Research Activities in TUC/MUSIC

E-Learning Infrastructures


E-learning applications are important in the knowledge society where people must be retrained several times in during their life time. We are pursuing a number of activities from system building exploiting the international standards of the field, to dynamic creation of learning material based on user preferences, to creating methodologies and systems for evaluation of e-learning applications, to creating in cooperation with experts learning material for specific application domains.

Related Persons: Stavros Christodoulakis, Nikos Pappas, Nektarios Moumoutzis

Sensor Networks and Big Data Streams


Recent technological advances have allowed the use of large scale sensor networks in a variety of applications, such as healthcare, traffic monitoring, agriculture, area and production monitoring. The data in these applications are continuously generated, thus creating data streams that must be processed, cleaned and correlated effectively using appropriate in-network techniques, so as to achieve the goals of the application

Related Persons: Antonios Deligiannakis, George Anestis

Web and Mobile Applications


Elaborating architectural patterns for designing and developing modern information systems and applications. Layered architectures, web services, RESTful APIs, service-oriented architectures, micro-serivce architectures, etc.

Related Persons: Antonis Deligiannakis, Aikaterini Mania, Stavros Christodoulakis, Nektarios Gioldasis, Nikos Pappas, George Anestis

Perceptually-based Real-time Selective Rendering Algorithms


In a Virtual Environment (VE), efficient techniques are often needed to economize on rendering computation without compromising the information transmitted. This research activity aims to devise a functional fidelity metric by exploiting research on memory ‘schemata’ related to the context of a scene (an office, a hospital, etc). According to the proposed measure, similar information would be transmitted between a synthetic and a real world scene, both depicting a specific schema. This would ultimately indicate which areas in a Virtual Environment could be rendered in lower quality without affecting information uptake.

Related Persons: Aikaterini Mania

Social Innovation Apps for Education, Culture, and Tourism


Social innovation apps for education, culture, and tourism are digital applications designed to enhance learning, preserve and promote cultural heritage, and create meaningful tourism experiences. These apps leverage technology to provide interactive, immersive, and engaging ways for individuals and communities to connect with knowledge, traditions, and destinations in a socially impactful manner.

Related Persons: Stavros Christodoulakis, Nektarios Moumoutzis, Fotis Kazasis

Interoperabable Digital Library Infrastructures and Applications


Interoperable digital library infrastructures and applications refer to integrated digital systems that allow seamless access, sharing, and collaboration across different digital libraries, repositories, and knowledge platforms. These infrastructures ensure that digital content—such as books, research papers, multimedia, and cultural artifacts—can be discovered, retrieved, and used across institutional, national, and international boundaries in a standardized and efficient manner.

Related Persons: Stavros Christodoulakis, Nektarios Gioldasis, Fotis Kazasis

Multimedia Content Management Systems


This line of research aims to explore architectures and system implementations that support multimedia content creation, delivery with industrial standards and quality of service requirements, as well as user interaction support. The delivery can be done through internet lines, through satellites or through mobile infrastructures. A number of prototype systems have been implemented in cooperation with the European industry and used for demonstration and experimentation.

Related Persons: Nikos Pappas, George Anestis

Mathematical Modeling and Visualization of Archaeological Uncertainty


Archaeologists piece together available information derived from evidence into a speculative version of the past. This version becomes more certain as the evidence increases. For the past decade, 3D computer graphics archaeological visualizations have mostly been represented by photo-realistic reconstructions of ancient monuments and ruins. Because of the possibility of misleading the public, the archaeological community has stressed the need to acknowledge the availability of other possible hypotheses as well as the difference between what was found and how it is interpreted. This research attempts to mathematically model and visualize the archaeological expert's uncertainty in the visualization scheme. We define uncertainty as the extent of expert’s knowledge and confidence related to archaeological evidence which could ultimately be included in the visualization of an archaeological structure.

Related Persons: Aikaterini Mania