Christos Kalloniatis

University of the Aegean

Dr. Christos Kalloniatis obtained a Ph.D. in Privacy Requirements Engineering from the Department of Cultural Technology and Communication, University of the Aegean, Greece, a master’s degree in Computer Science from the University of Essex, England, and a bachelor’s degree in Computer Science from the Department of Informatics, Technological Institute of Athens (now the University of West Attica). He is professor and head of the Department of Cultural Technology and Communication, the University of the Aegean, and director of the Privacy Engineering and Social Informatics (PrivaSI) research laboratory. He is a member of the Board of the Hellenic Data Protection Authrority and former member of the board of the Hellenic Authority for Communication Security and Privacy. His main research interests are the elicitation, analysis, and modeling of security and privacy requirements in traditional and cloud-based systems, the analysis and modelling of forensic-enabled systems and services, privacy-enhancing technologies, and the design of information system security and privacy in cultural informatics. He has published several refereed papers in international scientific journals and conferences and has been a visiting professor in many European institutions. Prior to his academic career, he served at various places in the Greek public sector including the North Aegean Region and the Ministry of Interior, Decentralisation, and e-Governance. He has a close collaboration with the Laboratory of Information & Communication Systems Security, University of the Aegean, and the Systems Security Laboratory, University of Piraeus, Greece. Dr. Kalloniatis has served as a member of various development and research projects.

5books edited

2chapters authored

Latest work with IntechOpen by Christos Kalloniatis

Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.

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