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.
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Research is formalized curiosity. It is poking and prying with a purpose
Zora Neale Hurston
2023
Carulli, Marina; Generosi, Andrea; Bordegoni, Monica; Mengoni, Maura
Design of XR Applications for Museums, Including Technology Maximising Visitors’ Experience Proceedings Article
In: Gerbino, Salvatore; Lanzotti, Antonio; Martorelli, Massimo; Buil, Ramón Mirálbes; Rizzi, Caterina; Roucoules, Lionel (Ed.): Advances on Mechanics, Design Engineering and Manufacturing IV, pp. 1460–1470, Springer International Publishing, Cham, 2023, ISBN: 978-3-031-15928-2.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Extended reality, Virtual Reality
@inproceedings{carulli_design_2023,
title = {Design of XR Applications for Museums, Including Technology Maximising Visitors’ Experience},
author = {Marina Carulli and Andrea Generosi and Monica Bordegoni and Maura Mengoni},
editor = {Salvatore Gerbino and Antonio Lanzotti and Massimo Martorelli and Ramón Mirálbes Buil and Caterina Rizzi and Lionel Roucoules},
doi = {10.1007/978-3-031-15928-2_127},
isbn = {978-3-031-15928-2},
year = {2023},
date = {2023-01-01},
booktitle = {Advances on Mechanics, Design Engineering and Manufacturing IV},
pages = {1460–1470},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {eXtended Reality (XR) technology can enhance the visitors’ experience of museums. Due to the variety of XR technologies available that differ in performance, quality of the experience they provide, and cost, it is helpful to refer to the evaluation of the various technologies performed through user studies to select the most suitable ones. This paper presents a set of empirical studies on XR application for museums to select the appropriate technologies to meet visitors’ expectations and maximise the willingness of repeating and recommending the experience. They provide valuable insights for developing Virtual Museum applications increasing the level of presence and experience economy.},
keywords = {Augmented Reality, Cultural Heritage, Extended reality, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Agostinelli, Thomas; Generosi, Andrea; Ceccacci, Silvia; Pretaroli, Rosita; Mengoni, Maura
A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience Proceedings Article
In: Antona, Margherita; Stephanidis, Constantine (Ed.): Universal Access in Human-Computer Interaction, pp. 3–16, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-35897-5.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Extended reality, Virtual Reality
@inproceedings{agostinelli_method_2023,
title = {A Method and Experimentation to Benchmark XR Technologies Enhancing Archeological Museum Experience},
author = {Thomas Agostinelli and Andrea Generosi and Silvia Ceccacci and Rosita Pretaroli and Maura Mengoni},
editor = {Margherita Antona and Constantine Stephanidis},
doi = {10.1007/978-3-031-35897-5_1},
isbn = {978-3-031-35897-5},
year = {2023},
date = {2023-01-01},
booktitle = {Universal Access in Human-Computer Interaction},
pages = {3–16},
publisher = {Springer Nature Switzerland},
address = {Cham},
abstract = {The use of eXtended Reality (XR) technologies, including augmented reality (AR), virtual reality (VR), and mixed reality (MR), has become increasingly popular in museums to enhance the visitor experience. However, the impact of XR technologies on Learning Performance in the context of archeological museums needs to be better understood. This study aims to investigate the relationships between Usability, Presence and Learning Performance by developing XR experiences showcasing archeological artefacts and conducting user testing to evaluate their effectiveness. A laboratory test is conducted to compare a VR application with a mobile AR one, presenting the digital models of five archeological findings. Descriptive statistics are used to compare the two case studies, providing valuable insights into the impact of XR technologies on the visitor experience from a learning perspective. The study confirms that Usability has a more significant effect on learning than Presence and can help designers and museum managers better understand the factors contributing to a successful XR experience. The findings suggest that while Presence is an important factor in improving visitors’ experience, Usability should be the priority when designing XR experiences for museums.},
keywords = {Augmented Reality, Cultural Heritage, Extended reality, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
VITE I Conference: Contributes in the frame of a Human Augmentation Space Journal Article
In: Journal of the Italian Astronomical Society, vol. 94, no. 1, pp. 97–101, 2023, ISSN: 1824-0178.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Augmented Reality, Enactivism, Human Augmentation, Human Computer Interaction, Virtual Reality
@article{augello_vite_2023,
title = {VITE I Conference: Contributes in the frame of a Human Augmentation Space},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://www.memsait.it/volumi/MemSAIT-vol94-n1-2023.php},
doi = {10.36116/MEMSAIT_94n1.2023.97},
issn = {1824-0178},
year = {2023},
date = {2023-01-01},
journal = {Journal of the Italian Astronomical Society},
volume = {94},
number = {1},
pages = {97–101},
abstract = {Our contribution is to examine some of the works presented during the VITE I conference from a perspective of Human Augmentation (HA). In the paper, we provide a definition of HA framed by Enactivism theory, also schematizing our viewpoint in a threedimensional space and into an architecture for designing and implementing HA systems.},
keywords = {Artificial Intelligence, Augmented Reality, Enactivism, Human Augmentation, Human Computer Interaction, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Luca, Valerio De; Bortoletto, Roberto; Ranaldo, Davide; Paolis, Lucio Tommaso De
Accurate Registration of 3D Models with Organs in Augmented Reality Through Inertial Sensors Proceedings Article
In: Y, Dekhtyar; I, Saknite (Ed.): IFMBE Proceedings, pp. 33 – 41, Springer Science and Business Media Deutschland GmbH, 2023, ISBN: 978-3-031-37131-8.
Abstract | Links | BibTeX | Tags: Augmented Reality, Extended reality, Inertial navigation systems, Surgery
@inproceedings{de_luca_accurate_2023,
title = {Accurate Registration of 3D Models with Organs in Augmented Reality Through Inertial Sensors},
author = {Valerio De Luca and Roberto Bortoletto and Davide Ranaldo and Lucio Tommaso De Paolis},
editor = {Dekhtyar Y and Saknite I},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85176748870&doi=10.1007%2f978-3-031-37132-5_5&partnerID=40&md5=a1acfe3005c9de57fa04330e9194586c},
doi = {10.1007/978-3-031-37132-5_5},
isbn = {978-3-031-37131-8},
year = {2023},
date = {2023-01-01},
booktitle = {IFMBE Proceedings},
volume = {89},
pages = {33 – 41},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Augmented Reality (AR) can improve the accuracy of surgical procedures by displaying 3D reconstructions of organs directly on the patient’s body. Moreover, it can improve the surgeon’s level of attention by freeing him from the task of mentally associating information from various sources. A crucial aspect for the reliability of an AR system is the registration process, which aims to guarantee the correspondence between the 3D model and the real organ during the whole operation. The research work introduced in this paper aims to improve the accuracy of the registration process by updating the alignment between real and virtual organs even in presence of deformations induced by the insertion of surgical instruments or small displacements that organs might undergo during surgery. By detecting even imperceptible movements, the inertial sensors allow dynamic updating of the alignment between real and virtual organs to ensure an error of a few millimetres. The solution introduced in this study could therefore constitute a first step towards improving precision in AR-guided surgery, although more in-depth studies are needed to assess the optimal positioning of the sensors, which in the future could be done automatically by an application that suggests it in the preparatory phase of surgery. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.},
keywords = {Augmented Reality, Extended reality, Inertial navigation systems, Surgery},
pubstate = {published},
tppubtype = {inproceedings}
}
Luca, Valerio De; Paolis, Lucio Tommaso De
Stability of Feature Detection Algorithms in Low Quality Video Encoding Proceedings Article
In: 2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2023 - Proceedings, pp. 769 – 774, Institute of Electrical and Electronics Engineers Inc., 2023, ISBN: 979-8-3503-0080-2.
Abstract | Links | BibTeX | Tags: Augmented Reality, Feature extraction, Features Detection, Image coding, Signal encoding, Video signal processing
@inproceedings{de_luca_stability_2023,
title = {Stability of Feature Detection Algorithms in Low Quality Video Encoding},
author = {Valerio De Luca and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85185795183&doi=10.1109%2fMetroXRAINE58569.2023.10405756&partnerID=40&md5=30c59c7825b1b8a8fbf448cc505dfa08},
doi = {10.1109/MetroXRAINE58569.2023.10405756},
isbn = {979-8-3503-0080-2},
year = {2023},
date = {2023-01-01},
booktitle = {2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2023 - Proceedings},
pages = {769 – 774},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Feature detection and description are the two enabling factors for image-based Augmented Reality, as they allow training on the images to be recognized for the superimposition of virtual objects. The aim of this paper is to evaluate the impact of codec and encoding parameters, which determine the quality of a video, on the stability and robustness of some of the most widely used methods for feature detection. By means of a frame-by-frame comparison between uncompressed YUV videos and the H.264/H.265 compressed versions, the stability of keypoints detected by ORB (Oriented FAST and Rotated Binary Robust Independent Elementary Features), SURF (Speeded-Up Robust Features), SIFT (Scale-Invariant Feature Transform) and BRISK (Binary Robust Invariant Scalable Keypoints) and the matches between them in the corresponding frames were evaluated. The results revealed the highest number of keypoint matches for SURF and ORB and the lowest number of matches for SIFT. © 2023 IEEE.},
keywords = {Augmented Reality, Feature extraction, Features Detection, Image coding, Signal encoding, Video signal processing},
pubstate = {published},
tppubtype = {inproceedings}
}
Paolis, Lucio Tommaso De; Gatto, Carola; Corchia, Laura; Luca, Valerio De
Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage Journal Article
In: Virtual Reality, vol. 27, no. 2, pp. 1117 – 1143, 2023, ISSN: 13594338.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Extended reality, Mental workload, Mobile Application, Usability, User experience
@article{de_paolis_usability_2023,
title = {Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage},
author = {Lucio Tommaso De Paolis and Carola Gatto and Laura Corchia and Valerio De Luca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85141998995&doi=10.1007%2fs10055-022-00712-9&partnerID=40&md5=fed6fbffb1cd5aa0d46062553d7fe791},
doi = {10.1007/s10055-022-00712-9},
issn = {13594338},
year = {2023},
date = {2023-01-01},
journal = {Virtual Reality},
volume = {27},
number = {2},
pages = {1117 – 1143},
abstract = {Augmented Reality (AR) has become an increasingly used technology to support and enhance the enjoyment of cultural heritage. Particularly relevant is its importance for digital storytelling: by framing a portion of a fresco or painting with a smartphone, an AR mobile application can provide contextually relevant information, also in the form of multimedia content, that can help the user to understand the story and meaning behind the images. In this type of application, human factors are of fundamental importance for the effectiveness of the narrative: a mobile AR application must avoid distracting the user’s attention from the content in order to encourage a good level of concentration and immersion. The case study presented in this paper deals with a mobile AR application developed to guide visitors in the interpretation of the frescoes inside the Basilica of Saint Catherina of Alexandria in Galatina. The aim of the study is the analysis of the relations among usability, user experience and mental workload factors in AR-based digital storytelling. © 2023, The Author(s).},
keywords = {Augmented Reality, Cultural Heritage, Extended reality, Mental workload, Mobile Application, Usability, User experience},
pubstate = {published},
tppubtype = {article}
}
2022
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{gattoMETiquetteEnablingVirtual2022,
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}
}
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}
}
Generosi, Andrea; Agostinelli, Thomas; Mengoni, Maura; Ceccacci, Silvia
Augmented Reality for assembly operation training: does immersion affect the recall performance? Proceedings Article
In: 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 58–63, IEEE, Rome, Italy, 2022, ISBN: 978-1-6654-8574-6.
Abstract | Links | BibTeX | Tags: Augmented Reality, Extended reality, Industry 4.0
@inproceedings{generosi_augmented_2022,
title = {Augmented Reality for assembly operation training: does immersion affect the recall performance?},
author = {Andrea Generosi and Thomas Agostinelli and Maura Mengoni and Silvia Ceccacci},
url = {https://ieeexplore.ieee.org/document/9967520/},
doi = {10.1109/MetroXRAINE54828.2022.9967520},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-10-01},
urldate = {2024-12-28},
booktitle = {2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {58–63},
publisher = {IEEE},
address = {Rome, Italy},
abstract = {This study aims at comparing three assembly training applications based on different XR technologies characterized by different degrees of immersion (i.e., an MR application based on Hololens 2, a desktop AR application and a digital handbook visualized on a monitor). A total of 54 subjects, recruited among students and personnel of Università Politecnica delle Marche, have been involved. They were assigned to 3 groups age and gender matching. Each group is asked to complete the training related to the assembly of a Lego commercial set (i.e., LEGO 10593), using one of the three considered applications. Results allows us to observe the effects of the immersion on the recall performances, assessed in terms of recall completion time, assembly mistakes, picking mistakes and sequence mistakes.},
keywords = {Augmented Reality, Extended reality, Industry 4.0},
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}
}
Melillo, Antonio; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Caggianese, Giuseppe; Barone, Daniela; Laurentiis, Michelino De; Giordano, Antonio
Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature Journal Article
In: Cancers, vol. 14, no. 13, pp. 3163, 2022, ISSN: 2072-6694.
Abstract | Links | BibTeX | Tags: Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality
@article{melilloVirtualRealityRehabilitation2022,
title = {Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature},
author = {Antonio Melillo and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Giuseppe Caggianese and Daniela Barone and Michelino De Laurentiis and Antonio Giordano},
url = {https://www.mdpi.com/2072-6694/14/13/3163},
doi = {10.3390/cancers14133163},
issn = {2072-6694},
year = {2022},
date = {2022-06-01},
urldate = {2023-05-10},
journal = {Cancers},
volume = {14},
number = {13},
pages = {3163},
abstract = {Rehabilitation plays a crucial role in cancer care, as the functioning of cancer survivors is frequently compromised by impairments that can result from the disease itself but also from the long-term sequelae of the treatment. Nevertheless, the current literature shows that only a minority of patients receive physical and/or cognitive rehabilitation. This lack of rehabilitative care is a consequence of many factors, one of which includes the transportation issues linked to disability that limit the patient’s access to rehabilitation facilities. The recent COVID-19 pandemic has further shown the benefits of improving telemedicine and home-based rehabilitative interventions to facilitate the delivery of rehabilitation programs when attendance at healthcare facilities is an obstacle. In recent years, researchers have been investigating the benefits of the application of virtual reality to rehabilitation. Virtual reality is shown to improve adherence and training intensity through gamification, allow the replication of real-life scenarios, and stimulate patients in a multimodal manner. In our present work, we offer an overview of the present literature on virtual reality-implemented cancer rehabilitation. The existence of wide margins for technological development allows us to expect further improvements, but more randomized controlled trials are needed to confirm the hypothesis that VRR may improve adherence rates and facilitate telerehabilitation.},
keywords = {Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Melillo, Antonio; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Caggianese, Giuseppe; Barone, Daniela; Laurentiis, Michelino De; Giordano, Antonio
Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature Journal Article
In: Cancers, vol. 14, no. 13, pp. 3163, 2022, ISSN: 2072-6694.
Abstract | Links | BibTeX | Tags: Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality
@article{melillo_virtual_2022,
title = {Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature},
author = {Antonio Melillo and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Giuseppe Caggianese and Daniela Barone and Michelino De Laurentiis and Antonio Giordano},
url = {https://www.mdpi.com/2072-6694/14/13/3163},
doi = {10.3390/cancers14133163},
issn = {2072-6694},
year = {2022},
date = {2022-06-01},
urldate = {2023-05-10},
journal = {Cancers},
volume = {14},
number = {13},
pages = {3163},
abstract = {Rehabilitation plays a crucial role in cancer care, as the functioning of cancer survivors is frequently compromised by impairments that can result from the disease itself but also from the long-term sequelae of the treatment. Nevertheless, the current literature shows that only a minority of patients receive physical and/or cognitive rehabilitation. This lack of rehabilitative care is a consequence of many factors, one of which includes the transportation issues linked to disability that limit the patient’s access to rehabilitation facilities. The recent COVID-19 pandemic has further shown the benefits of improving telemedicine and home-based rehabilitative interventions to facilitate the delivery of rehabilitation programs when attendance at healthcare facilities is an obstacle. In recent years, researchers have been investigating the benefits of the application of virtual reality to rehabilitation. Virtual reality is shown to improve adherence and training intensity through gamification, allow the replication of real-life scenarios, and stimulate patients in a multimodal manner. In our present work, we offer an overview of the present literature on virtual reality-implemented cancer rehabilitation. The existence of wide margins for technological development allows us to expect further improvements, but more randomized controlled trials are needed to confirm the hypothesis that VRR may improve adherence rates and facilitate telerehabilitation.},
keywords = {Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Esposito, Ciro; Autorino, Giuseppe; Iervolino, Anna; Vozzella, Emilia Anna; Cerulo, Mariapina; Esposito, Giovanni; Coppola, Vincenzo; Carulli, Roberto; Cortese, Giuseppe; Gallo, Luigi; Escolino, Maria
In: Journal of Laparoendoscopic & Advanced Surgical Techniques, vol. 32, no. 2, pp. 197–203, 2022, ISSN: 1092-6429, 1557-9034.
Abstract | Links | BibTeX | Tags: Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality
@article{espositoEfficacyVirtualReality2022,
title = {Efficacy of a Virtual Reality Program in Pediatric Surgery to Reduce Anxiety and Distress Symptoms in the Preoperative Phase: A Prospective Randomized Clinical Trial},
author = {Ciro Esposito and Giuseppe Autorino and Anna Iervolino and Emilia Anna Vozzella and Mariapina Cerulo and Giovanni Esposito and Vincenzo Coppola and Roberto Carulli and Giuseppe Cortese and Luigi Gallo and Maria Escolino},
url = {https://www.liebertpub.com/doi/10.1089/lap.2021.0566},
doi = {10.1089/lap.2021.0566},
issn = {1092-6429, 1557-9034},
year = {2022},
date = {2022-02-01},
urldate = {2023-03-15},
journal = {Journal of Laparoendoscopic & Advanced Surgical Techniques},
volume = {32},
number = {2},
pages = {197–203},
abstract = {Background: Virtual reality (VR) experience is the most adopted form of video-gaming to reduce preoperative anxiety. This prospective randomized clinical trial aimed to examine the feasibility and efficacy of preoperative VR experience in children undergoing elective surgery. Materials and Methods: All patients older than 13 years and scheduled for elective surgery between March and June 2021 were enrolled. Preoperative VR experience consisted in watching a 5-minute video using a head-mounted display. Four parameters were evaluated and compared between the two groups: (1) patient heart rate (HR) before anesthesia; (2) patient evaluation of preoperative anxiety using facial affective scale (FAS); (3) anesthesiologist evaluation of preoperative anxiety using FAS; and (4) subjective stress scoring using a 5-item Likert-type scale. Results: A total of 40 patients (23 boys) with a median age of 14.5 years (range 12–17) participated in the study. The patients were randomized in two groups, each of 20 patients, according to preoperative VR experience: VR group (G1) and control group (G2). No adverse events related to VR occurred. The patient median HR was significantly lower in G1 (72 bpm) than in G2 (101 bpm) (P = .001). The very relaxed/relaxed face selection rate using FAS was significantly higher in G1 than in G2, in both patient and anesthesiologist evaluations (P = .001). Finally, the subjective patient scoring of operating room experience was significantly greater in G1 [4.6 ± 0.4] than in G2 [2.15 ± 1.07] (P = .001). Conclusions: Our preliminary results showed that VR is safe and effective to relieve anxiety and improve relaxation in the preoperative period in pediatric patients undergoing elective surgery. The VR experience resulted in decreased overall anxiety and increased overall positive affect during the preoperative period in VR group compared with the control group. Further studies are needed to investigate this technology in the postoperative phase and on a larger patient cohort.},
keywords = {Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Esposito, Ciro; Autorino, Giuseppe; Iervolino, Anna; Vozzella, Emilia Anna; Cerulo, Mariapina; Esposito, Giovanni; Coppola, Vincenzo; Carulli, Roberto; Cortese, Giuseppe; Gallo, Luigi; Escolino, Maria
In: Journal of Laparoendoscopic & Advanced Surgical Techniques, vol. 32, no. 2, pp. 197–203, 2022, ISSN: 1092-6429, 1557-9034.
Abstract | Links | BibTeX | Tags: Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality
@article{esposito_efficacy_2022,
title = {Efficacy of a Virtual Reality Program in Pediatric Surgery to Reduce Anxiety and Distress Symptoms in the Preoperative Phase: A Prospective Randomized Clinical Trial},
author = {Ciro Esposito and Giuseppe Autorino and Anna Iervolino and Emilia Anna Vozzella and Mariapina Cerulo and Giovanni Esposito and Vincenzo Coppola and Roberto Carulli and Giuseppe Cortese and Luigi Gallo and Maria Escolino},
url = {https://www.liebertpub.com/doi/10.1089/lap.2021.0566},
doi = {10.1089/lap.2021.0566},
issn = {1092-6429, 1557-9034},
year = {2022},
date = {2022-02-01},
urldate = {2023-03-15},
journal = {Journal of Laparoendoscopic & Advanced Surgical Techniques},
volume = {32},
number = {2},
pages = {197–203},
abstract = {Background: Virtual reality (VR) experience is the most adopted form of video-gaming to reduce preoperative anxiety. This prospective randomized clinical trial aimed to examine the feasibility and efficacy of preoperative VR experience in children undergoing elective surgery. Materials and Methods: All patients older than 13 years and scheduled for elective surgery between March and June 2021 were enrolled. Preoperative VR experience consisted in watching a 5-minute video using a head-mounted display. Four parameters were evaluated and compared between the two groups: (1) patient heart rate (HR) before anesthesia; (2) patient evaluation of preoperative anxiety using facial affective scale (FAS); (3) anesthesiologist evaluation of preoperative anxiety using FAS; and (4) subjective stress scoring using a 5-item Likert-type scale. Results: A total of 40 patients (23 boys) with a median age of 14.5 years (range 12–17) participated in the study. The patients were randomized in two groups, each of 20 patients, according to preoperative VR experience: VR group (G1) and control group (G2). No adverse events related to VR occurred. The patient median HR was significantly lower in G1 (72 bpm) than in G2 (101 bpm) (P = .001). The very relaxed/relaxed face selection rate using FAS was significantly higher in G1 than in G2, in both patient and anesthesiologist evaluations (P = .001). Finally, the subjective patient scoring of operating room experience was significantly greater in G1 [4.6 ± 0.4] than in G2 [2.15 ± 1.07] (P = .001). Conclusions: Our preliminary results showed that VR is safe and effective to relieve anxiety and improve relaxation in the preoperative period in pediatric patients undergoing elective surgery. The VR experience resulted in decreased overall anxiety and increased overall positive affect during the preoperative period in VR group compared with the control group. Further studies are needed to investigate this technology in the postoperative phase and on a larger patient cohort.},
keywords = {Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality},
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{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}
}
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}
}
Paolis, Lucio Tommaso De; Liaci, Silvia; Sumerano, Giada; Luca, Valerio De
A Video Mapping Performance as an Innovative Tool to Bring to Life and Narrate a Pictorial Cycle Journal Article
In: Information (Switzerland), vol. 13, no. 3, 2022, ISSN: 20782489.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural Heritage, Spatial Augmented Reality, Virtual Reality
@article{de_paolis_video_2022,
title = {A Video Mapping Performance as an Innovative Tool to Bring to Life and Narrate a Pictorial Cycle},
author = {Lucio Tommaso De Paolis and Silvia Liaci and Giada Sumerano and Valerio De Luca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85126623185&doi=10.3390%2finfo13030122&partnerID=40&md5=c59cbd188716959036870f408e722972},
doi = {10.3390/info13030122},
issn = {20782489},
year = {2022},
date = {2022-01-01},
journal = {Information (Switzerland)},
volume = {13},
number = {3},
abstract = {Video mapping is defined as a particular form of augmented reality capable of transforming any surface, flat or irregular, into a dynamic surface capable of enriching human sensory perception. Video mapping projections can become a medium to link the historical facts and the location by means of the valorisation of the monument and narration of its story through images and sounds. This paper aims to show how video mapping, beyond its purely technological aspect, can be linked to cultural heritage and represents a tool capable of becoming a mediator of culture, tradition, and legends. It is used to pass on and tell the legend of the foundation of the present Cathedral of Maria Santissima della Madia in Monopoli through the animation of the pictorial cycle by Nicolò Maria Signorile preserved in the church. © 2022 by the authors. Licensee MDPI, Basel, Switzerland.},
keywords = {Augmented Reality, Cultural Heritage, Spatial Augmented Reality, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Paolis, Lucio Tommaso De; Faggiano, Federica; Gatto, Carola; Barba, Maria Cristina; Luca, Valerio De
In: Digital Applications in Archaeology and Cultural Heritage, vol. 27, 2022, ISSN: 22120548.
Abstract | Links | BibTeX | Tags: Cultural Heritage, Presence, User experience, Virtual Reality
@article{de_paolis_immersive_2022,
title = {Immersive virtual reality for the fruition of ancient contexts: The case of the archaeological and Naturalistic Park of Santa Maria d'Agnano in Ostuni},
author = {Lucio Tommaso De Paolis and Federica Faggiano and Carola Gatto and Maria Cristina Barba and Valerio De Luca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85139731724&doi=10.1016%2fj.daach.2022.e00243&partnerID=40&md5=f9e34a5283c97523d5e57c61e1d4b929},
doi = {10.1016/j.daach.2022.e00243},
issn = {22120548},
year = {2022},
date = {2022-01-01},
journal = {Digital Applications in Archaeology and Cultural Heritage},
volume = {27},
abstract = {The work presents Agnano RiVive, an immersive Virtual Reality application developed to be used within the Museum of Preclassical Civilizations of the Southern Murgia in Ostuni, which preserves the findings of the Archaeological and Naturalistic Park of Santa Maria di Agnano. The application gives the user the possibility to explore the Upper Paleolithic settlement and interact with the old manufacts. The goal is to conduct the user to assist in the burial ritual of Ostuni 1, the world's oldest mother found in this site. A fundamental element is the paleoenvironment representation made possible by archaeobotanical studies. User experience was evaluated by submitting the Presence Questionnaire to 25 users. The results showed high levels of Involvement and Visual/Audio Fidelity and a strong correlation between them. Starting from this preliminary work, we propose to expand language and content to make the application educational and attractive to all types of Museum visitors. © 2022},
keywords = {Cultural Heritage, Presence, User experience, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
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}
}
Paolis, Lucio Tommaso De; Chiarello, Sofia; Gatto, Carola; Liaci, Silvia; Luca, Valerio De
Virtual reality for the enhancement of cultural tangible and intangible heritage: The case study of the Castle of Corsano Journal Article
In: Digital Applications in Archaeology and Cultural Heritage, vol. 27, 2022, ISSN: 22120548.
Abstract | Links | BibTeX | Tags: Cultural Heritage, Intangible Heritage, Presence, User experience, Virtual Reality
@article{de_paolis_virtual_2022,
title = {Virtual reality for the enhancement of cultural tangible and intangible heritage: The case study of the Castle of Corsano},
author = {Lucio Tommaso De Paolis and Sofia Chiarello and Carola Gatto and Silvia Liaci and Valerio De Luca},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85137672875&doi=10.1016%2fj.daach.2022.e00238&partnerID=40&md5=4fc7829043d3435f103d330775b59a90},
doi = {10.1016/j.daach.2022.e00238},
issn = {22120548},
year = {2022},
date = {2022-01-01},
journal = {Digital Applications in Archaeology and Cultural Heritage},
volume = {27},
abstract = {This paper concerns the development of an immersive VR application for the enhancement of an inaccessible old Castle in Corsano, a small village in Salento - Italy. Starting from the 3D reconstruction of the building, the project allowed the development of an interaction system aimed at providing the user with the historical information about the Castle. These contents come from the analysis of the tangible cultural heritage (such as the architectural elements, the furniture, the decorative motifs of the castle, and their evolution through the centuries), but also from the collection of intangible heritage, such as reminiscences on folk customs and traditions related to the context of the castle. Moreover, in order to evaluate the user experience of the developed application, some tests were carried out on a heterogeneous sample of users, obtaining positive feedback on the degree of immersiveness and sense of presence of the application. © 2022},
keywords = {Cultural Heritage, Intangible Heritage, Presence, User experience, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Gatto, Carola; Calabrese, Lucia; Chiarella, Salvatore; Luca, Valerio De; D'Errico, Giovanni; Nuzzo, Benito Luigi; Raffone, Antonino; Paolis, Lucio Tommaso De
Wellbeing Assessment of a Museum Experience in Virtual Reality through UCL Measurement Tool Kit and Heart Rate Measurement: a Pilot Study Proceedings Article
In: 2022 IEEE International Workshop on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2022 - Proceedings, pp. 483 – 488, Institute of Electrical and Electronics Engineers Inc., 2022, ISBN: 978-1-6654-8574-6.
Abstract | Links | BibTeX | Tags: Biosignals, Heart, Pilot studies, Psychometry measurement, Virtual Reality, Wellbeing
@inproceedings{gatto_wellbeing_2022,
title = {Wellbeing Assessment of a Museum Experience in Virtual Reality through UCL Measurement Tool Kit and Heart Rate Measurement: a Pilot Study},
author = {Carola Gatto and Lucia Calabrese and Salvatore Chiarella and Valerio De Luca and Giovanni D'Errico and Benito Luigi Nuzzo and Antonino Raffone and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85144600766&doi=10.1109%2fMetroXRAINE54828.2022.9967568&partnerID=40&md5=8f61f97b16b4211d78e6d361ddaad3d4},
doi = {10.1109/MetroXRAINE54828.2022.9967568},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-01-01},
booktitle = {2022 IEEE International Workshop on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2022 - Proceedings},
pages = {483 – 488},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {A visit experience in art museums or galleries can bring significant benefits to people's health, since it can act on the sense of identity, with a consequent impact on positive emotions and self-esteem. Information and Communication Technologies (ICT) can represent a useful means of accessibility and daily good practice, for instance for therapeutic purposes: in this scenario, Virtual Reality (VR) plays a crucial role, thanks to the sense of presence and the possibility of interactive and collaborative environments. In this pilot study, an experiment was conducted to measure and discuss the effects of a virtual visit to an archaeological museum, in terms of improvement of wellbeing. The experiment was conducted on two groups of participants: a first group experiencing the visit and the artifacts fruition in Virtual Reality (VR) and a second group performing a visit only on a screen. The Positive and Negative Wellbeing Umbrella, which is part of the UCL Museum Wellbeing measurement Tool Kit, and the measurement of Heart rate pre and post-session were used for the assessment. For the next step, these data will be compared with the data taken from a real visit to the archaeological Museum. The final goal of the whole study is the optimization and improvement of a VR application for remote fruition of an archaeological museum, acting on stress reduction of hospitalized patients. © 2022 IEEE.},
keywords = {Biosignals, Heart, Pilot studies, Psychometry measurement, Virtual Reality, Wellbeing},
pubstate = {published},
tppubtype = {inproceedings}
}
Luca, Valerio De; Marcantonio, Giorgia; Barba, Maria Cristina; Paolis, Lucio Tommaso De
A Virtual Tour for the Promotion of Tourism of the City of Bari Journal Article
In: Information (Switzerland), vol. 13, no. 7, 2022, ISSN: 20782489.
Abstract | Links | BibTeX | Tags: Cardboard, Cultural Heritage, Mobile Application, Tourism, Users Experience, Virtual Reality, Vr360
@article{de_luca_virtual_2022,
title = {A Virtual Tour for the Promotion of Tourism of the City of Bari},
author = {Valerio De Luca and Giorgia Marcantonio and Maria Cristina Barba and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85136061988&doi=10.3390%2finfo13070339&partnerID=40&md5=f72d74ec6ad6ba85196c5bdad43875a6},
doi = {10.3390/info13070339},
issn = {20782489},
year = {2022},
date = {2022-01-01},
journal = {Information (Switzerland)},
volume = {13},
number = {7},
abstract = {The use of information technology in the field of cultural heritage makes it possible to involve more and more people in the promotion of cultural heritage, fostering social, cultural, economic and community growth. This work stems from the interest in using Virtual Reality (VR) in the field of cultural heritage, creating a tour of the city of Bari that tells its evolution over the years. To this end, a low-cost VR360 application has been developed which, by means of a cardboard, allows the user to experience a virtual journey through time. It tells the story of the city, focusing on its urban expansion and the evolution of its architectural styles, influenced by various dominations over the centuries, up to the current state. The virtual environment was created from spherical images of the city, captured through 360° cameras and enriched with various types of information content. The user experience was assessed by means of a questionnaire derived from previous work that was generalised and adapted to the considered scenario: the results showed a very good level of satisfaction, usability, engagement, immersion and sense of presence; the highest score was obtained for the visual quality of the images of the virtual environment. © 2022 by the authors.},
keywords = {Cardboard, Cultural Heritage, Mobile Application, Tourism, Users Experience, Virtual Reality, Vr360},
pubstate = {published},
tppubtype = {article}
}
Melillo, Antonio; Maiorano, Patrizia; Rachedi, Sarah; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
In: Critical Reviews in Eukaryotic Gene Expression, vol. 32, no. 2, pp. 61–89, 2022, ISSN: 1045-4403.
Abstract | Links | BibTeX | Tags: Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality
@article{melilloLaborAnalgesiaSystematic2022,
title = {Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor},
author = {Antonio Melillo and Patrizia Maiorano and Sarah Rachedi and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
url = {http://www.dl.begellhouse.com/journals/6dbf508d3b17c437,4a955da472dd8ffd,6da0908c373137cf.html},
doi = {10.1615/CritRevEukaryotGeneExpr.2021039986},
issn = {1045-4403},
year = {2022},
date = {2022-01-01},
urldate = {2023-05-10},
journal = {Critical Reviews in Eukaryotic Gene Expression},
volume = {32},
number = {2},
pages = {61–89},
abstract = {The aim of the study was to conduct a meta-analysis to evaluate the efficacy of non-invasive and non-pharmacological techniques on labor first-stage pain intensity. Literature databases were searched from inception to May 2021, and research was expanded through the screening of previous systematic reviews. Inclusion criteria were: (1) population: women in first stage of labor; (2) intervention: non-pharmacological, non-invasive, or minimally invasive intrapartum analgesic techniques alternative and/or complementary to pharmacological analgesia; (3) comparison: routine intrapartum care or placebos; (4) outcomes: subjective pain intensity; and (5) study design: randomized controlled trial. Risk of bias of included studies was investigated, data analysis was performed using R version 3.5.1. Effect size was calculated as difference between the control and experimental groups at posttreatment in terms of mean pain score. A total of 63 studies were included, for a total of 6146 patients (3468 in the experimental groups and 2678 in the control groups). Techniques included were massage (n = 11), birth balls (n = 5) mind-body interventions (n = 8), heat application (n = 12), music therapy (n = 9), dance therapy (n = 2), acupressure (n = 16), and transcutaneous electrical nerve stimulation (TENS) (n = 8). The present review found significant evidence in support of the use of complementary and alternative medicine for labor analgesia, and different methods showed different impact. However, more high-quality trials are needed.},
keywords = {Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality},
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.