(Irene Polycarpou, Josephina Antoniou, Nearchos Paspallis, Panayiotis Andreou, Marios Raspopoulos, Andriani Piki, Louis Nisiotis, Panagiota Nikolaou, Christoforos Charalambous, Christiana Ioannou, Christoforos Christoforou, Nicos Kasenides).
- Educational Technology (Irene Polycarpou, Andriani Piki, Nicos Kasenides)
- Educational Software
- Educational games for STEM subjects
- Simulations for STEM subjects (e.g., virtual laboratories)
- Instructional software for STEM subjects
- Independent Learning software for STEM subjects
- Practice software for STEM subjects
- Interactive multimedia for education
- E-learning
- Educational 3D Virtual Worlds and XR Environments
- Use of technologies (e.g., smart mobile devices, tablets, wikis, blogs, podcasts, videoconferencing, and social media) in education (Andriani Piki)
- Use of technologies to aid instruction of STEM concepts
- Use of technologies to aid independent learning of STEM concepts
- Impact of technology adoption in education
- Student engagement with technology (Andriani Piki)
- Immersive Learning Technologies
- Computer supported collaborative work
- Virtual Learning Communities
- K-12 education
- Use of educational technologies for K-12 mathematics and science
- Development of educational software for K-12 STEM subjects
- Computer Science Education (Irene Polycarpou, Andriani Piki, Nearchos Paspallis)
- Computer science curriculum
- Investigation into students’ difficulties with specific computer science concepts
- Female participation in computer science
- Recruitment and retention of female students into the field of computer science
- Networks (Josephina Antoniou)
- Wireless and Mobile networks (Christoforos Christoforou)
- Wireless networks technology enhancements
- Context-Aware Session Management/Radio Resource Management in mobile networks, security concerns
- Mathematical modelling for networks
- Modelling for decision-making (game theory, Bayesian principles, cooperative strategies)
- Topics in emerging technologies (cloud computing, IoT, smart systems) (Christoforos Christoforou, Christiana Ioannou, Nicos Kasenides )
- Privacy Concerns & Tactical Decisions (content owner/content user)
- Advanced content manipulation (creation, management, delivery)
- Responsible development and use
- Wireless Sensor Networks (Christoforos Christoforou)
- Energy-efficient communication
- Mobility
- Fault Tolerance
- 5G/6G Mobile Networks and Innovative Concepts (Christoforos Christoforou)
- The UE-VBS Computing Concept
- Distributed Artificial Intelligence (DAI) in 6G Mobile Networks
- Decentralized and intelligent cellular infrastructures.
- Cybersecurity (Josephina Antoniou, Andria Procopiou)
- Cybersecurity curriculum design
- Cybersecurity education & educational technologies
- Wireless, mobile, ad-hoc and sensor network security
- Cryptography/Information Security
- Hate Speech Detection and Analysis on Social Media Platforms
- Internet of Things (IoT)/Smart Cities Security, Privacy and Safety(also Christiana I.)
- Intrusion Detection using Machine Learning and AI techniques (also Christiana I.)
- Metaverse Security, Safety and Privacy
- Ethical Hacking using AI
- Intrusion Prevention Techniques using AI
- User Experience in ICT (Josephina Antoniou)
- Responsible Research and Innovation in ICT
- Ethics in Smart Information Systems
- User Experience Design (Nicos Kasenides)
- Usable Security
- Human Computer Interaction (HCI) (Andria Procopiou, Nicos Kasenides)
- User Authentication and Security in Mixed Reality
- Human Interaction Proofs
- Intelligent User Interfaces
- User Modelling and Quality of User Experience
- Artificial Intelligence applications (Andria Procopiou)
- Intrusion Detection in IoT and Smart City networks using ML/DL techniques (also Christiana I. )
- Hate Speech Detection and Analysis on Social Media
- Sports Data Analytics: Analysis and Visualisation
- Sports Injuries Risk Prediction and Prevention using ML/DL
- Sports Performance Optimisation using ML/DL
- Explainable Artificial Intelligence
- Penetration Testing using ML/DL approaches
- Social Computing and Social Technology (Andriani Piki)
- Social Interaction Design
- Social and Collaborative Technologies
- Engagement with Computer-Supported Collaborative Learning (CSCL)
- Human Factors, emotional, cognitive, and behavioural engagement with social technologies
- Human-Computer Interaction (HCI), User Experience (UX) Design (Nicos Kasenides)
- Contextual and mobile learning (mLearning) (Nicos Kasenides)
- Informal learning, microlearning, games-based learning and educational gamification (Nicos Kasenides)
- Smart and intelligent workplace learning environments
- Inclusive and accessible educational technologies (Nicos Kasenides)
- Digital wellbeing,
- Social intelligence and wellbeing education
- Community-based innovation and learning
- Management of Information Systems (MIS)
- Social impact of ICT
- Inclusivity and gender equality in computing
- Social and learning skills
- Employability and transferable skills development in computing
- Immersive Technologies and Games (Louis Nisiotis)
- eXtended Reality (XR)
- Virtual Reality (VR)
- Augmented Reality (AR)
- Mixed Reality (MR)
- Intelligent Reality
- Cyber-Physical Social Systems
- Artificial Intelligence
- Immersive Technologies
- XR environments converging real and artificial agents
- Virtual Agents
- Multi-User 3D Virtual Worlds
- User Engagement, Human Computer Interaction, Collaboration, Sociability, Presence and Immersion in Intelligent Reality Environments
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- Games
- Games
- Games Research
- Serious Games (Nicos Kasenides)
- Gamification (Nicos Kasenides)
- Computer Graphics
- 3D Computer Graphics
- Advanced Rendering Techniques
- 3D Data Capture, Reconstruction, Visualisation
- Software Engineering (Nearchos Paspallis, Nicos Kasenides)
- Mobile and Distributed Systems
- Software Architectures
- Software Patterns
- Ubiquitous Computing
- Context-awareness
- Self-adaptation
- Middleware
- Pluggable architectures
- Model-driven development
- Online Games
- Educational Games
- Massively Multiplayer Online Games (MMOG)
- End-User Development
- Assistive Technology
- Gamification
- Data Management and Analytics (Panayiotis Andreou)
- Data Management and Analytics in Systems and networks
- Intelligent Systems
- Adaptive Interactive Systems
- Big Data and Analytics
- Wireless Sensor Networks
- Computer Vision & Machine Learning (Christoforos Charalambous)
- Video analytics
- CCTV analysis
- Crime forensics
- Security and surveillance applications
- Biometrics
- Gait recognition
- Gait verification
- Behaviour analysis
- Human motion analysis