This multimedia painting, “Would You Connect Me Please?”, created for the Digital Citizenship course on Internet Of Things (Iot), uses as a metaphor, cables, wires, CDs, vinyls, wood, sticks, string, and flowers to contrast the crowded chaos of IoT connectivity with the empty calm of the pre‑digital world. It illustrates how real‑time data, automation, and health tracking boost efficiency and problem solving yet threaten attention, memory, mental health, and genuine social interaction. Drawing on research into digital addiction, privacy, and critical thinking, the work challenges viewers to question where convenience ends and intrusion begins, urging us to set boundaries that safeguard autonomy and cognitive well‑being.
Smile Booth is an application designed to encourage users to smile. It detects the smile of users in real time using AI and counts the smile over 10 seconds; then rewards users for recording their smile. For days that users may not feel using camera, it offers a creative feature to draw a smile and write a positive sentence. Smile Booth also includes a fun page with two giftbox - One relives a joke and the other a fun fact. On the Callander page, it shows the days of the month and the number of smiles that users recorded. It is simple to use, user friendly, and made to spread positivity.
This project is a card game based on cybersecurity. The cards represent different cyberattacks and their role in the game matches their corresponding cyberattack. In total, the game is played with a deck of 15 cards and 8 different roles. The goal of this game is the meaningful and interactive engagement of the players with certain concepts of cybersecurity, specifically the function of various common cyberattacks. The roles are, password attack, antivirus, the worm, ransomware attack, trojan horse, DDoS attack, phishing attack, and sensitive data. The players must utilize these cards to either obtain and keep the sensitive data card until the end of the game, or make their opponents discard it and lose.
This project, My Screaming – Music to Your Ears, shifts to protest art to expose the brutality of industrial animal farming and challenge anthropocentric hierarchies. Through a soundscape processed in Audacity, familiar farm sounds gradually transform into unsettling, manipulated recordings of slaughterhouses, prompting listeners to reconsider human superiority and animal consciousness. Inspired by Teresa Margolles’ subtle protest art, the audio culminates in a supermarket setting, reflecting society’s desensitization. The project urges listeners to empathize with non-human suffering and reflect on their complicity as consumers in an overconsuming, power-driven world.
Entangled Beings Symbiotic Portraits is a triptych reflecting the complex relationship between humanity and nature. Each piece serves a distinct purpose: one represents the anthropocentric worldview through fragmented facial features. The second celebrates the non-human world, using natural elements and living organisms like wild-type Aspergillus nidulans, a fungus chosen for its visual transformation when genetically altered, to explore nature’s agency and beauty. The central echo-essence piece acts as a point of convergence, where human and non-human elements meet, symbolizing entanglement, mutual transformation, and the blurred boundaries of our shared existence. There is a drawn woman decorated with a flower and the same fungus – genetically modified – who has lost its color due to the “human touch”.
The creative project explores such concepts of the course as Bioart and the beginning of the networked body as shown in the last part of the documentary ‘All Watched Over by Machines of Loving Grace’ by Adam Curtis which implies a commentary on how humanity strives to find answers in math and technology. I used one of the Mitchel’s definitions in which bioart is also an art that does not use biotechnology as a medium but as work that generates a critical debate over biotechnology. My project is dedicated to the topic of AI and biotechnology currently attempting to reshape and re-engineer lives with the current AI technology having a near-religious status of changing the concept of human. The creative output is a Ukrainian traditional outfit’s accessory called ladunka with hand-embroidered reimagined sacred heart, flowers, sword and DNA sequence.
This Thesis examined the relationship between moral disengagement, parenting
styles and trolling behavior in Greek female college students (N=154), testing
whether parenting styles could predict trolling. Participants completed the GAIT,
MDM, and (s)-EMBU scales. Trolling was positively correlated with moral
disengagement, rejection, and overprotection and negatively correlated with
warm parenting styles. Moral disengagement showed similar correlations, and
parenting styles weakly predicted trolling. Findings suggest a link between
trolling, moral disengagement and parenting styles, contributing to existing
literature. Some limitations include time constraints and sample size. Future
research can work on developing interventions and exploring moderators
between trolling and parenting styles.
This Thesis explores an adaptive interactive fiction platform which implements personalized interactive storytelling and collaborative problem-solving to support cognitive and social development for individuals with intellectual and developmental disabilities (IDD). Using large language and diffusion models, the platform creates dynamic, personalized narratives and visuals tailored to specific user needs. Key features include multimodal engagement, customizable narration, adjustable content complexity, and real-time feedback which ensures equitable participation among users. The platform aims to complement traditional therapeutic methods in the holistic development of individuals with IDD.
The work explores how human behaviors and rationale risk the overall cybersecurity of an organization, arguing that technological defenses alone are insufficient and the focus should be on the humans and not the technology.
A board-game heavily inspired from Dungeons and Dragons in combination with the game Monopoly. Players pick their class and begin their adventure in a magical land of real estate, with their goal being becoming the single richest real estate agent of the land. They can challenge each other, NPCs and two final bosses.