Publications
OUR RESEARCH
Scientific Publications
Here you can find the comprehensive list of publications from the members of the Research Center on Computer Vision and eXtended Reality (xRAI).
Use the tag cloud to filter papers based on specific research topics, or use the menus to filter by year, type of publication, or authors.
For each paper, you have the option to view additional details such as the Abstract, Links, and BibTex record.
Research is formalized curiosity. It is poking and prying with a purpose
Zora Neale Hurston
2022
Vergallo, Roberto; Conte, Matteo
A Model-driven Approach to Design User Interaction on Smart Speakers Proceedings Article
In: 2022 IEEE 8th World Forum on Internet of Things (WF-IoT), pp. 1–6, IEEE, Yokohama, Japan, 2022, ISBN: 978-1-6654-9153-2.
Links | BibTeX | Tags: Human Computer Interaction, Usability, User study
@inproceedings{vergalloModeldrivenApproachDesign2022,
title = {A Model-driven Approach to Design User Interaction on Smart Speakers},
author = {Roberto Vergallo and Matteo Conte},
url = {https://ieeexplore.ieee.org/document/10152254/},
doi = {10.1109/WF-IoT54382.2022.10152254},
isbn = {978-1-6654-9153-2},
year = {2022},
date = {2022-10-01},
urldate = {2024-10-02},
booktitle = {2022 IEEE 8th World Forum on Internet of Things (WF-IoT)},
pages = {1–6},
publisher = {IEEE},
address = {Yokohama, Japan},
keywords = {Human Computer Interaction, Usability, User study},
pubstate = {published},
tppubtype = {inproceedings}
}
Vergallo, Roberto; Conte, Matteo
A Model-driven Approach to Design User Interaction on Smart Speakers Proceedings Article
In: 2022 IEEE 8th World Forum on Internet of Things (WF-IoT), pp. 1–6, IEEE, Yokohama, Japan, 2022, ISBN: 978-1-6654-9153-2.
Links | BibTeX | Tags: Human Computer Interaction, Usability, User study
@inproceedings{vergallo_model-driven_2022,
title = {A Model-driven Approach to Design User Interaction on Smart Speakers},
author = {Roberto Vergallo and Matteo Conte},
url = {https://ieeexplore.ieee.org/document/10152254/},
doi = {10.1109/WF-IoT54382.2022.10152254},
isbn = {978-1-6654-9153-2},
year = {2022},
date = {2022-10-01},
urldate = {2024-10-02},
booktitle = {2022 IEEE 8th World Forum on Internet of Things (WF-IoT)},
pages = {1–6},
publisher = {IEEE},
address = {Yokohama, Japan},
keywords = {Human Computer Interaction, Usability, User study},
pubstate = {published},
tppubtype = {inproceedings}
}
Gatto, Luigi; Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi; Cascia, Marco La
MET-iquette: enabling virtual agents to have a social compliant behavior in the Metaverse Proceedings Article
In: 2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS), pp. 394–401, 2022.
Abstract | Links | BibTeX | Tags: Human Computer Interaction, Metaverse, Model of Emotion, Reasoning, Scene Understanding, Social Agents, Social Practices, Virtual Reality
@inproceedings{gatto_met-iquette_2022,
title = {MET-iquette: enabling virtual agents to have a social compliant behavior in the Metaverse},
author = {Luigi Gatto and Giuseppe Fulvio Gaglio and Agnese Augello and Giuseppe Caggianese and Luigi Gallo and Marco La Cascia},
doi = {10.1109/SITIS57111.2022.00066},
year = {2022},
date = {2022-10-01},
booktitle = {2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
pages = {394–401},
abstract = {Metaverse aims at connecting the physical and digital world in a highly immersive virtual environment that can replicate society and social practices within it. It is populated not only by avatars corresponding to users but also by nonplayer characters (NPCs). These virtual agents should be able to perceive other agents and objects in the scene, reason and act preferably by exhibiting credible and acceptable social behavior. Relying on the Social Practice theory, this work proposes an architecture for the design and development of a virtual agent able to understand social practices in the Metaverse and act by respecting the social norms that the circumstances entail. The agent is equipped with modules for recognizing elements of the scene, knowledge and rules about a set of social practices. The scene information is exploited by a reasoning module that allows the agent to evaluate the current social practice, socially interpret the events, and activate the most appropriate behaviors. The paper describes the proposed architecture, its implementation, and the realization of an experimental virtual scenario.},
keywords = {Human Computer Interaction, Metaverse, Model of Emotion, Reasoning, Scene Understanding, Social Agents, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Casoria, Luigi; Gallo, Luigi; Caggianese, Giuseppe
Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface Proceedings Article
In: 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 127–132, IEEE, 2022, ISBN: 978-1-6654-8574-6.
Abstract | Links | BibTeX | Tags: Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing
@inproceedings{casoriaSafeguardingFaceToFaceCommunication2022,
title = {Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface},
author = {Luigi Casoria and Luigi Gallo and Giuseppe Caggianese},
url = {https://ieeexplore.ieee.org/document/9967661/},
doi = {10.1109/MetroXRAINE54828.2022.9967661},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-10-01},
urldate = {2023-03-15},
booktitle = {2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {127–132},
publisher = {IEEE},
abstract = {Recent advances in wearable augmented reality devices foster the vision of ubiquitous interaction in an immersive, digitally augmented, physical world. Assuming that such devices could one day replace smartphones for accessing information, creating interfaces safeguarding face-to-face communication is challenging. This work presents the design of an interface that adapts the information visualisation to the presence of a possible interlocutor while allowing a high level of user control. The aim was to define an interface for wearable devices adaptive to interactions coming from the surrounding environment and expressly thought for application domains in which it will be necessary to continuously monitor information. For instance, those applications that require monitoring patient data in medical applications or the progress of a production process in an industrial environment. We focused on human-to-human communication, minimising the use of mid-air interaction to hide the synthetic information that might interrupt the conversation flow. Two different visualisation modalities allowing the coexistence of real and virtual worlds are proposed and evaluated in a preliminary study with six participants who showed a generalised appreciation for the solution which maximises the display of information requiring less user intervention.},
keywords = {Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing},
pubstate = {published},
tppubtype = {inproceedings}
}
Casoria, Luigi; Gallo, Luigi; Caggianese, Giuseppe
Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface Proceedings Article
In: 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 127–132, IEEE, 2022, ISBN: 978-1-6654-8574-6, (event-place: Rome, Italy).
Abstract | Links | BibTeX | Tags: Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing
@inproceedings{casoria_safeguarding_2022,
title = {Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface},
author = {Luigi Casoria and Luigi Gallo and Giuseppe Caggianese},
url = {https://ieeexplore.ieee.org/document/9967661/},
doi = {10.1109/MetroXRAINE54828.2022.9967661},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-10-01},
urldate = {2023-03-15},
booktitle = {2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {127–132},
publisher = {IEEE},
abstract = {Recent advances in wearable augmented reality devices foster the vision of ubiquitous interaction in an immersive, digitally augmented, physical world. Assuming that such devices could one day replace smartphones for accessing information, creating interfaces safeguarding face-to-face communication is challenging. This work presents the design of an interface that adapts the information visualisation to the presence of a possible interlocutor while allowing a high level of user control. The aim was to define an interface for wearable devices adaptive to interactions coming from the surrounding environment and expressly thought for application domains in which it will be necessary to continuously monitor information. For instance, those applications that require monitoring patient data in medical applications or the progress of a production process in an industrial environment. We focused on human-to-human communication, minimising the use of mid-air interaction to hide the synthetic information that might interrupt the conversation flow. Two different visualisation modalities allowing the coexistence of real and virtual worlds are proposed and evaluated in a preliminary study with six participants who showed a generalised appreciation for the solution which maximises the display of information requiring less user intervention.},
note = {event-place: Rome, Italy},
keywords = {Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing},
pubstate = {published},
tppubtype = {inproceedings}
}
Generosi, Andrea; Ceccacci, Silvia; Tezçi, Buse; Montanari, Roberto; Mengoni, Maura
Nudges-Based Design Method for Adaptive HMI to Improve Driving Safety Journal Article
In: Safety, vol. 8, no. 3, pp. 63, 2022, ISSN: 2313-576X.
Abstract | Links | BibTeX | Tags: Human Computer Interaction, Safety, Software Engineering
@article{generosi_nudges-based_2022,
title = {Nudges-Based Design Method for Adaptive HMI to Improve Driving Safety},
author = {Andrea Generosi and Silvia Ceccacci and Buse Tezçi and Roberto Montanari and Maura Mengoni},
url = {https://www.mdpi.com/2313-576X/8/3/63},
doi = {10.3390/safety8030063},
issn = {2313-576X},
year = {2022},
date = {2022-09-01},
urldate = {2024-12-28},
journal = {Safety},
volume = {8},
number = {3},
pages = {63},
abstract = {This study introduces a new operational tool based on the AEIOU observational framework to support the design of adaptive human machine interfaces (HMIs) that aim to modify people’s behavior and support people’s choices, to improve safety using emotional regulation techniques, through the management of environmental characteristics (e.g., temperature and illumination), according to an approach based on the nudging concept within a design thinking process. The proposed approach focuses on research in the field of behavioral psychology that has studied the correlations between human emotions and driving behavior, pushing towards the elicitation of those emotions judged to be most suitable for safe driving. The main objective is to support the ideation of scenarios and/or design features for adaptive HMIs to implement a nudging strategy to increase driving safety. At the end, the results from a collaborative workshop, organized as a case study to collect concept ideas in the context of sports cars, will be shown and evaluated to highlight the validity of the proposed methodology, but also the limitations due to the requirement of prototypes to evaluate the actual effectiveness of the presented nudging strategies.},
keywords = {Human Computer Interaction, Safety, Software Engineering},
pubstate = {published},
tppubtype = {article}
}
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A new Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbanoSeriousGamesNew2022,
title = {Serious Games: A new Approach to Foster Information and Practices About Covid-19?},
author = {Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
url = {https://www.frontiersin.org/articles/10.3389/frobt.2022.830950/full},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A new Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbano_serious_2022,
title = {Serious Games: A new Approach to Foster Information and Practices About Covid-19?},
author = {Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
url = {https://www.frontiersin.org/articles/10.3389/frobt.2022.830950/full},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Raikov, Alexander N.; Pirani, Massimiliano
Human-Machine Duality: What's Next in Cognitive Aspects of Artificial Intelligence? Journal Article
In: IEEE access : practical innovations, open solutions, vol. 10, pp. 56296–56315, 2022, ISSN: 2169-3536.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Category Theory, Cognition, Cognitive semantics, Correlation, Ethics, Holonic Systems, Human Computer Interaction, Semantics
@article{raikovHumanMachineDualityWhats2022,
title = {Human-Machine Duality: What's Next in Cognitive Aspects of Artificial Intelligence?},
author = {Alexander N. Raikov and Massimiliano Pirani},
url = {https://ieeexplore.ieee.org/document/9780404},
doi = {10.1109/ACCESS.2022.3177657},
issn = {2169-3536},
year = {2022},
date = {2022-01-01},
urldate = {2024-10-05},
journal = {IEEE access : practical innovations, open solutions},
volume = {10},
pages = {56296–56315},
abstract = {The goal of the paper is to find means for the unification of human-machine duality in collective behavior of people and machines, by conciliating approaches that proceed in opposite directions. The first approach proceeds top-down from non-formalizable, cognitive, uncaused, and chaotic human consciousness towards purposeful and sustainable human-machine interaction. The second approach proceeds bottom-up from intelligent machines towards high-end computing and is based on formalizable models leveraging multi-agent architectures. The resulting work reviews the extent, the merging points, and the potential of hybrid artificial intelligence frameworks that accept the idea of strong artificial intelligence. These models concern the pairing of connectionist and cognitive architectures, conscious and unconscious actions, symbolic and conceptual realizations, emergent and brain-based computing, and automata and subjects. The special authors' convergent methodology is considered, which is based on the integration of inverse problem-solving on topological spaces, cognitive modelling, quantum field theory, category theory methods, and holonic approaches. It aims to a more purposeful and sustainable human-machine interaction in form of algorithms or requirements, rules of strategic conversations or network brainstorming, and cognitive semantics. The paper addresses the reduction of the impact of AI development on ethics violation. The findings delivered are used to provide perspectives on the shaping of societal, ethical, and normative aspects in the symbiosis between humans and machines. Implementations in real practice are represented.},
keywords = {Artificial Intelligence, Category Theory, Cognition, Cognitive semantics, Correlation, Ethics, Holonic Systems, Human Computer Interaction, Semantics},
pubstate = {published},
tppubtype = {article}
}
Luca, Valerio De; Corchia, Laura; Gatto, Carola; Paladini, Giovanna Ilenia; Paolis, Lucio Tommaso De
An Augmented Reality Application for the Frescoes of the Basilica of Saint Catherine in Galatina Journal Article
In: Communications in Computer and Information Science, vol. 1645 CCIS, pp. 112 – 125, 2022, ISSN: 18650929.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Digital storytelling, Human Computer Interaction, Mobile augmented reality, Users Experience
@article{de_luca_augmented_2022,
title = {An Augmented Reality Application for the Frescoes of the Basilica of Saint Catherine in Galatina},
author = {Valerio De Luca and Laura Corchia and Carola Gatto and Giovanna Ilenia Paladini and Lucio Tommaso De Paolis},
editor = {Furferi R and Governi L and Volpe Y and Seymour K and Pelagotti A and Gherardini F},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85142713438&doi=10.1007%2f978-3-031-20302-2_9&partnerID=40&md5=cb5e5da23afc5ff12123f39395ecc43f},
doi = {10.1007/978-3-031-20302-2_9},
issn = {18650929},
year = {2022},
date = {2022-01-01},
journal = {Communications in Computer and Information Science},
volume = {1645 CCIS},
pages = {112 – 125},
abstract = {Recent developments in IT technologies have enabled new forms of enhancement and dissemination of cultural heritage. In particular, augmented reality is increasingly emerging as a valuable tool to enrich the visitor experience by providing contextually relevant information. This work presents a mobile augmented reality application developed to support the fruition of the Basilica of Saint Catherine in Galatina: it guides the user through eleven points of interest, where it is possible to frame portions of the frescoes with a tablet to access multimedia content that helps understand the story and meaning behind the images. Experimental tests were conducted to evaluate the application: data collected through the questionnaires filled in by the users revealed a good level of usability and acceptance. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.},
keywords = {Augmented Reality, Cultural Heritage, Digital storytelling, Human Computer Interaction, Mobile augmented reality, Users Experience},
pubstate = {published},
tppubtype = {article}
}
Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Modellazione 3D di avatar per il Serious Game SMILER Technical Report
ICAR-CNR no. RT-ICAR-NA-2022-01, 2022.
Abstract | Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Touchless interaction, Virtual Reality
@techreport{gaglioModellazione3DDi2022,
title = {Modellazione 3D di avatar per il Serious Game SMILER},
author = {Giuseppe Fulvio Gaglio and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://intranet.icar.cnr.it/wp-content/uploads/2022/07/RT-ICAR-NA-2022-01.pdf},
year = {2022},
date = {2022-01-01},
number = {RT-ICAR-NA-2022-01},
institution = {ICAR-CNR},
abstract = {Il presente documento illustra la progettazione e la realizzazione di un avatar per il serious game previsto
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.},
keywords = {Healthcare, Human Computer Interaction, Touchless interaction, Virtual Reality},
pubstate = {published},
tppubtype = {techreport}
}
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Human Augmentation: An Enactive Perspective Book Section
In: Paolis, Lucio Tommaso De; Arpaia, Pasquale; Sacco, Marco (Ed.): Extended Reality, vol. 13445, pp. 219–228, Springer International Publishing, Cham, 2022, ISBN: 978-3-031-15545-1 978-3-031-15546-8.
Abstract | Links | BibTeX | Tags: Augmented Cognition, Enactivism, Human Augmentation, Human Computer Interaction, Mixed Reality
@incollection{augelloHumanAugmentationEnactive2022,
title = {Human Augmentation: An Enactive Perspective},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
editor = {Lucio Tommaso De Paolis and Pasquale Arpaia and Marco Sacco},
url = {https://link.springer.com/10.1007/978-3-031-15546-8_19},
doi = {10.1007/978-3-031-15546-8_19},
isbn = {978-3-031-15545-1 978-3-031-15546-8},
year = {2022},
date = {2022-01-01},
urldate = {2023-03-15},
booktitle = {Extended Reality},
volume = {13445},
pages = {219–228},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we frame the area of research known as Human Augmentation (HA) from an enactive perspective. According to Enactivism, cognition arises through dynamic interaction between organism’s sensorimotor capacities and its environment. In this perspective, it is important to evaluate how an augmentation of users abilities introduced by HA systems can affect their cognitive processes. We propose an architecture as a blueprint for designing and implementing HA systems. In our vision, the user and the system are intertwined: the system envelops and enhances the user’s abilities with a combined augmentation on sensorial, motor and mental dimensions in a HA space. We discuss how many existing systems are more situated on augmentation planes and why a holistic vision covering the whole HA space is important. The architecture can drive HA systems’ design, by introducing XR and AI solutions that can effectively expand the possibilities of human beings while ensuring low friction and high transparency in information access.},
keywords = {Augmented Cognition, Enactivism, Human Augmentation, Human Computer Interaction, Mixed Reality},
pubstate = {published},
tppubtype = {incollection}
}
Vergallo, Roberto; Mainetti, Luca
The Role of Technology in Improving the Customer Experience in the Banking Sector: A Systematic Mapping Study Journal Article
In: IEEE Access, vol. 10, pp. 118024–118042, 2022, ISSN: 2169-3536.
Links | BibTeX | Tags: Banking, Fintech, Human Computer Interaction
@article{vergalloRoleTechnologyImproving2022,
title = {The Role of Technology in Improving the Customer Experience in the Banking Sector: A Systematic Mapping Study},
author = {Roberto Vergallo and Luca Mainetti},
url = {https://ieeexplore.ieee.org/document/9932606/},
doi = {10.1109/ACCESS.2022.3218010},
issn = {2169-3536},
year = {2022},
date = {2022-01-01},
urldate = {2024-10-02},
journal = {IEEE Access},
volume = {10},
pages = {118024–118042},
keywords = {Banking, Fintech, Human Computer Interaction},
pubstate = {published},
tppubtype = {article}
}
Vergallo, Roberto; Mainetti, Luca
The Role of Technology in Improving the Customer Experience in the Banking Sector: A Systematic Mapping Study Journal Article
In: IEEE Access, vol. 10, pp. 118024–118042, 2022, ISSN: 2169-3536.
Links | BibTeX | Tags: Banking, Fintech, Human Computer Interaction
@article{vergallo_role_2022,
title = {The Role of Technology in Improving the Customer Experience in the Banking Sector: A Systematic Mapping Study},
author = {Roberto Vergallo and Luca Mainetti},
url = {https://ieeexplore.ieee.org/document/9932606/},
doi = {10.1109/ACCESS.2022.3218010},
issn = {2169-3536},
year = {2022},
date = {2022-01-01},
urldate = {2024-10-02},
journal = {IEEE Access},
volume = {10},
pages = {118024–118042},
keywords = {Banking, Fintech, Human Computer Interaction},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Human Augmentation: An Enactive Perspective Book Section
In: Paolis, Lucio Tommaso De; Arpaia, Pasquale; Sacco, Marco (Ed.): Extended Reality, vol. 13445, pp. 219–228, Springer International Publishing, Cham, 2022, ISBN: 978-3-031-15545-1 978-3-031-15546-8.
Abstract | Links | BibTeX | Tags: Augmented Cognition, Enactivism, Human Augmentation, Human Computer Interaction, Mixed Reality
@incollection{augello_human_2022,
title = {Human Augmentation: An Enactive Perspective},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
editor = {Lucio Tommaso De Paolis and Pasquale Arpaia and Marco Sacco},
url = {https://link.springer.com/10.1007/978-3-031-15546-8_19},
doi = {10.1007/978-3-031-15546-8_19},
isbn = {978-3-031-15545-1 978-3-031-15546-8},
year = {2022},
date = {2022-01-01},
urldate = {2023-03-15},
booktitle = {Extended Reality},
volume = {13445},
pages = {219–228},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we frame the area of research known as Human Augmentation (HA) from an enactive perspective. According to Enactivism, cognition arises through dynamic interaction between organism’s sensorimotor capacities and its environment. In this perspective, it is important to evaluate how an augmentation of users abilities introduced by HA systems can affect their cognitive processes. We propose an architecture as a blueprint for designing and implementing HA systems. In our vision, the user and the system are intertwined: the system envelops and enhances the user’s abilities with a combined augmentation on sensorial, motor and mental dimensions in a HA space. We discuss how many existing systems are more situated on augmentation planes and why a holistic vision covering the whole HA space is important. The architecture can drive HA systems’ design, by introducing XR and AI solutions that can effectively expand the possibilities of human beings while ensuring low friction and high transparency in information access.},
keywords = {Augmented Cognition, Enactivism, Human Augmentation, Human Computer Interaction, Mixed Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Modellazione 3D di avatar per il Serious Game SMILER Technical Report
ICAR-CNR no. RT-ICAR-NA-2022-01, 2022.
Abstract | Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Touchless interaction, Virtual Reality
@techreport{gaglio_modellazione_2022,
title = {Modellazione 3D di avatar per il Serious Game SMILER},
author = {Giuseppe Fulvio Gaglio and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://intranet.icar.cnr.it/wp-content/uploads/2022/07/RT-ICAR-NA-2022-01.pdf},
year = {2022},
date = {2022-01-01},
number = {RT-ICAR-NA-2022-01},
institution = {ICAR-CNR},
abstract = {Il presente documento illustra la progettazione e la realizzazione di un avatar per il serious game previsto
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.},
keywords = {Healthcare, Human Computer Interaction, Touchless interaction, Virtual Reality},
pubstate = {published},
tppubtype = {techreport}
}
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.
Paolis, Lucio Tommaso De; Luca, Valerio De
The effects of touchless interaction on usability and sense of presence in a virtual environment Journal Article
In: Virtual Reality, vol. 26, no. 4, pp. 1551 – 1571, 2022, ISSN: 13594338.
Abstract | Links | BibTeX | Tags: Emotional response, Presence, Touchless interaction, Usability, User experience, User interfaces, Virtual Reality
@article{de_paolis_effects_2022,
title = {The effects of touchless interaction on usability and sense of presence in a virtual environment},
author = {Lucio Tommaso De Paolis and Valerio De Luca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85128847606&doi=10.1007%2fs10055-022-00647-1&partnerID=40&md5=ec8e118b03d3284d373a40331c01b9b7},
doi = {10.1007/s10055-022-00647-1},
issn = {13594338},
year = {2022},
date = {2022-01-01},
journal = {Virtual Reality},
volume = {26},
number = {4},
pages = {1551 – 1571},
abstract = {For software applications with a significant level of user involvement, the traditional concept of usability has evolved into the more complex idea of user experience, which also covers emotional, cognitive or physical responses. In virtual reality, user experience also depends on the user perception related to some peculiarities of immersive environments, where also the devices employed for user interaction play a determinant role. This has led to the design of the Presence Questionnaire (PQ) for the evaluation of the effectiveness of virtual environments. This work analyzes the effects of two different interaction modalities on usability and sense of presence: in particular, the Myo armband, a gesture-based device for touchless interaction, is compared with the Vive handheld controller bundled with the HTC Vive headset. A total of 84 subjects were recruited to test the virtual environment and asked them to fill in a questionnaire obtained by combining the Usability Metric for User eXperience (UMUX) questionnaire, the System Usability Scale (SUS) and the presence questionnaire (PQ), which was specifically designed for virtual environments. A comparison between the scores obtained for the two interaction modalities revealed which questionnaire items are significantly influenced by the input interface and deduce some insights about the consequences on human factors. © 2022, The Author(s).},
keywords = {Emotional response, Presence, Touchless interaction, Usability, User experience, User interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2021
Panarese, Paolo; Meraglia, Elisa; Vergallo, Roberto; Mainetti, Luca
Enhancing Voice Assistants: A Proactive Approach Proceedings Article
In: 2021 6th International Conference on Smart and Sustainable Technologies (SpliTech), pp. 1–4, IEEE, Bol and Split, Croatia, 2021, ISBN: 978-953-290-112-2.
Links | BibTeX | Tags: Artificial Intelligence, Human Computer Interaction, Internet of Things, Machine Learning
@inproceedings{panareseEnhancingVoiceAssistants2021,
title = {Enhancing Voice Assistants: A Proactive Approach},
author = {Paolo Panarese and Elisa Meraglia and Roberto Vergallo and Luca Mainetti},
url = {https://ieeexplore.ieee.org/document/9566417/},
doi = {10.23919/SpliTech52315.2021.9566417},
isbn = {978-953-290-112-2},
year = {2021},
date = {2021-09-01},
urldate = {2024-10-02},
booktitle = {2021 6th International Conference on Smart and Sustainable Technologies (SpliTech)},
pages = {1–4},
publisher = {IEEE},
address = {Bol and Split, Croatia},
keywords = {Artificial Intelligence, Human Computer Interaction, Internet of Things, Machine Learning},
pubstate = {published},
tppubtype = {inproceedings}
}
Panarese, Paolo; Meraglia, Elisa; Vergallo, Roberto; Mainetti, Luca
Enhancing Voice Assistants: A Proactive Approach Proceedings Article
In: 2021 6th International Conference on Smart and Sustainable Technologies (SpliTech), pp. 1–4, IEEE, Bol and Split, Croatia, 2021, ISBN: 978-953-290-112-2.
Links | BibTeX | Tags: Artificial Intelligence, Human Computer Interaction, Internet of Things, Machine Learning
@inproceedings{panarese_enhancing_2021,
title = {Enhancing Voice Assistants: A Proactive Approach},
author = {Paolo Panarese and Elisa Meraglia and Roberto Vergallo and Luca Mainetti},
url = {https://ieeexplore.ieee.org/document/9566417/},
doi = {10.23919/SpliTech52315.2021.9566417},
isbn = {978-953-290-112-2},
year = {2021},
date = {2021-09-01},
urldate = {2024-10-02},
booktitle = {2021 6th International Conference on Smart and Sustainable Technologies (SpliTech)},
pages = {1–4},
publisher = {IEEE},
address = {Bol and Split, Croatia},
keywords = {Artificial Intelligence, Human Computer Interaction, Internet of Things, Machine Learning},
pubstate = {published},
tppubtype = {inproceedings}
}
Cisternino, Doriana; Corchia, Laura; Luca, Valerio De; Gatto, Carola; Liaci, Silvia; Scrivano, Liliana; Trono, Anna; Paolis, Lucio Tommaso De
Augmented Reality Applications to Support the Promotion of Cultural Heritage Journal Article
In: Journal on Computing and Cultural Heritage, vol. 14, no. 4, 2021, ISSN: 15564673.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Human Computer Interaction, Spatial Augmented Reality
@article{cisternino_augmented_2021,
title = {Augmented Reality Applications to Support the Promotion of Cultural Heritage},
author = {Doriana Cisternino and Laura Corchia and Valerio De Luca and Carola Gatto and Silvia Liaci and Liliana Scrivano and Anna Trono and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85115864313&doi=10.1145%2f3460657&partnerID=40&md5=b495cf8c8f45143de8631545f589f96b},
doi = {10.1145/3460657},
issn = {15564673},
year = {2021},
date = {2021-01-01},
journal = {Journal on Computing and Cultural Heritage},
volume = {14},
number = {4},
abstract = {The intent of this study is to promote and raise awareness of the Basilica of Saint Catherina of Alexandria in Galatina, a church endowed with such beauty as to be defined as astounding. In this article two technologies were used: Spatial Augmented Reality, better known as videomapping, to valorize the monument and narrate its story through images and sounds; and Augmented Reality, to facilitate the reading and interpretation of the most important frescoes located along all the internal walls of the Basilica. The goal is to create a unique path starting from the Basilica façade and continuing and winding through the interior spaces. One of the most extensive and best conserved cycles of Late Gothic frescoes in all of Europe unfolds on the nave of the church covering every corner, from the keystones down to the floor. An in-depth bibliographic research confirmed the presence of frescoes also on the exterior of the Basilica façade whose traces, however, are no longer visible today. Pietro Cavoti' s illustrations give an idea of how the façade has changed over the years, before, during, and after the restorations that permanently removed the already faint traces of frescoes. The purpose of this research is to demonstrate how the combined use of these technologies can be considered a valid aid to support the enhancement, fruition, and understanding of a monument that is very important for the cultural heritage sector and a reference point for the local and religious community. © 2021 ACM.},
keywords = {Augmented Reality, Cultural Heritage, Human Computer Interaction, Spatial Augmented Reality},
pubstate = {published},
tppubtype = {article}
}
Ceccacci, Silvia; Mengoni, Maura; Generosi, Andrea; Giraldi, Luca; Presta, Roberta; Carbonara, Giuseppe; Castellano, Andrea; Montanari, Roberto
Designing in-car emotion-aware automation Journal Article
In: 2021.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Emotion Recognition, Human Computer Interaction
@article{ceccacci_designing_2021,
title = {Designing in-car emotion-aware automation},
author = {Silvia Ceccacci and Maura Mengoni and Andrea Generosi and Luca Giraldi and Roberta Presta and Giuseppe Carbonara and Andrea Castellano and Roberto Montanari},
url = {https://u-pad.unimc.it/handle/11393/300374},
doi = {10.48295/ET.2021.84.5},
year = {2021},
date = {2021-01-01},
urldate = {2024-12-28},
abstract = {Driver behaviour recognition is of paramount importance for in-car automation assistance. It is widely recognized that not only attentional states, but also emotional ones have an impact on the safety of the driving behaviour. This research work proposes an emotion-aware in-car architecture where it is possible to adapt driver’s emotions to the vehicle dynamics, investigating the correlations between negative emotional states and driving performances, and suggesting a system to regulate the driver’s engagement through a unique user experience (e.g. using music, LED lighting) in the car cabin. The relationship between altered emotional states induced through auditory stimuli and vehicle dynamics is investigated in a driving simulator. The results confirm the need for both types of information to improve the robustness of the driver state recognition function and open up the possibility that auditory stimuli can modify driving performance somehow.},
keywords = {Artificial Intelligence, Emotion Recognition, Human Computer Interaction},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Book Section
In: Ardito, Carmelo; Lanzilotti, Rosa; Malizia, Alessio; Petrie, Helen; Piccinno, Antonio; Desolda, Giuseppe; Inkpen, Kori (Ed.): Human-Computer Interaction – INTERACT 2021, vol. 12936, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Limited FOV, Mixed Reality, Natural User Interfaces
@incollection{caggianeseFieldViewLimitationDriven2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = {Giuseppe Caggianese and Luigi Gallo},
editor = {Carmelo Ardito and Rosa Lanzilotti and Alessio Malizia and Helen Petrie and Antonio Piccinno and Giuseppe Desolda and Kori Inkpen},
url = {https://link.springer.com/10.1007/978-3-030-85607-6_51},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426–430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user’s attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Augmented Reality, Cultural Heritage, Limited FOV, Mixed Reality, Natural User Interfaces},
pubstate = {published},
tppubtype = {incollection}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Book Section
In: Ardito, Carmelo; Lanzilotti, Rosa; Malizia, Alessio; Petrie, Helen; Piccinno, Antonio; Desolda, Giuseppe; Inkpen, Kori (Ed.): Human-Computer Interaction – INTERACT 2021, vol. 12936, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Limited FOV, Mixed Reality, Natural User Interfaces
@incollection{caggianese_field_2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = {Giuseppe Caggianese and Luigi Gallo},
editor = {Carmelo Ardito and Rosa Lanzilotti and Alessio Malizia and Helen Petrie and Antonio Piccinno and Giuseppe Desolda and Kori Inkpen},
url = {https://link.springer.com/10.1007/978-3-030-85607-6_51},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426–430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user’s attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Augmented Reality, Cultural Heritage, Limited FOV, Mixed Reality, Natural User Interfaces},
pubstate = {published},
tppubtype = {incollection}
}
2020
Caione, Adriana; Fiore, Alessandro; Mainetti, Luca; Manco, Luigi; Vergallo, Roberto
Refactoring the UX of a popular voice application Proceedings Article
In: Proceedings of the 10th International Conference on Information Systems and Technologies, pp. 1–4, ACM, Lecce Italy, 2020, ISBN: 978-1-4503-7655-6.
Links | BibTeX | Tags: Human Computer Interaction, Usability, User study
@inproceedings{caioneRefactoringUXPopular2020,
title = {Refactoring the UX of a popular voice application},
author = {Adriana Caione and Alessandro Fiore and Luca Mainetti and Luigi Manco and Roberto Vergallo},
url = {https://dl.acm.org/doi/10.1145/3447568.3448538},
doi = {10.1145/3447568.3448538},
isbn = {978-1-4503-7655-6},
year = {2020},
date = {2020-06-01},
urldate = {2024-10-02},
booktitle = {Proceedings of the 10th International Conference on Information Systems and Technologies},
pages = {1–4},
publisher = {ACM},
address = {Lecce Italy},
keywords = {Human Computer Interaction, Usability, User study},
pubstate = {published},
tppubtype = {inproceedings}
}
Caione, Adriana; Fiore, Alessandro; Mainetti, Luca; Manco, Luigi; Vergallo, Roberto
Refactoring the UX of a popular voice application Proceedings Article
In: Proceedings of the 10th International Conference on Information Systems and Technologies, pp. 1–4, ACM, Lecce Italy, 2020, ISBN: 978-1-4503-7655-6.
Links | BibTeX | Tags: Human Computer Interaction, Usability, User study
@inproceedings{caione_refactoring_2020,
title = {Refactoring the UX of a popular voice application},
author = {Adriana Caione and Alessandro Fiore and Luca Mainetti and Luigi Manco and Roberto Vergallo},
url = {https://dl.acm.org/doi/10.1145/3447568.3448538},
doi = {10.1145/3447568.3448538},
isbn = {978-1-4503-7655-6},
year = {2020},
date = {2020-06-01},
urldate = {2024-10-02},
booktitle = {Proceedings of the 10th International Conference on Information Systems and Technologies},
pages = {1–4},
publisher = {ACM},
address = {Lecce Italy},
keywords = {Human Computer Interaction, Usability, User study},
pubstate = {published},
tppubtype = {inproceedings}
}