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
2025
Neroni, Pietro; Caggianese, Giuseppe; Esposito, Ciro; Gallo, Luigi
Real-Time 3D Posture Tracking for Surgeons in Pediatric Minimally Invasive Surgery: Proceedings Article
In: Proceedings of the 17th International Conference on Computer Supported Education, pp. 921–928, SCITEPRESS - Science and Technology Publications, Porto, Portugal, 2025, ISBN: 978-989-758-746-7.
Abstract | Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Surgery, Tracking
@inproceedings{neroni_real-time_2025,
title = {Real-Time 3D Posture Tracking for Surgeons in Pediatric Minimally Invasive Surgery:},
author = {Pietro Neroni and Giuseppe Caggianese and Ciro Esposito and Luigi Gallo},
url = {https://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0013504200003932},
doi = {10.5220/0013504200003932},
isbn = {978-989-758-746-7},
year = {2025},
date = {2025-01-01},
urldate = {2025-05-06},
booktitle = {Proceedings of the 17th International Conference on Computer Supported Education},
pages = {921–928},
publisher = {SCITEPRESS - Science and Technology Publications},
address = {Porto, Portugal},
abstract = {Minimally invasive pediatric surgery presents ergonomic challenges that significantly increase the risk of musculoskeletal disorders (MSDs) among surgeons due to prolonged periods of suboptimal posture. This study introduces a real-time posture monitoring and correction system designed to address this issue. The system utilizes depth camera technology, interactive feedback mechanisms, advanced skeletal tracking, and ergonomic assessment algorithms to continuously monitor and evaluate surgeons’ posture. Through rapid data processing, the system provides real-time feedback, enabling immediate posture adjustments during surgical procedures. It delivers non-intrusive alerts to inform medical staff when incorrect postures are detected, thereby promoting ergonomic well-being and reducing the incidence of MSDs. Designed for seamless integration into the perioperative environment, the system meets strict requirements for privacy, sterility, and operational efficiency. Beyond its application in surgical practice, the system can also enhance surgical education and training by providing real-time feedback, enabling personalized learning pathways, and gamified simulation exercises. It provides detailed analyses of trainee performance, enabling instructors to deliver targeted feedback and develop adaptive training strategies based on detected posture deviations.},
keywords = {Healthcare, Human Computer Interaction, Surgery, Tracking},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Vergallo, Roberto; Casciaro, Simone; Ferilli, Greta Benedetta; Manco, Luigi
Acceptance of IoT-based E-coin Track-and-trace: A Case of the Digital Euro Project in Italy Journal Article
In: Journal of Information and Communication Technology, vol. 23, no. 3, pp. 421–464, 2024, ISSN: 2180-3862, 1675-414X.
Abstract | Links | BibTeX | Tags: Blockchain, Internet of Things, User study
@article{vergallo_acceptance_2024,
title = {Acceptance of IoT-based E-coin Track-and-trace: A Case of the Digital Euro Project in Italy},
author = {Roberto Vergallo and Simone Casciaro and Greta Benedetta Ferilli and Luigi Manco},
url = {https://www.e-journal.uum.edu.my/index.php/jict/article/view/23597},
doi = {10.32890/jict2024.23.3.3},
issn = {2180-3862, 1675-414X},
year = {2024},
date = {2024-07-01},
urldate = {2024-10-02},
journal = {Journal of Information and Communication Technology},
volume = {23},
number = {3},
pages = {421–464},
abstract = {As the world becomes increasingly digitalised, there are growing concerns about the use of big data and machine learning techniquesto monitor and control citizens’ spending habits. This is particularly the case regarding Central Bank Digital Currencies (CBDC), whichare being trialled by an increasing number of countries. There is a perception that such currencies could violate privacy due to thecentralisation of money liability. The aim of this research is to assess whether a universal e-coin level tracking service of money and public expenditures, available to everyone and inspired by Internet of Things (IoT) architectures and standards, could instil trust ininstitutions while increasing the acceptance of CDBCs. The research methodology comprises three key elements: (i) the conceptualisation and implementation of an IoT-based CBDC, (ii) a qualitative, technical and compliance assessment with regard to the specific reference to the Digital Euro (D€) project, and (iii) a survey we conducted among 351 respondents to ascertain the potential for CBDC acceptance within Italy. The results demonstrate that the prototype is a viable concept despite storage limitations. Furthermore, 73.83 percent of respondents who initially expressed scepticism indicated that they would be more inclined to adopt the CDBC instrument if a universal track-and-trace tool of money were made available.},
keywords = {Blockchain, Internet of Things, User study},
pubstate = {published},
tppubtype = {article}
}
Generosi, Andrea; Bruschi, Valeria; Cecchi, Stefania; Dourou, Nefeli Aikaterini; Montanari, Roberto; Mengoni, Maura
An Innovative System for Driver Monitoring and Vehicle Sound Interaction Proceedings Article
In: 2024 IEEE International Workshop on Metrology for Automotive (MetroAutomotive), pp. 159–164, IEEE, Bologna, Italy, 2024, ISBN: 9798350384987.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Deep Learning, Human Computer Interaction
@inproceedings{generosi_innovative_2024,
title = {An Innovative System for Driver Monitoring and Vehicle Sound Interaction},
author = {Andrea Generosi and Valeria Bruschi and Stefania Cecchi and Nefeli Aikaterini Dourou and Roberto Montanari and Maura Mengoni},
url = {https://ieeexplore.ieee.org/document/10615427/},
doi = {10.1109/MetroAutomotive61329.2024.10615427},
isbn = {9798350384987},
year = {2024},
date = {2024-06-01},
urldate = {2024-12-28},
booktitle = {2024 IEEE International Workshop on Metrology for Automotive (MetroAutomotive)},
pages = {159–164},
publisher = {IEEE},
address = {Bologna, Italy},
abstract = {An important aspect of Advanced Driver-Assistance Systems is the real-time monitoring of the driver and the interaction with him/her. In this scenario, the proposed work is focused on the development of an innovative system capable of analyzing the driver’s state and interact with him/her in a innovative way. In particular, the driver monitoring is obtained through the implementation of a multimodal approach that exploits deep learning and data fusion techniques while the interaction is achieved through sound signals elaborated with digital signal processing algorithm for the creation of an immersive scenario.},
keywords = {Artificial Intelligence, Deep Learning, Human Computer Interaction},
pubstate = {published},
tppubtype = {inproceedings}
}
Melillo, Antonio; Rachedi, Sarah; Caggianese, Giuseppe; Gallo, Luigi; Maiorano, Patrizia; Gimigliano, Francesca; Lucidi, Fabio; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
In: Games for Health Journal, pp. g4h.2023.0202, 2024, ISSN: 2161-783X, 2161-7856.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Labor, Pain, User study, Virtual Reality
@article{melillo_synchronization_2024,
title = {Synchronization of a Virtual Reality Scenario to Uterine Contractions for Labor Pain Management: Development Study and Randomized Controlled Trial},
author = {Antonio Melillo and Sarah Rachedi and Giuseppe Caggianese and Luigi Gallo and Patrizia Maiorano and Francesca Gimigliano and Fabio Lucidi and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
url = {https://www.liebertpub.com/doi/10.1089/g4h.2023.0202},
doi = {10.1089/g4h.2023.0202},
issn = {2161-783X, 2161-7856},
year = {2024},
date = {2024-06-01},
urldate = {2024-07-21},
journal = {Games for Health Journal},
pages = {g4h.2023.0202},
abstract = {Background: Labor is described as one of the most painful events women can experience through their lives, and labor pain shows unique features and rhythmic fluctuations.
Purpose: The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity.
Materials and Methods: We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor.
Results: Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls.
Conclusion: VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.},
keywords = {Artificial Intelligence, Labor, Pain, User study, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Purpose: The present study aims to evaluate virtual reality (VR) analgesic interventions for active labor with biofeedback-based VR technologies synchronized to uterine activity.
Materials and Methods: We developed a VR system modeled on uterine contractions by connecting it to cardiotocographic equipment. We conducted a randomized controlled trial on a sample of 74 cases and 80 controls during active labor.
Results: Results of the study showed a significant reduction of pain scores compared with both preintervention scores and to control group scores; a significant reduction of anxiety levels both compared with preintervention assessment and to control group and significant reduction in fear of labor experience compared with controls.
Conclusion: VR may be considered as an effective nonpharmacological analgesic technique for the treatment of pain and anxiety and fear of childbirth experience during labor. The developed system could improve personalization of care, modulating the multisensory stimulation tailored to labor progression. Further studies are needed to compare the synchronized VR system to uterine activity and unsynchronized VR interventions.
Augello, Agnese; Caggianese, Giuseppe; Gaglio, Giuseppe Fulvio; Gallo, Luigi; Malizia, Velia; Grutta, Stefania La; Tancredi, Giancarlo; Turchetta, Attilio; Vacca, Rosa Anna; Scala, Iris
Serious Games as Emerging E-Health Interventions: Design of an Exergame for the SMILER Project Proceedings Article
In: Schönbohm, Avo; Bellotti, Francesco; Bucchiarone, Antonio; Rosa, Francesca; Ninaus, Manuel; Wang, Alf; Wanick, Vanissa; Dondio, Pierpaolo (Ed.): Games and Learning Alliance, pp. 307–316, Springer Nature Switzerland, Cham, 2024, ISBN: 978-3-031-78269-5.
Abstract | Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Human motion analysis, Serious game
@inproceedings{augello_serious_2024,
title = {Serious Games as Emerging E-Health Interventions: Design of an Exergame for the SMILER Project},
author = {Agnese Augello and Giuseppe Caggianese and Giuseppe Fulvio Gaglio and Luigi Gallo and Velia Malizia and Stefania La Grutta and Giancarlo Tancredi and Attilio Turchetta and Rosa Anna Vacca and Iris Scala},
editor = {Avo Schönbohm and Francesco Bellotti and Antonio Bucchiarone and Francesca Rosa and Manuel Ninaus and Alf Wang and Vanissa Wanick and Pierpaolo Dondio},
doi = {10.1007/978-3-031-78269-5_29},
isbn = {978-3-031-78269-5},
year = {2024},
date = {2024-01-01},
booktitle = {Games and Learning Alliance},
pages = {307–316},
publisher = {Springer Nature Switzerland},
address = {Cham},
abstract = {This paper outlines the design and implementation of an exergame developed under the strategic Italian CNR project SMILER (Serious gaMes in chILdren with nEurological or Respiratory disorders). The project aims at investigating how Serious Games (SG) can enhance the health conditions of young people with chronic diseases, specifically targeting two categories: individuals with Down Syndrome and those with Asthma. The SG employs a narrative strategy within an immersive, interactive setup. The child’s movements are captured and translated into actions performed by an in-game avatar, who is central to the story. Additionally, a wristband continuously monitors the child’s physiological data, ensuring they remain within the aerobic zone. In this document, the game’s architectural modules and design decisions are described, along with introducing the experimental plan to explore the game’s impact on transcriptome profiling (CTRA) gene patterns and neuropsychological outcomes through an upcoming pilot study.},
keywords = {Healthcare, Human Computer Interaction, Human motion analysis, Serious game},
pubstate = {published},
tppubtype = {inproceedings}
}
Buonaguro, Carmen; Gambardella, Ilenia; Rachedi, Sarah; Costagliola, Concetta; Muoio, Giuseppina; Forno, Sabatino Del; Paino, Jessica Anna Cinzia; Chirico, Andrea; Caggianese, Giuseppe; Gallo, Luigi; Pietro, Giuseppe De; Giordano, Antonio; Guida, Maurizio
Correlazione tra uso della realtà virtuale in corso di travaglio di parto e fear of childbirth Miscellaneous
2024.
Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Virtual Reality
@misc{buonaguro_correlazione_2024,
title = {Correlazione tra uso della realtà virtuale in corso di travaglio di parto e fear of childbirth},
author = {Carmen Buonaguro and Ilenia Gambardella and Sarah Rachedi and Concetta Costagliola and Giuseppina Muoio and Sabatino Del Forno and Jessica Anna Cinzia Paino and Andrea Chirico and Giuseppe Caggianese and Luigi Gallo and Giuseppe De Pietro and Antonio Giordano and Maurizio Guida},
url = {https://www.sigo.it/wp-content/uploads/2024/04/SIGO2024_finale_Firenze.pdf},
year = {2024},
date = {2024-01-01},
address = {Firenze, Italy},
keywords = {Healthcare, Human Computer Interaction, Virtual Reality},
pubstate = {published},
tppubtype = {misc}
}
Costagliola, Concetta; Buonaguro, Carmen; Rachedi, Sarah; Gambardella, Ilenia; Mancusi, Luca; Sorrentino, Emanuele; Mallardo, Giuliana; Turco, Maddalena; Marino, Simona; Chirico, Andrea; Caggianese, Giuseppe; Gallo, Luigi; Pietro, Giuseppe De; Giordano, Antonio; Guida, Maurizio
Applicazione della realtà virtuale in corso di travaglio di parto Miscellaneous
2024.
Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Virtual Reality
@misc{costagliola_applicazione_2024,
title = {Applicazione della realtà virtuale in corso di travaglio di parto},
author = {Concetta Costagliola and Carmen Buonaguro and Sarah Rachedi and Ilenia Gambardella and Luca Mancusi and Emanuele Sorrentino and Giuliana Mallardo and Maddalena Turco and Simona Marino and Andrea Chirico and Giuseppe Caggianese and Luigi Gallo and Giuseppe De Pietro and Antonio Giordano and Maurizio Guida},
url = {https://www.sigo.it/wp-content/uploads/2024/04/SIGO2024_finale_Firenze.pdf},
year = {2024},
date = {2024-01-01},
address = {Firenze, Italy},
keywords = {Healthcare, Human Computer Interaction, Virtual Reality},
pubstate = {published},
tppubtype = {misc}
}
Gambardella, Ilenia; Buonaguro, Carmen; Rachedi, Sarah; Mancusi, Luca; Costagliola, Concetta; Castellano, Francesca; Zapparella, Rosanna; Esposito, Gennaro; Chirico, Andrea; Caggianese, Giuseppe; Gallo, Luigi; Pietro, Giuseppe De; Giordano, Antonio; Guida, Maurizio
Depressione post partum e uso della realtà virtuale in corso di travaglio di parto: correlazioni e implicazioni Miscellaneous
2024.
Links | BibTeX | Tags: Healthcare, Human Computer Interaction, Virtual Reality
@misc{gambardella_depressione_2024,
title = {Depressione post partum e uso della realtà virtuale in corso di travaglio di parto: correlazioni e implicazioni},
author = {Ilenia Gambardella and Carmen Buonaguro and Sarah Rachedi and Luca Mancusi and Concetta Costagliola and Francesca Castellano and Rosanna Zapparella and Gennaro Esposito and Andrea Chirico and Giuseppe Caggianese and Luigi Gallo and Giuseppe De Pietro and Antonio Giordano and Maurizio Guida},
url = {https://www.sigo.it/wp-content/uploads/2024/04/SIGO2024_finale_Firenze.pdf},
year = {2024},
date = {2024-01-01},
address = {Firenze, Italy},
keywords = {Healthcare, Human Computer Interaction, Virtual Reality},
pubstate = {published},
tppubtype = {misc}
}
Generosi, Andrea; Villafan, Josè Yuri; Montanari, Roberto; Mengoni, Maura
A Multimodal Approach to Understand Driver’s Distraction for DMS Proceedings Article
In: Antona, Margherita; Stephanidis, Constantine (Ed.): Universal Access in Human-Computer Interaction, pp. 250–270, Springer Nature Switzerland, Cham, 2024, ISBN: 9783031608759.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Computer Vision and Pattern Recognition, Deep Learning, Human Computer Interaction
@inproceedings{generosi_multimodal_2024,
title = {A Multimodal Approach to Understand Driver’s Distraction for DMS},
author = {Andrea Generosi and Josè Yuri Villafan and Roberto Montanari and Maura Mengoni},
editor = {Margherita Antona and Constantine Stephanidis},
doi = {10.1007/978-3-031-60875-9_17},
isbn = {9783031608759},
year = {2024},
date = {2024-01-01},
booktitle = {Universal Access in Human-Computer Interaction},
pages = {250–270},
publisher = {Springer Nature Switzerland},
address = {Cham},
abstract = {This study introduces a multimodal approach for enhancing the accuracy of Driver Monitoring Systems (DMS) in detecting driver distraction. By integrating data from vehicle control units with vision-based information, the research aims to address the limitations of current DMS. The experimental setup involves a driving simulator and advanced computer vision, deep learning technologies for facial expression recognition, and head rotation analysis. The findings suggest that combining various data types—behavioral, physiological, and emotional—can significantly improve DMS’s predictive capability. This research contributes to the development of more sophisticated, adaptive, and real-time systems for improving driver safety and advancing autonomous driving technologies.},
keywords = {Artificial Intelligence, Computer Vision and Pattern Recognition, Deep Learning, Human Computer Interaction},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Sabatucci, Luca; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Envisioning Digital Practices in the Metaverse: A Methodological Perspective Journal Article
In: Future Internet, vol. 15, no. 12, pp. 1–19, 2023, ISSN: 1999-5903, (Number: 394 Publisher: Multidisciplinary Digital Publishing Institute).
Abstract | Links | BibTeX | Tags: Digital Practices, Digital Twins, Human Computer Interaction, Metaverse, Social Practices, Virtual Reality
@article{sabatucci_envisioning_2023,
title = {Envisioning Digital Practices in the Metaverse: A Methodological Perspective},
author = {Luca Sabatucci and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://www.mdpi.com/1999-5903/15/12/394},
doi = {10.3390/fi15120394},
issn = {1999-5903},
year = {2023},
date = {2023-12-01},
urldate = {2023-12-07},
journal = {Future Internet},
volume = {15},
number = {12},
pages = {1–19},
abstract = {Researchers are exploring methods that exploit digital twins as all-purpose abstractions for sophisticated modelling and simulation, bringing elements of the real world into the virtual realm. Digital twins are essential elements of the digital transformation of society, which mostly benefit manufacturing, smart cities, healthcare contexts, and in general systems that include humans in the loop. As the metaverse concept continues to evolve, the line separating the virtual and the real will progressively fade away. Considering the metaverse’s goal to emulate our social reality, it becomes essential to examine the aspects that characterise real-world interaction practices and explicitly model both physical and social contexts. While the unfolding metaverse may reshape these practices in distinct ways from their real-world counterparts, our position is that it is essential to incorporate social theories into the modelling processes of digital twins within the metaverse. In this work, we discuss our perspective by introducing a digital practice model inspired by the theory of social practice. We illustrate this model by exploiting the scenario of a virtual grocery shop designed to help older adults reduce their social isolation.},
note = {Number: 394
Publisher: Multidisciplinary Digital Publishing Institute},
keywords = {Digital Practices, Digital Twins, Human Computer Interaction, Metaverse, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Dourou, Nefeli; Bruschi, Valeria; Generosi, Andrea; Mengoni, Maura; Cecchi, Stefania
The Effect of Immersive Audio Rendering on Listeners’ Emotional State Proceedings Article
In: 2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA), pp. 1–7, IEEE, Bologna, Italy, 2023, ISBN: 9798350311044.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Emotion Recognition, Human Computer Interaction
@inproceedings{dourou_effect_2023,
title = {The Effect of Immersive Audio Rendering on Listeners’ Emotional State},
author = {Nefeli Dourou and Valeria Bruschi and Andrea Generosi and Maura Mengoni and Stefania Cecchi},
url = {https://ieeexplore.ieee.org/document/10289263/},
doi = {10.1109/I3DA57090.2023.10289263},
isbn = {9798350311044},
year = {2023},
date = {2023-09-01},
urldate = {2024-12-28},
booktitle = {2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA)},
pages = {1–7},
publisher = {IEEE},
address = {Bologna, Italy},
abstract = {Immersive audio rendering techniques allow for generating a 3D scenario where the listener can perceive the sound from all directions. An important aspect of these approaches is the subjective perception of the listener and how these types of systems are perceived from the emotional point of view and how they can influence the listener's mood. In this context, a deep investigation of immersive sound perception considering subjective perception in terms of flowing emotion is performed. Starting from a 4-channels immersive audio system and an emotion-aware system based on the analysis of the user's facial expressions, several experiments have been performed to investigate a correlation between immersive perception and the listener's emotions.},
keywords = {Artificial Intelligence, Emotion Recognition, Human Computer Interaction},
pubstate = {published},
tppubtype = {inproceedings}
}
Vacca, Rosa Anna; Gallo, Luigi; Grutta, Stefania La; Scala, Iris
I Serious game nella gestione delle alterazioni neuro-comportamentali Journal Article
In: PHARMASTAR Digital Medicine, vol. 3, no. 2, pp. 63–66, 2023.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{vacca_i_2023,
title = {I Serious game nella gestione delle alterazioni neuro-comportamentali},
author = {Rosa Anna Vacca and Luigi Gallo and Stefania La Grutta and Iris Scala},
url = {https://www.pharmastar.it/downloads/downloadclickcounter.inc.html?from=6021782O&field=downloads&id=39285246O},
year = {2023},
date = {2023-08-01},
journal = {PHARMASTAR Digital Medicine},
volume = {3},
number = {2},
pages = {63–66},
abstract = {Lo sviluppo tecnologico in tema di videogiochi interattivi didattici digitali, Serious Games (SG), è cresciuto esponenzialmente negli ultimi anni dopo il rilascio nel 2010 del primo dispositivo in grado di tracciare con precisione i movimenti umani nello spazio 3D. Moltissimi ricercatori interessati allo sviluppo di nuovi interventi terapeutici digitali hanno rivolto il loro interesse scientifico alla progettazione di sempre più sofisticati SG e nella ricerca della dimostrazione della loro efficacia in ambito medico. L’articolo di cui forniamo una breve sintesi e di recente pubblicato nella prestigiosa rivista Neuroscience and Biobehavioral Reviews, è stato concepito nell’ambito del progetto SMILER (Serious gaMes as emerging e-health Interventions for young people with neurologicaL or rEspiratory disoRders) finanziato dal Consiglio Nazionale delle Ricerche (bando progetti@cnr 1/2020) in corso di svolgimento dal nostro team multidisciplinare composto da ricercatori di vari Istituti del CNR con la collaborazioni di colleghi dell’Università Federico II di Napoli e la Sapienza di Roma. In questa nostra recente pubblicazione, abbiamo cercato di fornire una panoramica delle attuali conoscenze sul funzionamento dei Serious Game come terapie digitali, offrendo un’interpretazione critica e soffermandoci sugli studi che hanno suggerito i Serious Games come interventi innovativi e promettenti nella gestione dei disturbi neurocomportamentali e cognitivi nei bambini e negli adolescenti con malattie nel neurosviluppo. I disturbi del neurosviluppo sono determinati da una compromissione dello sviluppo e del funzionamento del cervello che si verifica durante la finestra di sviluppo fetale/neonatale. Le cause possono essere varie come aberrazioni genetiche, monogenetiche o cromosomiche, che determinano anche alterazioni sistemiche, come accade nelle sindromi dell’X-Fragile e di Rett, oppure nella sindrome di Down. Ma anche bambini e gli adolescenti con disturbi dello spettro autistico e con disturbo da deficit di attenzione e iperattività (ADHD), in cui un profilo eziologico è complesso e non ancora ben identificato, presentano disturbi del neurosviluppo. In queste malattie si osservano precocemente compromissioni nella sfera delle capacità adattive, cognitive e motorie associate a problemi comportamentali, ovvero alterazioni dell'attenzione, della regolazione dell'ansia e dello stress. Queste alterazioni riguardano sia la sfera delle emozioni personali che delle relazioni sociali, e limitano fortemente la qualità di vita dei pazienti e delle loro famiglie. In un’ottica olistica e in assenza di terapie specifiche, la progettazione di interventi terapeutici digitali mirati ai sintomi cognitivo-comportamentali, a sostituzione o a supporto delle terapie psico-farmacologiche, è una sfida che lo sviluppo tecnologico sta affrontando.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Vacca, Rosa Anna; Augello, Agnese; Gallo, Luigi; Caggianese, Giuseppe; Malizia, Velia; Grutta, Stefania La; Murero, Monica; Valenti, Daniela; Tullo, Apollonia; Balech, Bachir; Marzano, Flaviana; Ghezzo, Alessandro; Tancredi, Giancarlo; Turchetta, Attilio; Riccio, Maria Pia; Bravaccio, Carmela; Scala, Iris
In: Neuroscience & Biobehavioral Reviews, vol. 149, pp. 105156, 2023, ISSN: 0149-7634.
Abstract | Links | BibTeX | Tags: Cognitive disorders, Human Computer Interaction, Serious game
@article{vacca_serious_2023,
title = {Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders},
author = {Rosa Anna Vacca and Agnese Augello and Luigi Gallo and Giuseppe Caggianese and Velia Malizia and Stefania La Grutta and Monica Murero and Daniela Valenti and Apollonia Tullo and Bachir Balech and Flaviana Marzano and Alessandro Ghezzo and Giancarlo Tancredi and Attilio Turchetta and Maria Pia Riccio and Carmela Bravaccio and Iris Scala},
url = {https://www.sciencedirect.com/science/article/pii/S0149763423001252},
doi = {10.1016/j.neubiorev.2023.105156},
issn = {0149-7634},
year = {2023},
date = {2023-06-01},
urldate = {2023-04-14},
journal = {Neuroscience & Biobehavioral Reviews},
volume = {149},
pages = {105156},
abstract = {Children and adolescents with neurodevelopmental disorders generally show adaptive, cognitive and motor skills impairments associated with behavioral problems, i.e., alterations in attention, anxiety and stress regulation, emotional and social relationships, which strongly limit their quality of life. This narrative review aims at providing a critical overview of the current knowledge in the field of serious games (SGs), known as digital instructional interactive videogames, applied to neurodevelopmental disorders. Indeed, a growing number of studies is drawing attention to SGs as innovative and promising interventions in managing neurobehavioral and cognitive disturbs in children with neurodevelopmental disorders. Accordingly, we provide a literature overview of the current evidence regarding the actions and the effects of SGs. In addition, we describe neurobehavioral alterations occurring in some specific neurodevelopmental disorders for which a possible therapeutic use of SGs has been suggested. Finally, we discuss findings obtained in clinical trials using SGs as digital therapeutics in neurodevelopment disorders and suggest new directions and hypotheses for future studies to bridge the gaps between clinical research and clinical practice.},
keywords = {Cognitive disorders, Human Computer Interaction, Serious game},
pubstate = {published},
tppubtype = {article}
}
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}
}
Pirani, Massimiliano; Cucchiarelli, Alessandro; Spalazzi, Luca
Paradigms for database-centric application interfaces Proceedings Article
In: 2022 4th international conference on industry 4.0 and smart manufacturing, ISM 2022, pp. 835–845, Elsevier B.V., 2023.
Abstract | Links | BibTeX | Tags: Active Database Management Systems, Database-Centric Applications, Human Computer Interaction, Multi-Agent Systems
@inproceedings{20.500.12607_24523,
title = {Paradigms for database-centric application interfaces},
author = {Massimiliano Pirani and Alessandro Cucchiarelli and Luca Spalazzi},
doi = {10.1016/j.procs.2022.12.280},
year = {2023},
date = {2023-01-01},
booktitle = {2022 4th international conference on industry 4.0 and smart manufacturing, ISM 2022},
volume = {217},
pages = {835–845},
publisher = {Elsevier B.V.},
series = {PROCEDIA COMPUTER SCIENCE},
abstract = {The database-centric approach for industrial applications in the fourth industrial revolution has been proposed as a viable possibility in view of new trends towards distributed, autonomic, and intelligent control systems. In particular, with the RMAS architecture and its compliance to the new directions envisioned by the IEC 61499 standard, a suitable advanced instance of the database-centric paradigm was achieved. In this work, the focus is on the aspects that concern the impact of the database-centric paradigm in the realm of design of human-machine and machine-to-machine interfaces. A discussion of the implications and an example are provided in order to let the industrial informatics community start with an assessment of the proposed vision.},
keywords = {Active Database Management Systems, Database-Centric Applications, Human Computer Interaction, Multi-Agent Systems},
pubstate = {published},
tppubtype = {inproceedings}
}
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: 978-1-66549-153-2.
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 = {978-1-66549-153-2},
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: 978-1-66548-574-6, (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 = {978-1-66548-574-6},
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{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}
}
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}
}
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}
}
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}
}
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.
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' experiences
@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' experiences},
pubstate = {published},
tppubtype = {article}
}