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Christos Mousas

Publications and source records attributed to Christos Mousas.

12 recordsLinked to original sources

Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines

Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014-2025). We coded each study's approach, learning context, skill level, modality, pedagogy, and outcomes (k = .918). Three patterns emerged: (1) approach-context-pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p < .001] and favored project-based learning [p = .009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.

cs.RO

LLM-Based Authoring of Agent-Based Narratives through Scene Descriptions

This paper presents a system for procedurally generating agent-based narratives using large language models (LLMs). Users could drag and drop multiple agents and objects into a scene, with each entity automatically assigned semantic metadata describing its identity, role, and potential interactions. The scene structure is then serialized into a natural language prompt and sent to an LLM, which returns a structured string describing a sequence of actions and interactions among agents and objects. The returned string encodes who performed which actions, when, and how. A custom parser interprets this string and triggers coordinated agent behaviors, animations, and interaction modules. The system supports agent-based scenes, dynamic object manipulation, and diverse interaction types. Designed for ease of use and rapid iteration, the system enables the generation of virtual agent activity suitable for prototyping agent narratives. The performance of the developed system was evaluated using four popular lightweight LLMs. Each model's process and response time were measured under multiple complexity scenarios. The collected data were analyzed to compare consistency across the examined scenarios and to highlight the relative efficiency and suitability of each model for procedural agent-based narratives generation. The results demonstrate that LLMs can reliably translate high-level scene descriptions into executable agent-based behaviors.

cs.GR

Co-design of Embodied Neural Intelligence via Constrained Evolution

We introduce a novel co-design method for autonomous moving agents' shape attributes and locomotion by combining deep reinforcement learning and evolution with user control. Our main inspiration comes from evolution, which has led to wide variability and adaptation in Nature and has the potential to significantly improve design and behavior simultaneously. Our method takes an input agent with optional simple constraints such as leg parts that should not evolve or allowed ranges of changes. It uses physics-based simulation to determine its locomotion and finds a behavior policy for the input design, later used as a baseline for comparison. The agent is then randomly modified within the allowed ranges creating a new generation of several hundred agents. The generation is trained by transferring the previous policy, which significantly speeds up the training. The best-performing agents are selected, and a new generation is formed using their crossover and mutations. The next generations are then trained until satisfactory results are reached. We show a wide variety of evolved agents, and our results show that even with only 10% of changes, the overall performance of the evolved agents improves 50%. If more significant changes to the initial design are allowed, our experiments' performance improves even more to 150%. Contrary to related work, our co-design works on a single GPU and provides satisfactory results by training thousands of agents within one hour.

cs.AI

Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar Customization

Avatar customization is known to positively affect crucial outcomes in numerous domains. However, it is unknown whether audial customization can confer the same benefits as visual customization. We conducted a preregistered 2 x 2 (visual choice vs. visual assignment x audial choice vs. audial assignment) study in a Java programming game. Participants with visual choice experienced higher avatar identification and autonomy. Participants with audial choice experienced higher avatar identification and autonomy, but only within the group of participants who had visual choice available. Visual choice led to an increase in time spent, and indirectly led to increases in intrinsic motivation, immersion, time spent, future play motivation, and likelihood of game recommendation. Audial choice moderated the majority of these effects. Our results suggest that audial customization plays an important enhancing role vis-à-vis visual customization. However, audial customization appears to have a weaker effect compared to visual customization. We discuss the implications for avatar customization more generally across digital applications.

cs.HC

DenserNet: Weakly Supervised Visual Localization Using Multi-scale Feature Aggregation

In this work, we introduce a Denser Feature Network (DenserNet) for visual localization. Our work provides three principal contributions. First, we develop a convolutional neural network (CNN) architecture which aggregates feature maps at different semantic levels for image representations. Using denser feature maps, our method can produce more keypoint features and increase image retrieval accuracy. Second, our model is trained end-to-end without pixel-level annotation other than positive and negative GPS-tagged image pairs. We use a weakly supervised triplet ranking loss to learn discriminative features and encourage keypoint feature repeatability for image representation. Finally, our method is computationally efficient as our architecture has shared features and parameters during computation. Our method can perform accurate large-scale localization under challenging conditions while remaining the computational constraint. Extensive experiment results indicate that our method sets a new state-of-the-art on four challenging large-scale localization benchmarks and three image retrieval benchmarks.

cs.CV

Hack.VR: A Programming Game in Virtual Reality

In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.

cs.HC

Effects of Self-Avatar and Gaze on Avoidance Movement Behavior

The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar No LookAt, and No Self-Avatar No LookAt) were applied to examine users' movement behavior based on kinematic measures. During the experiment, 52 participants were asked to walk from a starting position to a target position. A virtual character was placed at the midpoint. Participants were asked to wear a head-mounted display throughout the task, and their locomotion was captured using a motion capture suit. We analyzed the captured trajectories of the participants' routes on four kinematic measures to explore whether the four experimental conditions influenced the paths they took. The results indicated that the Self-Avatar LookAt condition affected the path the participants chose more significantly than the other three conditions in terms of length, duration, and deviation, but not in terms of speed. Overall, the length and duration of the task, as well as the deviation of the trajectory from the straight line, were greater when a self-avatar represented participants. An additional effect on kinematic measures was found in the LookAt (Gaze) conditions. Implications for future research are discussed.

cs.HC

Animation-by-Demonstration Computer Puppetry Authoring Framework

This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions that correspond to the character's motions. The user's actions are recorded, and a hidden Markov model (HMM) is used to learn the temporal profile of the actions. During the runtime of the framework, the user controls the motions of the virtual character based on the specified activities. The advantage of the MOP framework is that it recognizes and follows the progress of the user's actions in real time. Based on the forward algorithm, the method predicts the evolution of the user's actions, which corresponds to the evolution of the character's motion. This method treats characters as puppets that can perform only one motion at a time. This means that combinations of motion segments (motion synthesis), as well as the interpolation of individual motion sequences, are not provided as functionalities. By implementing the framework and presenting several computer puppetry scenarios, its efficiency and flexibility in animating virtual characters is demonstrated.

cs.GR

Full-Body Locomotion Reconstruction of Virtual Characters Using a Single IMU

This paper presents a method of reconstructing full-body locomotion sequences for virtual characters in real-time, using data from a single inertial measurement unit (IMU). This process can be characterized by its difficulty because of the need to reconstruct a high number of degrees of freedom (DOFs) from a very low number of DOFs. To solve such a complex problem, the presented method is divided into several steps. The user's full-body locomotion and the IMU's data are recorded simultaneously. Then, the data is preprocessed in such a way that would be handled more efficiently. By developing a hierarchical multivariate hidden Markov model with reactive interpolation functionality the system learns the structure of the motion sequences. Specifically, the phases of the locomotion sequence are assigned in the higher hierarchical level, and the frame structure of the motion sequences are assigned at the lower hierarchical level. During the runtime of the method, the forward algorithm is used for reconstructing the full-body motion of a virtual character. Firstly, the method predicts the phase where the input motion belongs (higher hierarchical level). Secondly, the method predicts the closest trajectories and their progression and interpolates the most probable of them to reconstruct the virtual character's full-body motion (lower hierarchical level). Evaluating the proposed method shows that it works on reasonable framerates and minimizes the reconstruction errors compared with previous approaches.

cs.GR

Kernel Projection of Latent Structures Regression for Facial Animation Retargeting

Inspired by kernel methods that have been used extensively in achieving efficient facial animation retargeting, this paper presents a solution to retargeting facial animation in virtual character's face model based on the kernel projection of latent structure (KPLS) regression between semantically similar facial expressions. Specifically, a given number of corresponding semantically similar facial expressions are projected into the latent space. By using the Nonlinear Iterative Partial Least Square method, decomposition of the latent variables is achieved. Finally, the KPLS is achieved by solving a kernalized version of the eigenvalue problem. By evaluating our methodology with other kernel-based solutions, the efficiency of the presented methodology in transferring facial animation to face models with different morphological variations is demonstrated.

cs.GR

Towards Developing an Easy-To-Use Scripting Environment for Animating Virtual Characters

This paper presents the three scripting commands and main functionalities of a novel character animation environment called CHASE. CHASE was developed for enabling inexperienced programmers, animators, artists, and students to animate in meaningful ways virtual reality characters. This is achieved by scripting simple commands within CHASE. The commands identified, which are associated with simple parameters, are responsible for generating a number of predefined motions and actions of a character. Hence, the virtual character is able to animate within a virtual environment and to interact with tasks located within it. An additional functionality of CHASE is supplied. It provides the ability to generate multiple tasks of a character, such as providing the user the ability to generate scenario-related animated sequences. However, since multiple characters may require simultaneous animation, the ability to script actions of different characters at the same time is also provided.

cs.GR

Footprint-Driven Locomotion Composition

One of the most efficient ways of generating goal-directed walking motions is synthesising the final motion based on footprints. Nevertheless, current implementations have not examined the generation of continuous motion based on footprints, where different behaviours can be generated automatically. Therefore, in this paper a flexible approach for footprint-driven locomotion composition is presented. The presented solution is based on the ability to generate footprint-driven locomotion, with flexible features like jumping, running, and stair stepping. In addition, the presented system examines the ability of generating the desired motion of the character based on predefined footprint patterns that determine which behaviour should be performed. Finally, it is examined the generation of transition patterns based on the velocity of the root and the number of footsteps required to achieve the target behaviour smoothly and naturally.

cs.GR