of:
● AR/MR tools in interactive film platforms, television, and location-based narratives,
● AI use in cinematic narratives,
● Interactive narrative as means for increasing empathy and engagement, and
● User’s participation in both virtual and physical space, in new forms of performative arts, “extended” with digital technologies.
In this paper we will present how we used transmedia storytelling “in order to re-open the idea of public space and to facilitate the dialogue/action amongst citizens in order to attain a more fully participative society” (Tassinari, Bertolotti, Piredda, Mattana, 2013) in the context of a book presentation. Designing and implementing playful interactive, transmedia experiences, the notion of a shared and mutual conceptualized public space is being emerged, with citizens and the everyday people acquiring an important role: that of the consumer and at the same time, the producer of that space. We can witness this critical change, in the aforementioned case of the book presentation.
Thesis Chapters by Christina Chrysanthopoulou
To support contextual understanding, we present related historical and political conditions, contemporary art movements and urban planning interventions.
Our research on urban spatial matters was grounded on a Lefebvre/Massey conceptual approach.
The booklet is currently available only in Greek.
The research that has been conducted parallel to the creation of the project regards the classic psychoanalytic theories on dreams, the representation of nightmares in art, and the principles of immersion and interaction in virtual environments. The research focuses especially on the aesthetic principles that have been used by artists in the depiction nightmares, as well as the technical elements in order to create immersive nightmare-like experiences.
Extended Reality (XR) is an umbrella term which encompasses virtual, augmented, and mixed reality. The term covers the full spectrum from real to virtual in the concept of virtual-reality continuum introduced by P. Milgram and F.Kishino back in 1994. XR is a new, computer-mediated hybrid reality experience we encounter by participating in a multimodal experience comprising narrative audiovisual content.
Moreover, the narrative audiovisual content developed by and for XR technologies, needs to engage the viewer and address the multimodal narrative needs.
This paper aims to explore AI, AR, Location-based narratives, and user participation as
means for creation of impactful XR experiences. In the paper we will study and present the use of:
● AR/MR tools in interactive film platforms, television, and location-based narratives,
● AI use in cinematic narratives,
● Interactive narrative as means for increasing empathy and engagement, and
● User’s participation in both virtual and physical space, in new forms of performative arts, “extended” with digital technologies.
In this paper we will present how we used transmedia storytelling “in order to re-open the idea of public space and to facilitate the dialogue/action amongst citizens in order to attain a more fully participative society” (Tassinari, Bertolotti, Piredda, Mattana, 2013) in the context of a book presentation. Designing and implementing playful interactive, transmedia experiences, the notion of a shared and mutual conceptualized public space is being emerged, with citizens and the everyday people acquiring an important role: that of the consumer and at the same time, the producer of that space. We can witness this critical change, in the aforementioned case of the book presentation.
To support contextual understanding, we present related historical and political conditions, contemporary art movements and urban planning interventions.
Our research on urban spatial matters was grounded on a Lefebvre/Massey conceptual approach.
The booklet is currently available only in Greek.
The research that has been conducted parallel to the creation of the project regards the classic psychoanalytic theories on dreams, the representation of nightmares in art, and the principles of immersion and interaction in virtual environments. The research focuses especially on the aesthetic principles that have been used by artists in the depiction nightmares, as well as the technical elements in order to create immersive nightmare-like experiences.