This paper discusses voicing phenomena by Greek native speakers of English. Based on Rice and Avery’s (1990) feature geometric model, voicing is not a singular feature but a collection of sub-features (SV and Lar/LV node). I propose two new features for this geometry to account for voicing interference: (a) the Prevalent Voice (PV) node, preceding the LV node and determining whether voicing can occur, and (b) the Partial LV (ParLV) node, enabling partial-voicing of obstruents. This study is based on data collected from of n=15 Greek speakers of English who were recorded engaging with two reading and one translating task.
This project collaborates with the ACG Historical Archive to create a narrative-driven digital interpretation of athletic life at the Hellinikon campus. Using archival photographs, texts, and documents, you will research and reinterpret historical material into a cohesive storytelling system. The goal is to bridge past and present through contemporary digital design tools, including animation and 3D visualization. By transforming static archives into dynamic visual narratives, the project explores how motion design can communicate memory, identity, and athletic culture in an engaging and immersive way.
This animation consists of a thrilling dog-fight in space between spaceships. The scene has various action scenes(whole scene is 1000 frames As of currently and is subject to change).The animation was created on Blender.
This branding design project creates "Pineza," a contemporary all-day record store and nightlife bar targeting young adults in Athens who embrace vintage trends like vinyls and street-style culture. It develops a cohesive visual identity with research-driven strategy, archetypes, visual inspiration, and deliverables including a brand manual and three packaging designs for vinyl sleeves, record players, and cups.
The research focuses on the methods used during the mid 20th century by advertisers for perpetuating stereotypical representations of gender using graphic design techniques like composition and visual hierarchy among others. The project will be based on In a Parallel Universe, an image series by Eli Rezkallah which uses vintage images/Advertisements but reverses the gender roles within them. This will make use of the preservation of the original aesthetic while replacing the images within the frame and showing the socially constructed nature of the roles. The discomfort created and the sense of absurdity resulting from these reversed roles help to show how graphic design influences social constructs and perceptions regarding gender.
When a child gets early eliminated in a game, not only it loses, but it disappears from the fellowship and becomes a spectator. In my research, children and teachers described this silent disconnection as "bodies being present, but the minds are gone". This challenged me to design a game without punitive elimination, where every player, regardless of age, language or reading level can play till the end.
The answer is Wildpath, a board game where every element communicates visually. From shapes to color coding, Wildpath brings forward its own wayfinding system to younger audiences.
Cityscape Spa & Wellness is a sensorial advertising concept designed for urban dwellers who crave nature but lack the time to reach it. Through five immersive themed rooms: The Beach Escape, The Forest, The Ancient Baths, The Countryside Sunset, and The Mountain Peak, Cityscape engages all five senses simultaneously. Tailored lighting, curated soundscapes, custom aromatherapy, tactile textures, and nature-inspired refreshments work together to transport guests beyond the city without ever leaving it. This video explores how sensorial advertising transforms a wellness space into a full emotional journey, reconnecting people with nature, calm, and themselves - one room at a time.
This piece invites the audience inside Medea’s mind. The mind of a betrayed woman, a woman who has lost everything, a woman remembered as a monster. But what makes someone a monster? Is Medea to blame for what she becomes, or is she shaped by what is done to her? In a world where women have little power, her pain turns into anger, and her anger into something dangerous. The audience is asked to forget everything they think they know and see her again through her own experience. Through broken thoughts, memories, and emotions. Then perhaps what they will discover is not a monster by nature, but one who was made.
This performance analyses the every-day gestures we all make use of and the difference in gestures between various cultures. Next to this, the work briefly explores the impact that technology has on the interactions we have with each other showing us how advancing technology is making human communication exponentially less intimate and meaningful.
"This dissertation investigates how regulative, normative, and cognitive institutions at the micro-level, shape customer actors' service recovery behaviors, expectations, and co-recovery processes within hospitality service ecosystems. By zooming in on customers during service failures, it identifies which institutions facilitate or constrain the co-creation of recovery solutions when service failure occurs."