Publications
OUR RESEARCH
Scientific Publications
Here you can find the comprehensive list of publications from the members of the Research Center on Computer Vision and eXtended Reality (xRAI).
Use the tag cloud to filter papers based on specific research topics, or use the menus to filter by year, type of publication, or authors.
For each paper, you have the option to view additional details such as the Abstract, Links, and BibTex record.
Research is formalized curiosity. It is poking and prying with a purpose
Zora Neale Hurston
2025
Krilavičius, Tomas; Paolis, Lucio Tommaso De; Luca, Valerio De; Spjut, Josef
eXtended Reality and Artificial Intelligence in Medicine and Rehabilitation Journal Article
In: Information Systems Frontiers, 2025, ISSN: 13873326.
Abstract | Links | BibTeX | Tags: 3D modeling, Artificial Intelligence, Augmented Reality, Extended reality, Minimally-invasive surgery, Personalized medicine, Pre-operative planning, Surgery
@article{krilavicius_extended_2025,
title = {eXtended Reality and Artificial Intelligence in Medicine and Rehabilitation},
author = {Tomas Krilavičius and Lucio Tommaso De Paolis and Valerio De Luca and Josef Spjut},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217159420&doi=10.1007%2fs10796-025-10580-8&partnerID=40&md5=3bc0bae0925d3f2f6d1a6e1e659b9aae},
doi = {10.1007/s10796-025-10580-8},
issn = {13873326},
year = {2025},
date = {2025-01-01},
journal = {Information Systems Frontiers},
abstract = {This special issue focuses on the application of eXtended Reality (XR) technologies—comprising Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—and Artificial Intelligence (AI) in the fields of medicine and rehabilitation. AR provides support in minimally invasive surgery, where it visualises internal anatomical structures on the patient’s body and provides real-time feedback to improve accuracy, keep the surgeon’s attention and reduce the risk of errors. Furthermore, XR technologies can be used to develop applications for pre-operative planning or for training surgeons through serious games. AI finds applications both in medical image processing, for the recognition of anatomical structures and the reconstruction of 3D models, and in the analysis of biological data for patient monitoring and disease diagnosis. In rehabilitation, XR and AI can enable personalised therapy plans, increase patient engagement through immersive environments and provide real-time feedback to improve recovery outcomes. The papers in this special issue deal with rehabilitation through serious games, AI-enhanced XR applications for healthcare, digital twins and the analysis of bio/neuro-adaptive signals. © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2025.},
keywords = {3D modeling, Artificial Intelligence, Augmented Reality, Extended reality, Minimally-invasive surgery, Personalized medicine, Pre-operative planning, Surgery},
pubstate = {published},
tppubtype = {article}
}
2024
Rausa, Maria; Gaglio, Salvatore; Augello, Agnese; Caggianese, Giuseppe; Franchini, Silvia; Gallo, Luigi; Sabatucci, Luca
Enriching Metaverse with Memories Through Generative AI: A Case Study Proceedings Article
In: 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 371–376, 2024.
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Metaverse, Modeling, Virtual Reality
@inproceedings{rausa_enriching_2024,
title = {Enriching Metaverse with Memories Through Generative AI: A Case Study},
author = {Maria Rausa and Salvatore Gaglio and Agnese Augello and Giuseppe Caggianese and Silvia Franchini and Luigi Gallo and Luca Sabatucci},
url = {https://ieeexplore.ieee.org/abstract/document/10796338},
doi = {10.1109/MetroXRAINE62247.2024.10796338},
year = {2024},
date = {2024-10-01},
urldate = {2025-01-08},
booktitle = {2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {371–376},
abstract = {The paper introduces MetaMemory, an approach to generate 3D models from either textual descriptions or photographs of objects, offering dual input modes for enhanced representation. MetaMemory's architecture is discussed presenting the tools employed in extracting the object from the image, generating the 3D mesh from texts or images, and visualizing the object reconstruction in an immersive scenario. Afterwards, a case study in which we experienced reconstructing memories of ancient crafts is examined together with the achieved results, by highlighting current limitations and potential applications.},
keywords = {Artificial Intelligence, Metaverse, Modeling, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Vaccarini, Massimo; Spegni, Francesco; Giretti, Alberto; Pirani, Massimiliano; Carbonari, Alessandro
Interoperable mixed reality for facility management: a cyber-physical perspective Journal Article
In: Journal of Information Technology in Construction (ITcon), vol. 29, no. 26, pp. 573–595, 2024.
Abstract | Links | BibTeX | Tags: Building Commissioning, Cyber-Physical Systems, Interoperability, Mixed Reality
@article{vaccariniInteroperableMixedReality2024,
title = {Interoperable mixed reality for facility management: a cyber-physical perspective},
author = {Massimo Vaccarini and Francesco Spegni and Alberto Giretti and Massimiliano Pirani and Alessandro Carbonari},
url = {http://www.itcon.org/paper/2024/26},
doi = {10.36680/j.itcon.2024.026},
year = {2024},
date = {2024-08-01},
urldate = {2024-10-05},
journal = {Journal of Information Technology in Construction (ITcon)},
volume = {29},
number = {26},
pages = {573–595},
abstract = {The management of building commissioning requires specialists from different organizations and with different skills. Collaboration processes involves several actors and decision-making at different levels. As building commissioning has already been described as systems-of-systems (SoS), the research reported in this paper claims that this definition can be extended into cyber-physical system-of-systems (CPSoS), requiring identification and support of both human-machine and machine-machine interactions in a hybrid environment. These requirements give rise to several challenges, such as capturing information about the existing facility, visualizing, comparing, and validating the compliance of alternative commissioning projects. The study presented in this paper reports methodological and technological solutions that are built on the integration between BIM and mixed reality, to actualize a CPSoS paradigm and to implement human-machine interaction for situated cognition towards an immersive collaborative working environment. The results of the experimental platform have been showcased in a full-scale real-life demonstrator.},
keywords = {Building Commissioning, Cyber-Physical Systems, Interoperability, Mixed Reality},
pubstate = {published},
tppubtype = {article}
}
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.
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}
}
Luca, Valerio De; Schena, Annamaria; Covino, Attilio; Bitonto, Pierpaolo Di; Potenza, Ada; Barba, Maria Cristina; D’Errico, Giovanni; Paolis, Lucio Tommaso De
Serious Games for the Treatment of Children with ADHD: The BRAVO Project Journal Article
In: Information Systems Frontiers, 2024, ISSN: 13873326.
Abstract | Links | BibTeX | Tags: Biofeedback, Experimental test, Extended reality, Serious games, Topological category, Virtual Reality
@article{de_luca_serious_2024,
title = {Serious Games for the Treatment of Children with ADHD: The BRAVO Project},
author = {Valerio De Luca and Annamaria Schena and Attilio Covino and Pierpaolo Di Bitonto and Ada Potenza and Maria Cristina Barba and Giovanni D’Errico and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85182427594&doi=10.1007%2fs10796-023-10457-8&partnerID=40&md5=76f272c62aa29cbd1d919e8ec9ddadfd},
doi = {10.1007/s10796-023-10457-8},
issn = {13873326},
year = {2024},
date = {2024-01-01},
journal = {Information Systems Frontiers},
abstract = {Children affected by attention-deficit hyperactivity disorder (ADHD) exhibit several symptoms characterized by inattention, impulsivity and motor hyperactivity that impair both school performance and everyday life. The BRAVO (Beyond the tReatment of the Attention deficit hyperactiVity disOrder) project dealt with the development of several serious games based on extended reality that help patients improve in self-control, respect for rules, attention and concentration. In order to achieve both logopaedic and behavioural educational goals, serious games were developed concerning three different categories: Topological Categories, Infinite Runner and Planning. Experimental tests conducted over a six-month period assessed the patients’ performance and the emotional impact of the games, also showing a general improvement in cognitive and behavioural functions. © 2024, The Author(s).},
keywords = {Biofeedback, Experimental test, Extended reality, Serious games, Topological category, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
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}
}
Gaglio, Giuseppe Fulvio; Augello, Agnese; Pipitone, Arianna; Gallo, Luigi; Sorbello, Rosario; Chella, Antonio
Moral Mediators in the Metaverse: Exploring Artificial Morality through a Talking Cricket Paradigm Proceedings Article
In: Bruno, Alessandro; Pipitone, Arianna; Manzotti, Riccardo; Augello, Agnese; Mazzeo, Pier Luigi; Vella, Filippo; Chella, Antonio (Ed.): Proceedings of the 1st Workshop on Artificial Intelligence for Perception and Artificial Consciousness (AIxPAC 2023), pp. 30–43, CEUR, Roma, Italy, 2023, (ISSN: 1613-0073).
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Virtual Reality
@inproceedings{gaglio_moral_2023,
title = {Moral Mediators in the Metaverse: Exploring Artificial Morality through a Talking Cricket Paradigm},
author = {Giuseppe Fulvio Gaglio and Agnese Augello and Arianna Pipitone and Luigi Gallo and Rosario Sorbello and Antonio Chella},
editor = {Alessandro Bruno and Arianna Pipitone and Riccardo Manzotti and Agnese Augello and Pier Luigi Mazzeo and Filippo Vella and Antonio Chella},
url = {https://ceur-ws.org/Vol-3563/#paper_9},
year = {2023},
date = {2023-11-01},
urldate = {2023-11-27},
booktitle = {Proceedings of the 1st Workshop on Artificial Intelligence for Perception and Artificial Consciousness (AIxPAC 2023)},
volume = {3563},
pages = {30–43},
publisher = {CEUR},
address = {Roma, Italy},
series = {CEUR Workshop Proceedings},
abstract = {As technological innovations continue to shape our social interactions, the Metaverse introduces im mersive experiences that reflect real-life practices, accessible by users through their avatars. However, these interactions also bring forth potential negative aspects, including discrimination and cyberbullying. While current automatic detection systems exist, educating users on appropriate behaviour remains crucial. Leveraging recent advancements in Artificial Intelligence, the paper focuses on creating virtual AI-controlled moral agents within the Metaverse to guide users in dealing with moral dilemmas. The research aims to understand how such agents impact users’ perceptions and behaviours in ethically challenging virtual environments.},
note = {ISSN: 1613-0073},
keywords = {Artificial Intelligence, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Palombi, Tommaso; Galli, Federica; Giancamilli, Francesco; D’Amico, Monica; Alivernini, Fabio; Gallo, Luigi; Neroni, Pietro; Predazzi, Marco; Pietro, Giuseppe De; Lucidi, Fabio; Giordano, Antonio; Chirico, Andrea
The role of sense of presence in expressing cognitive abilities in a virtual reality task: an initial validation study Journal Article
In: Scientific Reports, vol. 13, no. 1, pp. 13396, 2023, ISSN: 2045-2322, (Number: 1 Publisher: Nature Publishing Group).
Abstract | Links | BibTeX | Tags: Artificial Intelligence, Healthcare, Psychology, Virtual Reality
@article{palombi_role_2023,
title = {The role of sense of presence in expressing cognitive abilities in a virtual reality task: an initial validation study},
author = {Tommaso Palombi and Federica Galli and Francesco Giancamilli and Monica D’Amico and Fabio Alivernini and Luigi Gallo and Pietro Neroni and Marco Predazzi and Giuseppe De Pietro and Fabio Lucidi and Antonio Giordano and Andrea Chirico},
url = {https://www.nature.com/articles/s41598-023-40510-0},
doi = {10.1038/s41598-023-40510-0},
issn = {2045-2322},
year = {2023},
date = {2023-08-01},
urldate = {2023-08-24},
journal = {Scientific Reports},
volume = {13},
number = {1},
pages = {13396},
abstract = {There is a raised interest in literature to use Virtual Reality (VR) technology as an assessment tool for cognitive domains. One of the essential advantages of transforming tests in an immersive virtual environment is the possibility of automatically calculating the test’s score, a time-consuming process under natural conditions. Although the characteristics of VR can deliver different degrees of immersion in a virtual environment, the sense of presence could jeopardize the evolution of these practices. The sense of presence results from a complex interaction between human, contextual factors, and the VR environment. The present study has two aims: firstly, it contributes to the validation of a virtual version of the naturalistic action test (i.e., virtual reality action test); second, it aims to evaluate the role of sense of presence as a critical booster of the expression of cognitive abilities during virtual reality tasks. The study relies on healthy adults tested in virtual and real conditions in a cross-over research design. The study’s results support the validity of the virtual reality action test. Furthermore, two structural equation models are tested to comprehend the role of sense of presence as a moderator in the relationship between cognitive abilities and virtual task performance.},
note = {Number: 1
Publisher: Nature Publishing Group},
keywords = {Artificial Intelligence, Healthcare, Psychology, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Carbonari, Alessandro; Pirani, Massimiliano; Giretti, Alberto
Leveraging BIM and Mixed Reality to Actualize Lean Construction Proceedings Article
In: 31st Annual Conference of the International Group for Lean Construction (IGLC 31), pp. 116–127, 2023, (ISSN: 2789-0015).
Abstract | Links | BibTeX | Tags: BIM, Collaboration, Lean Construction, Mixed Reality
@inproceedings{carbonariLeveragingBIMMixed2023,
title = {Leveraging BIM and Mixed Reality to Actualize Lean Construction},
author = {Alessandro Carbonari and Massimiliano Pirani and Alberto Giretti},
url = {https://www.iglc.net/papers/details/2111},
year = {2023},
date = {2023-01-01},
urldate = {2024-10-05},
booktitle = {31st Annual Conference of the International Group for Lean Construction (IGLC 31)},
pages = {116–127},
abstract = {Lean construction is made of principles, measures and methods that aim at maximizing process efficiency. Several tools have been developed to minimize waste, maximize customer value, improve the conduction of processes, and pursue other sub-objectives in construction. This effort is becoming more and more important due to the rising construction project size and variety, displacement of resources in diverse geographic locations, high-performance pressure. This paper reports the development and on-site tests in a real-life demonstrator of two management tools, which apply some principles of lean construction management at the design and delivery phases. The first one takes advantage of the integration between BIM and mixed reality, having the final aim of improving collaboration and communication among the actors involved. The second one exploits BIM modelling and search algorithms within a process-based management platform, in order to facilitate short-cycle planning and distributed decision-making in the production process. Both tools have been tested in the case of a building renovation project. The results show that they can improve communication efficiency, reduce rework, speed up work monitoring, control and supervising in construction management, and that they can address several of Liker's lean principles, as classified by the 4P model.},
note = {ISSN: 2789-0015},
keywords = {BIM, Collaboration, Lean Construction, Mixed Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Luca, Valerio De; Barba, Maria Cristina; D’Errico, Giovanni; Nuzzo, Benito Luigi; Paolis, Lucio Tommaso De
A user experience analysis for a mobile Mixed Reality application for cultural heritage Journal Article
In: Virtual Reality, vol. 27, no. 4, pp. 2821 – 2837, 2023, ISSN: 13594338.
Abstract | Links | BibTeX | Tags: Cultural Heritage, Extended reality, Mixed Reality, Mobile applications, Presence, Users' experiences, Virtual reconstruction
@article{de_luca_user_2023,
title = {A user experience analysis for a mobile Mixed Reality application for cultural heritage},
author = {Valerio De Luca and Maria Cristina Barba and Giovanni D’Errico and Benito Luigi Nuzzo and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85166928184&doi=10.1007%2fs10055-023-00840-w&partnerID=40&md5=88cdbef1a2145318018db416770987bc},
doi = {10.1007/s10055-023-00840-w},
issn = {13594338},
year = {2023},
date = {2023-01-01},
journal = {Virtual Reality},
volume = {27},
number = {4},
pages = {2821 – 2837},
abstract = {Mixed Reality has emerged as a valuable tool for the promotion of cultural heritage. In this context, in particular, the metaphor of virtual portals allows the virtual visit of monuments that are inaccessible or no longer exist in their original form, integrating them into the real environment. This paper presents the development of a Mixed Reality mobile application that proposes a virtual reconstruction of the church of Sant’Elia in Ruggiano, in the southern province of Lecce (Italy). By placing the virtual portal in the same place where the entrance of the church was located, the user can cross this threshold to enter inside and make a virtual journey into the past. The user experience was evaluated by administering a questionnaire to 60 users who tried the application. From the data collected, four user experience factors were identified (interest, focus of attention, presence and usability), which were compared between young and old, male and female users, and between users who had already visited the church in person and all other users. In general, the scores reveal a total independence of the other three factors from usability and a very high level of interest. © 2023, The Author(s).},
keywords = {Cultural Heritage, Extended reality, Mixed Reality, Mobile applications, Presence, Users' experiences, Virtual reconstruction},
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}
}
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: 9783031358975.
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 = {9783031358975},
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}
}
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: 9783031159282.
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 = {9783031159282},
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}
}
D’Errico, Giovanni; Barba, Maria Cristina; Gatto, Carola; Nuzzo, Benito Luigi; Nuccetelli, Fabiana; Luca, Valerio De; Paolis, Lucio Tommaso De
Measuring the Effectiveness of Virtual Reality for Stress Reduction: Psychometric Evaluation of the ERMES Project Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 14218 LNCS, pp. 484 – 499, 2023, ISSN: 03029743.
Abstract | Links | BibTeX | Tags: Clinical interview, Healthcare, Mindfulness, Patient treatment, Psychometric, Stress reduction, Virtual Reality, Wellbeing
@article{derrico_measuring_2023,
title = {Measuring the Effectiveness of Virtual Reality for Stress Reduction: Psychometric Evaluation of the ERMES Project},
author = {Giovanni D’Errico and Maria Cristina Barba and Carola Gatto and Benito Luigi Nuzzo and Fabiana Nuccetelli and Valerio De Luca and Lucio Tommaso De Paolis},
editor = {De Paolis L.T and Arpaia P and Sacco M},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85172225273&doi=10.1007%2f978-3-031-43401-3_32&partnerID=40&md5=b8c309ef39cb9fa2384569507fb560f8},
doi = {10.1007/978-3-031-43401-3_32},
issn = {03029743},
year = {2023},
date = {2023-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {14218 LNCS},
pages = {484 – 499},
abstract = {Among all the technologies that make up the Digital Psychology intervention, Virtual Reality (VR) represents a decisive paradigm of innovation since it allows to work in terms of prevention and monitoring of many psychological issues, such as stress, anxiety, depression and burnout. This paper presents ERMES project “Virtual Reality to promote the well-being of vulnerable people within Hospitals", and a preliminary psychometric assessment of the results obtained from its first experimentation. Specifically, the main goal is to provide a tool that can act on stress levels by practicing Mindfulness sessions, virtual museum exploration, and Art Therapy activities, with the possibility of safely sharing the experience with other patients. During the experimental phase, clinical interviews and psychometric tests were carried out in order to assess the impact of VR therapy after participating in the experimental protocol. This first analysis shows significant changes in the stress levels, that have to be confirmed by the biosignals data acquired during the experimentation, that still needs to be evaluated. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.},
keywords = {Clinical interview, Healthcare, Mindfulness, Patient treatment, Psychometric, Stress reduction, Virtual Reality, Wellbeing},
pubstate = {published},
tppubtype = {article}
}
Luca, Valerio De; Gatto, Carola; Liaci, Silvia; Corchia, Laura; Chiarello, Sofia; Faggiano, Federica; Sumerano, Giada; Paolis, Lucio Tommaso De
Virtual Reality and Spatial Augmented Reality for Social Inclusion: The “Includiamoci” Project Journal Article
In: Information (Switzerland), vol. 14, no. 1, 2023, ISSN: 20782489.
Abstract | Links | BibTeX | Tags: Augmented Reality, Content creation, Extended reality, Social inclusion, Spatial Augmented Reality, Spatial presence, Users' experiences, Virtual museum, Virtual Reality, Wellbeing
@article{de_luca_virtual_2023,
title = {Virtual Reality and Spatial Augmented Reality for Social Inclusion: The “Includiamoci” Project},
author = {Valerio De Luca and Carola Gatto and Silvia Liaci and Laura Corchia and Sofia Chiarello and Federica Faggiano and Giada Sumerano and Lucio Tommaso De Paolis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85146797271&doi=10.3390%2finfo14010038&partnerID=40&md5=25f102c40d0fc7e3b55ba7fc4b902a0c},
doi = {10.3390/info14010038},
issn = {20782489},
year = {2023},
date = {2023-01-01},
journal = {Information (Switzerland)},
volume = {14},
number = {1},
abstract = {Extended Reality (XR) technology represents an innovative tool to address the challenges of the present, as it allows for experimentation with new solutions in terms of content creation and its fruition by different types of users. The potential to modulate the experience based on the target audience’s needs and the project’s objectives makes XR suitable for creating new accessibility solutions. The “Includiamoci” project was carried out with the aim of creating workshops on social inclusion through the combination of art and technology. Specifically, the experimentation involved ten young people between the ages of 28 and 50, with cognitive disabilities, who participated in Extended Reality workshops and Art Therapy workshops. In the course of these activities, the outputs obtained were two: a virtual museum, populated by the participants’ works, and a digital set design for a theatrical performance. Through two tests, one on user experience (UX) and one on the degree of well-being, the effectiveness of the entire project was evaluated. In conclusion, the project demonstrated how the adopted solutions were appropriate to the objectives, increasing our knowledge of UX for a target audience with specific user needs and using XR in the context of social inclusion. © 2023 by the authors.},
keywords = {Augmented Reality, Content creation, Extended reality, Social inclusion, Spatial Augmented Reality, Spatial presence, Users' experiences, Virtual museum, Virtual Reality, Wellbeing},
pubstate = {published},
tppubtype = {article}
}
Luca, Valerio De; Pellegrino, Giulia; Paolis, Lucio Tommaso De
The Impact of Usability and Learnability on Presence Factors in a VR Human Body Navigator Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 14218 LNCS, pp. 378 – 396, 2023, ISSN: 03029743.
Abstract | Links | BibTeX | Tags: Emotional response, Human bodies, Presence, Realism, Usability, User experience, User involvement, Users' experiences, Virtual Reality
@article{de_luca_impact_2023,
title = {The Impact of Usability and Learnability on Presence Factors in a VR Human Body Navigator},
author = {Valerio De Luca and Giulia Pellegrino and Lucio Tommaso De Paolis},
editor = {De Paolis L.T and Arpaia P and Sacco M},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85172218258&doi=10.1007%2f978-3-031-43401-3_25&partnerID=40&md5=1cd3b0b54a70441c45cfb86de894b7cd},
doi = {10.1007/978-3-031-43401-3_25},
issn = {03029743},
year = {2023},
date = {2023-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {14218 LNCS},
pages = {378 – 396},
abstract = {Alongside the traditional concept of usability, dealing with the ease of use of a product, over the years the concept of learnability has been introduced, which refers to the possibility of learning to use a system easily and quickly. In contexts characterised by a significant level of user involvement, the traditional concept of usability has evolved into the more complex concept of user experience, which also includes emotional, cognitive or physical responses. In the specific case of virtual environments, an important factor of user experience is the sense of presence, defined as the subjective experience of being in a place. This work aims at experimentally assessing which components of presence are significantly influenced by usability and learnability in a Virtual Reality environment for the navigation in the human body developed for the HTC Vive. The presence factors analysed in this work were Realism, Ability to act, Interface quality, Ability to examine and Self-assessment of performance. The results showed a significant impact of usability mainly on the perception of realism and a limited impact of learnability on the ability to act in the virtual environment. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.},
keywords = {Emotional response, Human bodies, Presence, Realism, Usability, User experience, User involvement, Users' experiences, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Pellegrino, Giulia; D’errico, Giovanni; Luca, Valerio De; Barba, Maria Cristina; Paolis, Lucio Tommaso De
Hand Tracking for XR-Based Apraxia Assessment: A Preliminary Study Proceedings Article
In: Y, Dekhtyar; I, Saknite (Ed.): IFMBE Proceedings, pp. 362 – 369, Springer Science and Business Media Deutschland GmbH, 2023, ISBN: 978-3-031-37131-8.
Abstract | Links | BibTeX | Tags: Extended reality, Hand-tracking, Healthcare, Palmprint recognition, Virtual Reality
@inproceedings{pellegrino_hand_2023,
title = {Hand Tracking for XR-Based Apraxia Assessment: A Preliminary Study},
author = {Giulia Pellegrino and Giovanni D’errico and Valerio De Luca and Maria Cristina Barba and Lucio Tommaso De Paolis},
editor = {Dekhtyar Y and Saknite I},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85176782991&doi=10.1007%2f978-3-031-37132-5_46&partnerID=40&md5=254a97b96c37b7683fee091befe51b56},
doi = {10.1007/978-3-031-37132-5_46},
isbn = {978-3-031-37131-8},
year = {2023},
date = {2023-01-01},
booktitle = {IFMBE Proceedings},
volume = {89},
pages = {362 – 369},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {The current assessment of upper limb apraxia consists in administering tests to patient, using analog instruments. The use of immersive Extended Reality (XR) environments allows the evaluation of such tests in a quantitative manner and not relying solely on the medical observations. The objective of the study is to provide a tool to support the assessment of hand apraxia using an immersive simulation scenario. The focus of the study is, therefore, to evaluate a hand tracking system, for analyzing the patient’s interactions with the virtual environment, while performing apraxia assessment tests. It was necessary to preliminarily test the system on a pathology-free subject to verify its suitability for clinical objectives. Thanks to the trajectories stored by the hand tracking system, it is possible to estimate a minimum threshold value from which the detection made by the camera can be studied. Since this is a preliminary study, it is not possible to return results on the main objective. It can be seen from the results obtained that the selected hand tracking technology proves capable of providing the information required by the apraxia assessment. Further testing campaigns on specific patients and further interventions to improve the virtual environment are needed. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.},
keywords = {Extended reality, Hand-tracking, Healthcare, Palmprint recognition, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
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 detections, 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 detections, 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, Usability, User experience, Users' experiences
@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, Usability, User experience, Users' experiences},
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{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}
}