Konstantinos Papangelis Headshot

Konstantinos Papangelis

Assistant Professor
School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Office Hours
Tuesday: 09:30 to 11:00 am
Office Location
Office Mailing Address
School of Interactive Games and Media, GCCIS, GOL 2157, Rochester, NY, 14623

Konstantinos Papangelis

Assistant Professor
School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Bio

<p>Dr. Papangelis is an Assistant Professor at the School of Interactive Games and Media of Rochester Institute of Technology. Dr. Papangelis did his M.Sc, in Human-Computer Interaction at Lancaster University (UK), and his Ph.D. in Computer Science at the University of Aberdeen (UK). He is a fellow of The Royal Society of Arts (RSA; UK), and is heavily involved with the Special Interest Group on Human-Computer Interaction (SIGCHI) of the Association for Computing Machinery (ACM). Currently, his research focuses on, location-based games and social networks, the physical web, location-based and in-situ crowdsourcing, proximity technologies, extended reality, and multi-sensory entertainment technologies. He has published his work in multiple high-level journals and conferences, such as ACM Transactions on Computer-Human Interaction (TOCHI), Interactive Mobile Wearable and Ubiquitous Technologies (IMWUT), Computer-Supported Cooperative Work and Social Computing (CSCW), and Human Factors in Computing Systems (CHI). He is co-editor and author of two books - 'Smart Cities at Play: Technology and Emerging Forms of Playfulness' (Smart City Series of Elsevier; forthcoming) and 'Macro-Task Crowdsourcing: Engaging the Crowds to Address Complex Problems' (Human-Computer Interaction Series of Springer; ISBN: 978-3-030-12334-5). His work has so far been supported by multiple funding bodies including the European Union, The Engineering and Physical Sciences Research Council (EPSRC UK), and the ACM. He serves on the editorial board of Behaviour &amp;amp;amp; Information Technology Journal (Taylor &amp; Francis).</p>

Currently Teaching

IGME-220
3 Credits
This course examines the core process of game design, from ideation and structured brainstorming in an entertainment technology context through the examination of industry standard processes and techniques for documenting and managing the design process. This course specifically examines techniques for assessing and quantifying the validity of a given design, for managing innovation and creativity in a game development-specific context, and for world and character design. Specific emphasis is placed on both the examination and deconstruction of historical successes and failures, along with presentation of ethical and cultural issues related to the design and development of interactive software and the role of individuals in a team-oriented design methodology. Students in this class are expected to actively participate and engage in the culture of design and critique as it relates to the field.