Publications
Here you can find the complete list of my publications. You can use the tag cloud below to select only the papers dealing with specific research topics. You can expand the Abstract, Links and BibTex record of each paper.
2025
Santoriello, Vittorio; Ponsiglione, Alfonso Maria; Giugliano, Carmine; Buonaguro, Carmen; Gallo, Luigi; Caggianese, Giuseppe; Cascella, Marco; Pietro, Giuseppe De; Chirico, Andrea; Giordano, Antonio; Amato, Francesco; Romano, Maria; Guida, Maurizio
Virtual Reality and Biosignals for Labor Pain Relief: A Pilot Study Proceedings Article
In: 2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 565–569, 2025.
Abstract | Links | BibTeX | Tags: Biosignals, ECG, Heart rate variability, Neural engineering, Pain, Pregnancy, Skin, Visualization, Wearable devices
@inproceedings{santoriello_virtual_2025,
title = {Virtual Reality and Biosignals for Labor Pain Relief: A Pilot Study},
author = {Vittorio Santoriello and Alfonso Maria Ponsiglione and Carmine Giugliano and Carmen Buonaguro and Luigi Gallo and Giuseppe Caggianese and Marco Cascella and Giuseppe De Pietro and Andrea Chirico and Antonio Giordano and Francesco Amato and Maria Romano and Maurizio Guida},
url = {https://ieeexplore.ieee.org/abstract/document/11340443},
doi = {10.1109/MetroXRAINE66377.2025.11340443},
year = {2025},
date = {2025-10-01},
urldate = {2026-02-06},
booktitle = {2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {565–569},
abstract = {Labor pain is intense and multifaceted, requiring effective management to ensure both maternal and neonatal well-being. This study explores the use of virtual reality (VR) as a distraction tool, combined with biosignal monitoring. Electro-dermal activity and heart rate variability (HRV) were recorded using wearable devices on four pregnant women. The acquisition protocol was divided into three phases: before, during, and after VR exposure. To complement the physiological data, the Visual Analog Scale was administered before and after each session. Participants were also asked to evaluate how effective they found the experimental treatment in helping them relax during labor, using a 1 to 10 scale. Results showed reduced sympathetic activity during VR, indicated by lower skin conductance and HRV features (heart rate and low-frequency/high-frequency ratio), suggesting a calming effect. In addition, participants manifested a 55.72% reduction in perceived anxiety and expressed positive appreciation for the VR treatment. Ongoing data collection will allow for deeper investigation of these trends, enabling more detailed analyses during individual contractions and facilitating correlation with subjective questionnaire responses. These findings highlight the potential of VR as a non-invasive, personalized approach to managing labor pain.},
keywords = {Biosignals, ECG, Heart rate variability, Neural engineering, Pain, Pregnancy, Skin, Visualization, Wearable devices},
pubstate = {published},
tppubtype = {inproceedings}
}
Angelis, Grazia De; Saviano, Emilio; Scuotto, Chiara; Iannello, Nicoló M.; Generosi, Andrea; Luca, Valerio De; Rega, Angelo; Triberti, Stefano; Affuso, Gaetana; Gallo, Luigi; Limone, Pierpaolo
2025, (Accepted: 2025-10-16T18:01:10Z).
Abstract | Links | BibTeX | Tags: Psychology, User study, Virtual Reality
@unpublished{de_angelis_utilitarian_2025,
title = {Utilitarian choice and self-serving cognitive distortions: using VR to investigate adolescents’ responses and enhance interventions},
author = {Grazia De Angelis and Emilio Saviano and Chiara Scuotto and Nicoló M. Iannello and Andrea Generosi and Valerio De Luca and Angelo Rega and Stefano Triberti and Gaetana Affuso and Luigi Gallo and Pierpaolo Limone},
url = {https://www.unipegaso.iris.cineca.it/handle/20.500.12607/62203},
year = {2025},
date = {2025-01-01},
urldate = {2026-02-06},
abstract = {11},
note = {Accepted: 2025-10-16T18:01:10Z},
keywords = {Psychology, User study, Virtual Reality},
pubstate = {published},
tppubtype = {unpublished}
}
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
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}
}
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{melilloSynchronizationVirtualReality2024,
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.
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{augelloSeriousGamesEmerging2024,
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}
}
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}
}
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}
}
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}
}
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}
}
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).
Abstract | Links | BibTeX | Tags: Digital Practices, Digital Twins, Human computer interaction, Metaverse, Social Practices, Virtual Reality
@article{sabatucciEnvisioningDigitalPractices2023,
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},
publisher = {Multidisciplinary Digital Publishing Institute},
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},
keywords = {Digital Practices, Digital Twins, Human computer interaction, Metaverse, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
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).
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},
publisher = {Multidisciplinary Digital Publishing Institute},
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},
keywords = {Digital Practices, Digital Twins, Human computer interaction, Metaverse, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Dipanda, Albert; Gallo, Luigi; Yetongnon, Kokou (Ed.)
2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2023, ISBN: 979-8-3503-7091-1, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags: Computer Vision and Pattern Recognition, Image processing
@book{dipanda202317thInternational2023,
title = {2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Albert Dipanda and Luigi Gallo and Kokou Yetongnon},
url = {https://ieeexplore.ieee.org/servlet/opac?punumber=10472709},
isbn = {979-8-3503-7091-1},
year = {2023},
date = {2023-11-01},
publisher = {IEEE Computer Society},
abstract = {We are pleased to welcome you to SITIS 2023, the seventeenth edition of the IEEE International
Conference on Signal-Image Technology & Internet-Based Systems. We thank the authors for their
valuable contributions to the conference. SITIS 2023 aims to bring together researchers from the major
communities of signal/image processing and information modeling and analysis, and to foster crossdisciplinary
collaborations. The conference consists of two tracks: SIVT (Signal & Image and Vision
Technology), which focuses on recent developments and evolutions in signal processing, image
analysis, vision, coding & authentication, and retrieval techniques; and ISSA (Intelligent Systems
Services and Applications), which covers emerging concepts, architectures, protocols, and
methodologies for data management on the Web and the Internet of Things technologies that connect
unlimited numbers of smart objects. In addition to these tracks, SITIS 2023 also features some
workshops that address a wide range of related but more specific topics.},
note = {tex.referencetype: proceedings},
keywords = {Computer Vision and Pattern Recognition, Image processing},
pubstate = {published},
tppubtype = {book}
}
Conference on Signal-Image Technology & Internet-Based Systems. We thank the authors for their
valuable contributions to the conference. SITIS 2023 aims to bring together researchers from the major
communities of signal/image processing and information modeling and analysis, and to foster crossdisciplinary
collaborations. The conference consists of two tracks: SIVT (Signal & Image and Vision
Technology), which focuses on recent developments and evolutions in signal processing, image
analysis, vision, coding & authentication, and retrieval techniques; and ISSA (Intelligent Systems
Services and Applications), which covers emerging concepts, architectures, protocols, and
methodologies for data management on the Web and the Internet of Things technologies that connect
unlimited numbers of smart objects. In addition to these tracks, SITIS 2023 also features some
workshops that address a wide range of related but more specific topics.
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{gaglioMoralMediatorsMetaverse2023,
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},
issn = {1613-0073},
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.},
keywords = {Artificial intelligence, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
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, (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},
issn = {1613-0073},
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}
}
Dipanda, Albert; Gallo, Luigi; Yetongnon, Kokou (Ed.)
2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2023, ISBN: 979-8-3503-7091-1, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags: Computer Vision and Pattern Recognition, Image processing
@book{dipanda_2023_2023,
title = {2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Albert Dipanda and Luigi Gallo and Kokou Yetongnon},
url = {https://ieeexplore.ieee.org/servlet/opac?punumber=10472709},
isbn = {979-8-3503-7091-1},
year = {2023},
date = {2023-11-01},
publisher = {IEEE Computer Society},
abstract = {We are pleased to welcome you to SITIS 2023, the seventeenth edition of the IEEE International
Conference on Signal-Image Technology & Internet-Based Systems. We thank the authors for their
valuable contributions to the conference. SITIS 2023 aims to bring together researchers from the major
communities of signal/image processing and information modeling and analysis, and to foster crossdisciplinary
collaborations. The conference consists of two tracks: SIVT (Signal & Image and Vision
Technology), which focuses on recent developments and evolutions in signal processing, image
analysis, vision, coding & authentication, and retrieval techniques; and ISSA (Intelligent Systems
Services and Applications), which covers emerging concepts, architectures, protocols, and
methodologies for data management on the Web and the Internet of Things technologies that connect
unlimited numbers of smart objects. In addition to these tracks, SITIS 2023 also features some
workshops that address a wide range of related but more specific topics.},
note = {tex.referencetype: proceedings},
keywords = {Computer Vision and Pattern Recognition, Image processing},
pubstate = {published},
tppubtype = {book}
}
Conference on Signal-Image Technology & Internet-Based Systems. We thank the authors for their
valuable contributions to the conference. SITIS 2023 aims to bring together researchers from the major
communities of signal/image processing and information modeling and analysis, and to foster crossdisciplinary
collaborations. The conference consists of two tracks: SIVT (Signal & Image and Vision
Technology), which focuses on recent developments and evolutions in signal processing, image
analysis, vision, coding & authentication, and retrieval techniques; and ISSA (Intelligent Systems
Services and Applications), which covers emerging concepts, architectures, protocols, and
methodologies for data management on the Web and the Internet of Things technologies that connect
unlimited numbers of smart objects. In addition to these tracks, SITIS 2023 also features some
workshops that address a wide range of related but more specific topics.
Sabatucci, Luca; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Digital Practices: Introducing Social Dimension in Digital Twins Proceedings Article
In: 2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 52–57, IEEE, Milano, Italy, 2023, ISBN: 979-8-3503-0080-2.
Abstract | Links | BibTeX | Tags: Cyber-Physical Systems, Digital Twins, Elderly
@inproceedings{sabatucciDigitalPracticesIntroducing2023,
title = {Digital Practices: Introducing Social Dimension in Digital Twins},
author = {Luca Sabatucci and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://ieeexplore.ieee.org/document/10405710/},
doi = {10.1109/MetroXRAINE58569.2023.10405710},
isbn = {979-8-3503-0080-2},
year = {2023},
date = {2023-10-01},
urldate = {2024-02-19},
booktitle = {2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {52–57},
publisher = {IEEE},
address = {Milano, Italy},
abstract = {Digital Twin is one of the key components of society's digital transformation and a promising paradigm to support the development of cyber-physical systems. Currently, researchers are investigating methodologies that exploit Digital Twins as general-purpose abstractions for complex modelling and simulation. This paper explores the idea of explicitly representing the physical and social context in cyber-physical systems through dynamic digital entities. To this aim, we introduce the concept of Digital Practice as a shared (social) digital concept, highlighting how reality is not merely described by the state of physical objects (digital twins) but also by connections among them. We illustrate this concept by exploiting an assistance scenario for the elderly.},
keywords = {Cyber-Physical Systems, Digital Twins, Elderly},
pubstate = {published},
tppubtype = {inproceedings}
}
Sabatucci, Luca; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Digital Practices: Introducing Social Dimension in Digital Twins Proceedings Article
In: 2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 52–57, IEEE, Milano, Italy, 2023, ISBN: 979-8-3503-0080-2.
Abstract | Links | BibTeX | Tags: Cyber-Physical Systems, Digital Twins, Elderly
@inproceedings{sabatucci_digital_2023,
title = {Digital Practices: Introducing Social Dimension in Digital Twins},
author = {Luca Sabatucci and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://ieeexplore.ieee.org/document/10405710/},
doi = {10.1109/MetroXRAINE58569.2023.10405710},
isbn = {979-8-3503-0080-2},
year = {2023},
date = {2023-10-01},
urldate = {2024-02-19},
booktitle = {2023 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {52–57},
publisher = {IEEE},
address = {Milano, Italy},
abstract = {Digital Twin is one of the key components of society's digital transformation and a promising paradigm to support the development of cyber-physical systems. Currently, researchers are investigating methodologies that exploit Digital Twins as general-purpose abstractions for complex modelling and simulation. This paper explores the idea of explicitly representing the physical and social context in cyber-physical systems through dynamic digital entities. To this aim, we introduce the concept of Digital Practice as a shared (social) digital concept, highlighting how reality is not merely described by the state of physical objects (digital twins) but also by connections among them. We illustrate this concept by exploiting an assistance scenario for the elderly.},
keywords = {Cyber-Physical Systems, Digital Twins, Elderly},
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).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Healthcare, Psychology, Virtual Reality
@article{palombiRoleSensePresence2023,
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},
publisher = {Nature Publishing Group},
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},
keywords = {Artificial intelligence, Healthcare, Psychology, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
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).
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},
publisher = {Nature Publishing Group},
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},
keywords = {Artificial intelligence, Healthcare, Psychology, Virtual Reality},
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{vaccaSeriousGamesNew2023,
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}
}
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}
}
Basdekis, Ioannis; Kloukinas, Christos; Agostinho, Carlos; Vezakis, Ioannis; Pimenta, Andreia; Gallo, Luigi; Spanoudakis, Georgios
Pseudonymisation in the context of GDPR-compliant medical research Proceedings Article
In: 2023 19th International Conference on the Design of Reliable Communication Networks (DRCN), pp. 1–6, IEEE, Vilanova i la Geltru, Spain, 2023, ISBN: 978-1-6654-7598-3.
Abstract | Links | BibTeX | Tags: GDPR, Healthcare, Security
@inproceedings{basdekisPseudonymisationContextGDPRcompliant2023,
title = {Pseudonymisation in the context of GDPR-compliant medical research},
author = {Ioannis Basdekis and Christos Kloukinas and Carlos Agostinho and Ioannis Vezakis and Andreia Pimenta and Luigi Gallo and Georgios Spanoudakis},
url = {https://ieeexplore.ieee.org/document/10108370/},
doi = {10.1109/DRCN57075.2023.10108370},
isbn = {978-1-6654-7598-3},
year = {2023},
date = {2023-04-01},
urldate = {2023-05-09},
booktitle = {2023 19th International Conference on the Design of Reliable Communication Networks (DRCN)},
pages = {1–6},
publisher = {IEEE},
address = {Vilanova i la Geltru, Spain},
abstract = {Pseudonymisation is a data protection technique often used to protect the privacy of individuals when their personal data are being used for research purposes. Not only is it a key ingredient of the General Data Protection Regulation (GDPR) that requires organisations to ensure that the personal data they process is handled in a secure manner, but it is particularly important in assisting medical research given that often relies on sensitive personal data, since it reduces the risk that medical data could be misused or mishandled. For managing their medical data, it is important to ensure that such data are protected against unauthorised access, and can be reutilised in an anonymous fashion, while still authorised personnel is able to identify the study participant that some data belong to (e.g., for personalised interventions, technical alerts, technical support). In addition, the re-identification of a study participant is a pre-requisite for exercising their rights under the GDPR, since it assists organisations in meeting GDPR requirements (such as the right to access, rectify and portability of data). We argue that the application of pseudonymisation is particularly effective when considered during the early stages (Privacy by Design) of digital services implementation, as well as when defining the complementary to these organizational procedures. Aim of this paper is to present the way in which the pseudonymisation mechanism of the SMART BEAR H2020 project supports the triptych of research activities conducted within the context of an observational medical study, legal obligations arising from the regulatory framework for the protection of personal data, and reutilisation of data for research purposes. Evidence-based security and privacy assessments will be conducted on two different H2020 projects to evaluate such privacy practice.},
keywords = {GDPR, Healthcare, Security},
pubstate = {published},
tppubtype = {inproceedings}
}
Basdekis, Ioannis; Kloukinas, Christos; Agostinho, Carlos; Vezakis, Ioannis; Pimenta, Andreia; Gallo, Luigi; Spanoudakis, Georgios
Pseudonymisation in the context of GDPR-compliant medical research Proceedings Article
In: 2023 19th International Conference on the Design of Reliable Communication Networks (DRCN), pp. 1–6, IEEE, Vilanova i la Geltru, Spain, 2023, ISBN: 978-1-6654-7598-3.
Abstract | Links | BibTeX | Tags: GDPR, Healthcare, Security
@inproceedings{basdekis_pseudonymisation_2023,
title = {Pseudonymisation in the context of GDPR-compliant medical research},
author = {Ioannis Basdekis and Christos Kloukinas and Carlos Agostinho and Ioannis Vezakis and Andreia Pimenta and Luigi Gallo and Georgios Spanoudakis},
url = {https://ieeexplore.ieee.org/document/10108370/},
doi = {10.1109/DRCN57075.2023.10108370},
isbn = {978-1-6654-7598-3},
year = {2023},
date = {2023-04-01},
urldate = {2023-05-09},
booktitle = {2023 19th International Conference on the Design of Reliable Communication Networks (DRCN)},
pages = {1–6},
publisher = {IEEE},
address = {Vilanova i la Geltru, Spain},
abstract = {Pseudonymisation is a data protection technique often used to protect the privacy of individuals when their personal data are being used for research purposes. Not only is it a key ingredient of the General Data Protection Regulation (GDPR) that requires organisations to ensure that the personal data they process is handled in a secure manner, but it is particularly important in assisting medical research given that often relies on sensitive personal data, since it reduces the risk that medical data could be misused or mishandled. For managing their medical data, it is important to ensure that such data are protected against unauthorised access, and can be reutilised in an anonymous fashion, while still authorised personnel is able to identify the study participant that some data belong to (e.g., for personalised interventions, technical alerts, technical support). In addition, the re-identification of a study participant is a pre-requisite for exercising their rights under the GDPR, since it assists organisations in meeting GDPR requirements (such as the right to access, rectify and portability of data). We argue that the application of pseudonymisation is particularly effective when considered during the early stages (Privacy by Design) of digital services implementation, as well as when defining the complementary to these organizational procedures. Aim of this paper is to present the way in which the pseudonymisation mechanism of the SMART BEAR H2020 project supports the triptych of research activities conducted within the context of an observational medical study, legal obligations arising from the regulatory framework for the protection of personal data, and reutilisation of data for research purposes. Evidence-based security and privacy assessments will be conducted on two different H2020 projects to evaluate such privacy practice.},
keywords = {GDPR, Healthcare, Security},
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
2023.
Abstract | Links | BibTeX | Tags:
@misc{palombiHowIndividualFactors2023,
title = {How individual factors intervene in the expression of cognitive abilities in a virtual immersive task: a validation study of the Virtual Reality Action Test},
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.researchsquare.com},
doi = {10.21203/rs.3.rs-2598757/v1},
year = {2023},
date = {2023-03-01},
urldate = {2023-07-03},
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-consum...},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
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
2023.
Abstract | Links | BibTeX | Tags:
@misc{palombi_how_2023,
title = {How individual factors intervene in the expression of cognitive abilities in a virtual immersive task: a validation study of the Virtual Reality Action Test},
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.researchsquare.com},
doi = {10.21203/rs.3.rs-2598757/v1},
year = {2023},
date = {2023-03-01},
urldate = {2023-07-03},
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-consum...},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Su, Qiqi; Peretokin, Vadim; Basdekis, Ioannis; Kouris, Ioannis; Maggesi, Jonatan; Sicuranza, Mario; Acebes, Alberto; Bucur, Anca; Mukkala, Vinod Jaswanth Roy; Pozdniakov, Konstantin; Kloukinas, Christos; Koutsouris, Dimitrios D.; Iliadou, Eleftheria; Leontsinis, Ioannis; Gallo, Luigi; Pietro, Giuseppe De; Spanoudakis, George
The SMART BEAR Project: An Overview of Its Infrastructure Proceedings Article
In: Maciaszek, Leszek A.; Mulvenna, Maurice D.; Ziefle, Martina (Ed.): Information and Communication Technologies for Ageing Well and e-Health, pp. 408–425, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-37496-8.
Abstract | Links | BibTeX | Tags: Artificial intelligence
@inproceedings{suSMARTBEARProject2023,
title = {The SMART BEAR Project: An Overview of Its Infrastructure},
author = {Qiqi Su and Vadim Peretokin and Ioannis Basdekis and Ioannis Kouris and Jonatan Maggesi and Mario Sicuranza and Alberto Acebes and Anca Bucur and Vinod Jaswanth Roy Mukkala and Konstantin Pozdniakov and Christos Kloukinas and Dimitrios D. Koutsouris and Eleftheria Iliadou and Ioannis Leontsinis and Luigi Gallo and Giuseppe De Pietro and George Spanoudakis},
editor = {Leszek A. Maciaszek and Maurice D. Mulvenna and Martina Ziefle},
doi = {10.1007/978-3-031-37496-8_21},
isbn = {978-3-031-37496-8},
year = {2023},
date = {2023-01-01},
booktitle = {Information and Communication Technologies for Ageing Well and e-Health},
pages = {408–425},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Communications in Computer and Information Science},
abstract = {The paper describes a cloud-based platform that utilizes Artificial Intelligence (AI) and Explainable AI techniques to deliver evidence-based, personalized interventions to individuals over 65 suffering or at risk of hearing loss, cardiovascular disease, cognitive impairments, balance disorders, or mental health issues, while supporting efficient remote monitoring and clinician-driven guidance. As part of the SMART BEAR integrated project, this platform has been developed to support its large-scale clinical trials. The platform consists of a standards-based data harmonization and management layer, as well as a security component, a Big Data Analytics system, a Clinical Decision Support system, and a dashboard component to facilitate efficient data collection across pilot sites.},
keywords = {Artificial intelligence},
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 = {2023-01-01},
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}
}
Augello, Agnese; Caggianese, Giuseppe; Casoria, Luigi; Gallo, Luigi; Montalti, Roberto; Neroni, Pietro; Rompianesi, Gianluca; Troisi, Roberto
Augmenting Collaborative Practices: The Hololiver Case Study Proceedings Article
In: 2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS), pp. 234–241, 2023, ISBN: 979-8-3503-7091-1.
Abstract | Links | BibTeX | Tags:
@inproceedings{augelloAugmentingCollaborativePractices2023,
title = {Augmenting Collaborative Practices: The Hololiver Case Study},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Casoria and Luigi Gallo and Roberto Montalti and Pietro Neroni and Gianluca Rompianesi and Roberto Troisi},
doi = {10.1109/SITIS61268.2023.00043},
isbn = {979-8-3503-7091-1},
year = {2023},
date = {2023-01-01},
booktitle = {2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
pages = {234–241},
abstract = {Advances in Mixed Reality (MR) technologies are reshaping collaborative practices. The seamless integration of physical and virtual elements enhances the perception of the working environment, providing a more enriched collaborative task experience. While revealing intriguing potential across various sectors, wearing head-mounted displays (HMDs) can pose challenges in communication and in understanding others' behaviours. This paper analyses the main elements of collaborative augmented practices through the case study of Hololiver, a MR system developed to assist surgeons in planning laparoscopic liver surgeries. The work discusses guidelines for designing interfaces to preserve awareness in MR interactions. © 2023 IEEE.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Sabatucci, Luca; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Coordinating Systems of Digital Twins with Digital Practices Proceedings Article
In: Malvone, Vadim; Murano, Aniello (Ed.): Multi-Agent Systems, pp. 406–414, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-43264-4.
Abstract | Links | BibTeX | Tags:
@inproceedings{sabatucciCoordinatingSystemsDigital2023,
title = {Coordinating Systems of Digital Twins with Digital Practices},
author = {Luca Sabatucci and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
editor = {Vadim Malvone and Aniello Murano},
doi = {10.1007/978-3-031-43264-4_26},
isbn = {978-3-031-43264-4},
year = {2023},
date = {2023-01-01},
booktitle = {Multi-Agent Systems},
pages = {406–414},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Lecture Notes in Computer Science},
abstract = {Digital Twin is a promising paradigm to support the development of socio-technical systems for the digital transformation of society. For example, smart cities and healthcare applications gain advantages from this new paradigm. Currently, researchers are investigating methodologies that exploit Digital Twins as general-purpose abstractions for complex modelling and simulation. Taking inspiration from the Social Practice theory, this paper explores the idea of explicitly representing the physical and social context in socio-technical systems. To this aim, we introduce the concept of digital practice as an additional brick of a methodology for modelling and implementing socio-technical systems via digital twins and agents. We illustrate this preliminary idea by exploiting an assistance scenario for the elderly.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Design Strategies to Enhance Awareness in MR Collaborative Systems Proceedings Article
In: Paolis, Lucio Tommaso De; Arpaia, Pasquale; Sacco, Marco (Ed.): Extended Reality, pp. 424–436, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-43401-3.
Abstract | Links | BibTeX | Tags:
@inproceedings{augelloDesignStrategiesEnhance2023,
title = {Design Strategies to Enhance Awareness in MR Collaborative Systems},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = {Lucio Tommaso De Paolis and Pasquale Arpaia and Marco Sacco},
doi = {10.1007/978-3-031-43401-3_28},
isbn = {978-3-031-43401-3},
year = {2023},
date = {2023-01-01},
booktitle = {Extended Reality},
pages = {424–436},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Lecture Notes in Computer Science},
abstract = {An increasing number of innovative technologies are fostering augmented collaborative systems, thus setting the milestones of future collaboration paradigms. By merging real and virtual elements, mixed reality technologies lead to an augmented perception of the working environment and, consequently, an enriched experience of collaborative task execution. However, at the same time, such technologies can also impede proper communication and understanding among the entities working in concert to reach a common goal. Wearing head-mounted displays and simultaneously managing two different interactions - human-human and human-machine can lead to misunderstandings with co-workers. This also can hinder awareness, a fundamental requirement for the effective execution of collaborative tasks. As a consequence, cognitive load can increase with a negative impact on task performance. This paper analyses the main elements of a collaborative practice. Specifically, our aim is to identify crucial factors that must be considered for designing an effective interface for a collaborative mixed reality system. Then, we discuss some solutions to ensure that technology can act as an aid, rather than an impediment, to the accomplishment of collaborative tasks.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
VITE I Conference: Contributes in the frame of a Human Augmentation Space Journal Article
In: Journal of the Italian Astronomical Society, vol. 94, no. 1, pp. 97–101, 2023, ISSN: 1824-0178.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Augmented Reality, Enactivism, Human augmentation, Human computer interaction, Virtual Reality
@article{augelloVITEConferenceContributes2023,
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}
}
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}
}
Su, Qiqi; Peretokin, Vadim; Basdekis, Ioannis; Kouris, Ioannis; Maggesi, Jonatan; Sicuranza, Mario; Acebes, Alberto; Bucur, Anca; Mukkala, Vinod Jaswanth Roy; Pozdniakov, Konstantin; Kloukinas, Christos; Koutsouris, Dimitrios D.; Iliadou, Eleftheria; Leontsinis, Ioannis; Gallo, Luigi; Pietro, Giuseppe De; Spanoudakis, George
The SMART BEAR Project: An Overview of Its Infrastructure Proceedings Article
In: Maciaszek, Leszek A.; Mulvenna, Maurice D.; Ziefle, Martina (Ed.): Information and Communication Technologies for Ageing Well and e-Health, pp. 408–425, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-37496-8.
Abstract | Links | BibTeX | Tags: Artificial intelligence
@inproceedings{su_smart_2023,
title = {The SMART BEAR Project: An Overview of Its Infrastructure},
author = {Qiqi Su and Vadim Peretokin and Ioannis Basdekis and Ioannis Kouris and Jonatan Maggesi and Mario Sicuranza and Alberto Acebes and Anca Bucur and Vinod Jaswanth Roy Mukkala and Konstantin Pozdniakov and Christos Kloukinas and Dimitrios D. Koutsouris and Eleftheria Iliadou and Ioannis Leontsinis and Luigi Gallo and Giuseppe De Pietro and George Spanoudakis},
editor = {Leszek A. Maciaszek and Maurice D. Mulvenna and Martina Ziefle},
doi = {10.1007/978-3-031-37496-8_21},
isbn = {978-3-031-37496-8},
year = {2023},
date = {2023-01-01},
booktitle = {Information and Communication Technologies for Ageing Well and e-Health},
pages = {408–425},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Communications in Computer and Information Science},
abstract = {The paper describes a cloud-based platform that utilizes Artificial Intelligence (AI) and Explainable AI techniques to deliver evidence-based, personalized interventions to individuals over 65 suffering or at risk of hearing loss, cardiovascular disease, cognitive impairments, balance disorders, or mental health issues, while supporting efficient remote monitoring and clinician-driven guidance. As part of the SMART BEAR integrated project, this platform has been developed to support its large-scale clinical trials. The platform consists of a standards-based data harmonization and management layer, as well as a security component, a Big Data Analytics system, a Clinical Decision Support system, and a dashboard component to facilitate efficient data collection across pilot sites.},
keywords = {Artificial intelligence},
pubstate = {published},
tppubtype = {inproceedings}
}
Sabatucci, Luca; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Coordinating Systems of Digital Twins with Digital Practices Proceedings Article
In: Malvone, Vadim; Murano, Aniello (Ed.): Multi-Agent Systems, pp. 406–414, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-43264-4.
Abstract | Links | BibTeX | Tags:
@inproceedings{sabatucci_coordinating_2023,
title = {Coordinating Systems of Digital Twins with Digital Practices},
author = {Luca Sabatucci and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
editor = {Vadim Malvone and Aniello Murano},
doi = {10.1007/978-3-031-43264-4_26},
isbn = {978-3-031-43264-4},
year = {2023},
date = {2023-01-01},
booktitle = {Multi-Agent Systems},
pages = {406–414},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Lecture Notes in Computer Science},
abstract = {Digital Twin is a promising paradigm to support the development of socio-technical systems for the digital transformation of society. For example, smart cities and healthcare applications gain advantages from this new paradigm. Currently, researchers are investigating methodologies that exploit Digital Twins as general-purpose abstractions for complex modelling and simulation. Taking inspiration from the Social Practice theory, this paper explores the idea of explicitly representing the physical and social context in socio-technical systems. To this aim, we introduce the concept of digital practice as an additional brick of a methodology for modelling and implementing socio-technical systems via digital twins and agents. We illustrate this preliminary idea by exploiting an assistance scenario for the elderly.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Design Strategies to Enhance Awareness in MR Collaborative Systems Proceedings Article
In: Paolis, Lucio Tommaso De; Arpaia, Pasquale; Sacco, Marco (Ed.): Extended Reality, pp. 424–436, Springer Nature Switzerland, Cham, 2023, ISBN: 978-3-031-43401-3.
Abstract | Links | BibTeX | Tags:
@inproceedings{augello_design_2023,
title = {Design Strategies to Enhance Awareness in MR Collaborative Systems},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = {Lucio Tommaso De Paolis and Pasquale Arpaia and Marco Sacco},
doi = {10.1007/978-3-031-43401-3_28},
isbn = {978-3-031-43401-3},
year = {2023},
date = {2023-01-01},
booktitle = {Extended Reality},
pages = {424–436},
publisher = {Springer Nature Switzerland},
address = {Cham},
series = {Lecture Notes in Computer Science},
abstract = {An increasing number of innovative technologies are fostering augmented collaborative systems, thus setting the milestones of future collaboration paradigms. By merging real and virtual elements, mixed reality technologies lead to an augmented perception of the working environment and, consequently, an enriched experience of collaborative task execution. However, at the same time, such technologies can also impede proper communication and understanding among the entities working in concert to reach a common goal. Wearing head-mounted displays and simultaneously managing two different interactions - human-human and human-machine can lead to misunderstandings with co-workers. This also can hinder awareness, a fundamental requirement for the effective execution of collaborative tasks. As a consequence, cognitive load can increase with a negative impact on task performance. This paper analyses the main elements of a collaborative practice. Specifically, our aim is to identify crucial factors that must be considered for designing an effective interface for a collaborative mixed reality system. Then, we discuss some solutions to ensure that technology can act as an aid, rather than an impediment, to the accomplishment of collaborative tasks.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Caggianese, Giuseppe; Casoria, Luigi; Gallo, Luigi; Montalti, Roberto; Neroni, Pietro; Rompianesi, Gianluca; Troisi, Roberto
Augmenting Collaborative Practices: The Hololiver Case Study Proceedings Article
In: 2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS), pp. 234–241, 2023, ISBN: 979-8-3503-7091-1.
Abstract | Links | BibTeX | Tags:
@inproceedings{augello_augmenting_2023,
title = {Augmenting Collaborative Practices: The Hololiver Case Study},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Casoria and Luigi Gallo and Roberto Montalti and Pietro Neroni and Gianluca Rompianesi and Roberto Troisi},
doi = {10.1109/SITIS61268.2023.00043},
isbn = {979-8-3503-7091-1},
year = {2023},
date = {2023-01-01},
booktitle = {2023 17th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
pages = {234–241},
abstract = {Advances in Mixed Reality (MR) technologies are reshaping collaborative practices. The seamless integration of physical and virtual elements enhances the perception of the working environment, providing a more enriched collaborative task experience. While revealing intriguing potential across various sectors, wearing head-mounted displays (HMDs) can pose challenges in communication and in understanding others' behaviours. This paper analyses the main elements of collaborative augmented practices through the case study of Hololiver, a MR system developed to assist surgeons in planning laparoscopic liver surgeries. The work discusses guidelines for designing interfaces to preserve awareness in MR interactions. © 2023 IEEE.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Casoria, Luigi; Gallo, Luigi; Caggianese, Giuseppe
Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface Proceedings Article
In: 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 127–132, IEEE, 2022, ISBN: 978-1-6654-8574-6.
Abstract | Links | BibTeX | Tags: Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing
@inproceedings{casoriaSafeguardingFaceToFaceCommunication2022,
title = {Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface},
author = {Luigi Casoria and Luigi Gallo and Giuseppe Caggianese},
url = {https://ieeexplore.ieee.org/document/9967661/},
doi = {10.1109/MetroXRAINE54828.2022.9967661},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-10-01},
urldate = {2023-03-15},
booktitle = {2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {127–132},
publisher = {IEEE},
abstract = {Recent advances in wearable augmented reality devices foster the vision of ubiquitous interaction in an immersive, digitally augmented, physical world. Assuming that such devices could one day replace smartphones for accessing information, creating interfaces safeguarding face-to-face communication is challenging. This work presents the design of an interface that adapts the information visualisation to the presence of a possible interlocutor while allowing a high level of user control. The aim was to define an interface for wearable devices adaptive to interactions coming from the surrounding environment and expressly thought for application domains in which it will be necessary to continuously monitor information. For instance, those applications that require monitoring patient data in medical applications or the progress of a production process in an industrial environment. We focused on human-to-human communication, minimising the use of mid-air interaction to hide the synthetic information that might interrupt the conversation flow. Two different visualisation modalities allowing the coexistence of real and virtual worlds are proposed and evaluated in a preliminary study with six participants who showed a generalised appreciation for the solution which maximises the display of information requiring less user intervention.},
keywords = {Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing},
pubstate = {published},
tppubtype = {inproceedings}
}
Gatto, Luigi; Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi; Cascia, Marco La
MET-iquette: enabling virtual agents to have a social compliant behavior in the Metaverse Proceedings Article
In: 2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS), pp. 394–401, 2022.
Abstract | Links | BibTeX | Tags: Human computer interaction, Metaverse, Model of Emotion, Reasoning, Scene Understanding, Social Agents, Social Practices, Virtual Reality
@inproceedings{gattoMETiquetteEnablingVirtual2022,
title = {MET-iquette: enabling virtual agents to have a social compliant behavior in the Metaverse},
author = {Luigi Gatto and Giuseppe Fulvio Gaglio and Agnese Augello and Giuseppe Caggianese and Luigi Gallo and Marco La Cascia},
doi = {10.1109/SITIS57111.2022.00066},
year = {2022},
date = {2022-10-01},
booktitle = {2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
pages = {394–401},
abstract = {Metaverse aims at connecting the physical and digital world in a highly immersive virtual environment that can replicate society and social practices within it. It is populated not only by avatars corresponding to users but also by nonplayer characters (NPCs). These virtual agents should be able to perceive other agents and objects in the scene, reason and act preferably by exhibiting credible and acceptable social behavior. Relying on the Social Practice theory, this work proposes an architecture for the design and development of a virtual agent able to understand social practices in the Metaverse and act by respecting the social norms that the circumstances entail. The agent is equipped with modules for recognizing elements of the scene, knowledge and rules about a set of social practices. The scene information is exploited by a reasoning module that allows the agent to evaluate the current social practice, socially interpret the events, and activate the most appropriate behaviors. The paper describes the proposed architecture, its implementation, and the realization of an experimental virtual scenario.},
keywords = {Human computer interaction, Metaverse, Model of Emotion, Reasoning, Scene Understanding, Social Agents, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Dipanda, Albert; Gallo, Luigi; Yetongnon, Kokou (Ed.)
2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2022, ISBN: 9871-1-6654-6495-6, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags:
@book{dipanda202216thInternational2022,
title = {2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Albert Dipanda and Luigi Gallo and Kokou Yetongnon},
url = {https://ieeexplore.ieee.org/xpl/conhome/10089803/proceeding},
isbn = {9871-1-6654-6495-6},
year = {2022},
date = {2022-10-01},
publisher = {IEEE Computer Society},
abstract = {Welcome to SITIS2022, and thank you to the authors for submitting their work to the conference. This is the sixteenth edition of the International IEEE Conference on Signal-Image Technology & Internet-Based Systems (SITIS2022). After two years of cancellations due to the COVID crisis, we strive to continue the SITIS' drive and tradition of bringing together researchers from the major communities of signal/image processing and information modeling and analysis. The conference comprises two tracks, namely SIVT (Signal & Image and Vision Technology), which focuses on recent developments and evolutions in signal processing, image analysis, vision, coding & authentication, and retrieval techniques. The second track, namely ISSA (Intelligent Systems Services and Applications), is centered on emerging concepts, architectures, protocols, and methodologies for data management on the Web and the Internet of Things technologies that connect unlimited numbers of smart objects. In addition to these tracks, SITIS2022 includes several workshops covering a wide range of related topics.
We received from around the world about 160 original submissions that were evaluated in a peer review process in which each paper received three or more reviews. The acceptance decisions are based on a paper's relevance to track or workshop topics, scientific correctness, and clarity of presentation. Ninety accepted papers are included in the conference proceedings and in the presentation sessions. The technical program includes two keynotes by Dr. Sandro Bimonte (INRAE Paris, France) and Dr. Adrien Bartoli (Université Clermont Auvergne).
The dedication, time, and efforts of many have contributed in different ways to the selection of an exciting scientific program and social events for the conference. First, we acknowledge the commitment and hard work of the track and workshop chairs. They have kept the scientific program in focus and made the discussions interesting and invaluable. We also recognize the commitment and contributions of the program committee members and the additional reviewers. They have evaluated the papers on a very tight time schedule. Our kudos to Dr. Aurélie Bertaux, the local organizing committee chair, and the members of the local committee for giving so much of their time. We could not have done it without them.
We thank the Honorary Chairs, Dr. Pascal Neige, and Dr. Albert Dipanda, and the General chairs, Frank Marzani, and Christophe Nicolle, for their guidance and precious support. Our gratitude also goes to our academic sponsor institutions for their cooperation, support, and assistance: the University of Bourgogne, University of Milan, research groups ImVIA and LIB at the University of Bourgogne, ICAR (Institute of High-Performance Computing and Networking) of the National Research Council of Italy.
We hope the scientific program of SITIS 2022 will satisfy your expectations. We also hope that you will find time to discover and appreciate the wonders of Dijon and the Burgundy region.
The Organizing Committee:
Albert Dipanda, Luigi Gallo, Kokou Yetongnon},
note = {tex.referencetype: proceedings},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
We received from around the world about 160 original submissions that were evaluated in a peer review process in which each paper received three or more reviews. The acceptance decisions are based on a paper's relevance to track or workshop topics, scientific correctness, and clarity of presentation. Ninety accepted papers are included in the conference proceedings and in the presentation sessions. The technical program includes two keynotes by Dr. Sandro Bimonte (INRAE Paris, France) and Dr. Adrien Bartoli (Université Clermont Auvergne).
The dedication, time, and efforts of many have contributed in different ways to the selection of an exciting scientific program and social events for the conference. First, we acknowledge the commitment and hard work of the track and workshop chairs. They have kept the scientific program in focus and made the discussions interesting and invaluable. We also recognize the commitment and contributions of the program committee members and the additional reviewers. They have evaluated the papers on a very tight time schedule. Our kudos to Dr. Aurélie Bertaux, the local organizing committee chair, and the members of the local committee for giving so much of their time. We could not have done it without them.
We thank the Honorary Chairs, Dr. Pascal Neige, and Dr. Albert Dipanda, and the General chairs, Frank Marzani, and Christophe Nicolle, for their guidance and precious support. Our gratitude also goes to our academic sponsor institutions for their cooperation, support, and assistance: the University of Bourgogne, University of Milan, research groups ImVIA and LIB at the University of Bourgogne, ICAR (Institute of High-Performance Computing and Networking) of the National Research Council of Italy.
We hope the scientific program of SITIS 2022 will satisfy your expectations. We also hope that you will find time to discover and appreciate the wonders of Dijon and the Burgundy region.
The Organizing Committee:
Albert Dipanda, Luigi Gallo, Kokou Yetongnon
Casoria, Luigi; Gallo, Luigi; Caggianese, Giuseppe
Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface Proceedings Article
In: 2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE), pp. 127–132, IEEE, 2022, ISBN: 978-1-6654-8574-6, (event-place: Rome, Italy).
Abstract | Links | BibTeX | Tags: Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing
@inproceedings{casoria_safeguarding_2022,
title = {Safeguarding Face-To-Face Communication in Augmented Reality: An Adaptive Interface},
author = {Luigi Casoria and Luigi Gallo and Giuseppe Caggianese},
url = {https://ieeexplore.ieee.org/document/9967661/},
doi = {10.1109/MetroXRAINE54828.2022.9967661},
isbn = {978-1-6654-8574-6},
year = {2022},
date = {2022-10-01},
urldate = {2023-03-15},
booktitle = {2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)},
pages = {127–132},
publisher = {IEEE},
abstract = {Recent advances in wearable augmented reality devices foster the vision of ubiquitous interaction in an immersive, digitally augmented, physical world. Assuming that such devices could one day replace smartphones for accessing information, creating interfaces safeguarding face-to-face communication is challenging. This work presents the design of an interface that adapts the information visualisation to the presence of a possible interlocutor while allowing a high level of user control. The aim was to define an interface for wearable devices adaptive to interactions coming from the surrounding environment and expressly thought for application domains in which it will be necessary to continuously monitor information. For instance, those applications that require monitoring patient data in medical applications or the progress of a production process in an industrial environment. We focused on human-to-human communication, minimising the use of mid-air interaction to hide the synthetic information that might interrupt the conversation flow. Two different visualisation modalities allowing the coexistence of real and virtual worlds are proposed and evaluated in a preliminary study with six participants who showed a generalised appreciation for the solution which maximises the display of information requiring less user intervention.},
note = {event-place: Rome, Italy},
keywords = {Adaptive interface, Augmented Reality, Data visualization, Mobile computing, Natural User Interfaces, Patient monitoring, Ubiquitous computing},
pubstate = {published},
tppubtype = {inproceedings}
}
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}
}
Dipanda, Albert; Gallo, Luigi; Yetongnon, Kokou (Ed.)
2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2022, ISBN: 9871-1-6654-6495-6, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags:
@book{dipanda_2022_2022,
title = {2022 16th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Albert Dipanda and Luigi Gallo and Kokou Yetongnon},
url = {https://ieeexplore.ieee.org/xpl/conhome/10089803/proceeding},
isbn = {9871-1-6654-6495-6},
year = {2022},
date = {2022-10-01},
publisher = {IEEE Computer Society},
abstract = {Welcome to SITIS2022, and thank you to the authors for submitting their work to the conference. This is the sixteenth edition of the International IEEE Conference on Signal-Image Technology & Internet-Based Systems (SITIS2022). After two years of cancellations due to the COVID crisis, we strive to continue the SITIS' drive and tradition of bringing together researchers from the major communities of signal/image processing and information modeling and analysis. The conference comprises two tracks, namely SIVT (Signal & Image and Vision Technology), which focuses on recent developments and evolutions in signal processing, image analysis, vision, coding & authentication, and retrieval techniques. The second track, namely ISSA (Intelligent Systems Services and Applications), is centered on emerging concepts, architectures, protocols, and methodologies for data management on the Web and the Internet of Things technologies that connect unlimited numbers of smart objects. In addition to these tracks, SITIS2022 includes several workshops covering a wide range of related topics.
We received from around the world about 160 original submissions that were evaluated in a peer review process in which each paper received three or more reviews. The acceptance decisions are based on a paper's relevance to track or workshop topics, scientific correctness, and clarity of presentation. Ninety accepted papers are included in the conference proceedings and in the presentation sessions. The technical program includes two keynotes by Dr. Sandro Bimonte (INRAE Paris, France) and Dr. Adrien Bartoli (Université Clermont Auvergne).
The dedication, time, and efforts of many have contributed in different ways to the selection of an exciting scientific program and social events for the conference. First, we acknowledge the commitment and hard work of the track and workshop chairs. They have kept the scientific program in focus and made the discussions interesting and invaluable. We also recognize the commitment and contributions of the program committee members and the additional reviewers. They have evaluated the papers on a very tight time schedule. Our kudos to Dr. Aurélie Bertaux, the local organizing committee chair, and the members of the local committee for giving so much of their time. We could not have done it without them.
We thank the Honorary Chairs, Dr. Pascal Neige, and Dr. Albert Dipanda, and the General chairs, Frank Marzani, and Christophe Nicolle, for their guidance and precious support. Our gratitude also goes to our academic sponsor institutions for their cooperation, support, and assistance: the University of Bourgogne, University of Milan, research groups ImVIA and LIB at the University of Bourgogne, ICAR (Institute of High-Performance Computing and Networking) of the National Research Council of Italy.
We hope the scientific program of SITIS 2022 will satisfy your expectations. We also hope that you will find time to discover and appreciate the wonders of Dijon and the Burgundy region.
The Organizing Committee:
Albert Dipanda, Luigi Gallo, Kokou Yetongnon},
note = {tex.referencetype: proceedings},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
We received from around the world about 160 original submissions that were evaluated in a peer review process in which each paper received three or more reviews. The acceptance decisions are based on a paper's relevance to track or workshop topics, scientific correctness, and clarity of presentation. Ninety accepted papers are included in the conference proceedings and in the presentation sessions. The technical program includes two keynotes by Dr. Sandro Bimonte (INRAE Paris, France) and Dr. Adrien Bartoli (Université Clermont Auvergne).
The dedication, time, and efforts of many have contributed in different ways to the selection of an exciting scientific program and social events for the conference. First, we acknowledge the commitment and hard work of the track and workshop chairs. They have kept the scientific program in focus and made the discussions interesting and invaluable. We also recognize the commitment and contributions of the program committee members and the additional reviewers. They have evaluated the papers on a very tight time schedule. Our kudos to Dr. Aurélie Bertaux, the local organizing committee chair, and the members of the local committee for giving so much of their time. We could not have done it without them.
We thank the Honorary Chairs, Dr. Pascal Neige, and Dr. Albert Dipanda, and the General chairs, Frank Marzani, and Christophe Nicolle, for their guidance and precious support. Our gratitude also goes to our academic sponsor institutions for their cooperation, support, and assistance: the University of Bourgogne, University of Milan, research groups ImVIA and LIB at the University of Bourgogne, ICAR (Institute of High-Performance Computing and Networking) of the National Research Council of Italy.
We hope the scientific program of SITIS 2022 will satisfy your expectations. We also hope that you will find time to discover and appreciate the wonders of Dijon and the Burgundy region.
The Organizing Committee:
Albert Dipanda, Luigi Gallo, Kokou Yetongnon
Melillo, Antonio; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Caggianese, Giuseppe; Barone, Daniela; Laurentiis, Michelino De; Giordano, Antonio
Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature Journal Article
In: Cancers, vol. 14, no. 13, pp. 3163, 2022, ISSN: 2072-6694.
Abstract | Links | BibTeX | Tags: Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality
@article{melilloVirtualRealityRehabilitation2022,
title = {Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature},
author = {Antonio Melillo and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Giuseppe Caggianese and Daniela Barone and Michelino De Laurentiis and Antonio Giordano},
url = {https://www.mdpi.com/2072-6694/14/13/3163},
doi = {10.3390/cancers14133163},
issn = {2072-6694},
year = {2022},
date = {2022-06-01},
urldate = {2023-05-10},
journal = {Cancers},
volume = {14},
number = {13},
pages = {3163},
abstract = {Rehabilitation plays a crucial role in cancer care, as the functioning of cancer survivors is frequently compromised by impairments that can result from the disease itself but also from the long-term sequelae of the treatment. Nevertheless, the current literature shows that only a minority of patients receive physical and/or cognitive rehabilitation. This lack of rehabilitative care is a consequence of many factors, one of which includes the transportation issues linked to disability that limit the patient’s access to rehabilitation facilities. The recent COVID-19 pandemic has further shown the benefits of improving telemedicine and home-based rehabilitative interventions to facilitate the delivery of rehabilitation programs when attendance at healthcare facilities is an obstacle. In recent years, researchers have been investigating the benefits of the application of virtual reality to rehabilitation. Virtual reality is shown to improve adherence and training intensity through gamification, allow the replication of real-life scenarios, and stimulate patients in a multimodal manner. In our present work, we offer an overview of the present literature on virtual reality-implemented cancer rehabilitation. The existence of wide margins for technological development allows us to expect further improvements, but more randomized controlled trials are needed to confirm the hypothesis that VRR may improve adherence rates and facilitate telerehabilitation.},
keywords = {Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Melillo, Antonio; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Caggianese, Giuseppe; Barone, Daniela; Laurentiis, Michelino De; Giordano, Antonio
Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature Journal Article
In: Cancers, vol. 14, no. 13, pp. 3163, 2022, ISSN: 2072-6694.
Abstract | Links | BibTeX | Tags: Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality
@article{melillo_virtual_2022,
title = {Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature},
author = {Antonio Melillo and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Giuseppe Caggianese and Daniela Barone and Michelino De Laurentiis and Antonio Giordano},
url = {https://www.mdpi.com/2072-6694/14/13/3163},
doi = {10.3390/cancers14133163},
issn = {2072-6694},
year = {2022},
date = {2022-06-01},
urldate = {2023-05-10},
journal = {Cancers},
volume = {14},
number = {13},
pages = {3163},
abstract = {Rehabilitation plays a crucial role in cancer care, as the functioning of cancer survivors is frequently compromised by impairments that can result from the disease itself but also from the long-term sequelae of the treatment. Nevertheless, the current literature shows that only a minority of patients receive physical and/or cognitive rehabilitation. This lack of rehabilitative care is a consequence of many factors, one of which includes the transportation issues linked to disability that limit the patient’s access to rehabilitation facilities. The recent COVID-19 pandemic has further shown the benefits of improving telemedicine and home-based rehabilitative interventions to facilitate the delivery of rehabilitation programs when attendance at healthcare facilities is an obstacle. In recent years, researchers have been investigating the benefits of the application of virtual reality to rehabilitation. Virtual reality is shown to improve adherence and training intensity through gamification, allow the replication of real-life scenarios, and stimulate patients in a multimodal manner. In our present work, we offer an overview of the present literature on virtual reality-implemented cancer rehabilitation. The existence of wide margins for technological development allows us to expect further improvements, but more randomized controlled trials are needed to confirm the hypothesis that VRR may improve adherence rates and facilitate telerehabilitation.},
keywords = {Cancer, Disability, Fatigue, Healthcare, Lymphedema, Pain, Rehabilitation, Robotics, Telemedicine, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A new Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbanoSeriousGamesNew2022,
title = {Serious Games: A new Approach to Foster Information and Practices About Covid-19?},
author = {Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
url = {https://www.frontiersin.org/articles/10.3389/frobt.2022.830950/full},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A new Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbano_serious_2022,
title = {Serious Games: A new Approach to Foster Information and Practices About Covid-19?},
author = {Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
url = {https://www.frontiersin.org/articles/10.3389/frobt.2022.830950/full},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Esposito, Ciro; Autorino, Giuseppe; Iervolino, Anna; Vozzella, Emilia Anna; Cerulo, Mariapina; Esposito, Giovanni; Coppola, Vincenzo; Carulli, Roberto; Cortese, Giuseppe; Gallo, Luigi; Escolino, Maria
In: Journal of Laparoendoscopic & Advanced Surgical Techniques, vol. 32, no. 2, pp. 197–203, 2022, ISSN: 1092-6429, 1557-9034.
Abstract | Links | BibTeX | Tags: Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality
@article{espositoEfficacyVirtualReality2022,
title = {Efficacy of a Virtual Reality Program in Pediatric Surgery to Reduce Anxiety and Distress Symptoms in the Preoperative Phase: A Prospective Randomized Clinical Trial},
author = {Ciro Esposito and Giuseppe Autorino and Anna Iervolino and Emilia Anna Vozzella and Mariapina Cerulo and Giovanni Esposito and Vincenzo Coppola and Roberto Carulli and Giuseppe Cortese and Luigi Gallo and Maria Escolino},
url = {https://www.liebertpub.com/doi/10.1089/lap.2021.0566},
doi = {10.1089/lap.2021.0566},
issn = {1092-6429, 1557-9034},
year = {2022},
date = {2022-02-01},
urldate = {2023-03-15},
journal = {Journal of Laparoendoscopic & Advanced Surgical Techniques},
volume = {32},
number = {2},
pages = {197–203},
abstract = {Background: Virtual reality (VR) experience is the most adopted form of video-gaming to reduce preoperative anxiety. This prospective randomized clinical trial aimed to examine the feasibility and efficacy of preoperative VR experience in children undergoing elective surgery. Materials and Methods: All patients older than 13 years and scheduled for elective surgery between March and June 2021 were enrolled. Preoperative VR experience consisted in watching a 5-minute video using a head-mounted display. Four parameters were evaluated and compared between the two groups: (1) patient heart rate (HR) before anesthesia; (2) patient evaluation of preoperative anxiety using facial affective scale (FAS); (3) anesthesiologist evaluation of preoperative anxiety using FAS; and (4) subjective stress scoring using a 5-item Likert-type scale. Results: A total of 40 patients (23 boys) with a median age of 14.5 years (range 12–17) participated in the study. The patients were randomized in two groups, each of 20 patients, according to preoperative VR experience: VR group (G1) and control group (G2). No adverse events related to VR occurred. The patient median HR was significantly lower in G1 (72 bpm) than in G2 (101 bpm) (P = .001). The very relaxed/relaxed face selection rate using FAS was significantly higher in G1 than in G2, in both patient and anesthesiologist evaluations (P = .001). Finally, the subjective patient scoring of operating room experience was significantly greater in G1 [4.6 ± 0.4] than in G2 [2.15 ± 1.07] (P = .001). Conclusions: Our preliminary results showed that VR is safe and effective to relieve anxiety and improve relaxation in the preoperative period in pediatric patients undergoing elective surgery. The VR experience resulted in decreased overall anxiety and increased overall positive affect during the preoperative period in VR group compared with the control group. Further studies are needed to investigate this technology in the postoperative phase and on a larger patient cohort.},
keywords = {Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Esposito, Ciro; Autorino, Giuseppe; Iervolino, Anna; Vozzella, Emilia Anna; Cerulo, Mariapina; Esposito, Giovanni; Coppola, Vincenzo; Carulli, Roberto; Cortese, Giuseppe; Gallo, Luigi; Escolino, Maria
In: Journal of Laparoendoscopic & Advanced Surgical Techniques, vol. 32, no. 2, pp. 197–203, 2022, ISSN: 1092-6429, 1557-9034.
Abstract | Links | BibTeX | Tags: Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality
@article{esposito_efficacy_2022,
title = {Efficacy of a Virtual Reality Program in Pediatric Surgery to Reduce Anxiety and Distress Symptoms in the Preoperative Phase: A Prospective Randomized Clinical Trial},
author = {Ciro Esposito and Giuseppe Autorino and Anna Iervolino and Emilia Anna Vozzella and Mariapina Cerulo and Giovanni Esposito and Vincenzo Coppola and Roberto Carulli and Giuseppe Cortese and Luigi Gallo and Maria Escolino},
url = {https://www.liebertpub.com/doi/10.1089/lap.2021.0566},
doi = {10.1089/lap.2021.0566},
issn = {1092-6429, 1557-9034},
year = {2022},
date = {2022-02-01},
urldate = {2023-03-15},
journal = {Journal of Laparoendoscopic & Advanced Surgical Techniques},
volume = {32},
number = {2},
pages = {197–203},
abstract = {Background: Virtual reality (VR) experience is the most adopted form of video-gaming to reduce preoperative anxiety. This prospective randomized clinical trial aimed to examine the feasibility and efficacy of preoperative VR experience in children undergoing elective surgery. Materials and Methods: All patients older than 13 years and scheduled for elective surgery between March and June 2021 were enrolled. Preoperative VR experience consisted in watching a 5-minute video using a head-mounted display. Four parameters were evaluated and compared between the two groups: (1) patient heart rate (HR) before anesthesia; (2) patient evaluation of preoperative anxiety using facial affective scale (FAS); (3) anesthesiologist evaluation of preoperative anxiety using FAS; and (4) subjective stress scoring using a 5-item Likert-type scale. Results: A total of 40 patients (23 boys) with a median age of 14.5 years (range 12–17) participated in the study. The patients were randomized in two groups, each of 20 patients, according to preoperative VR experience: VR group (G1) and control group (G2). No adverse events related to VR occurred. The patient median HR was significantly lower in G1 (72 bpm) than in G2 (101 bpm) (P = .001). The very relaxed/relaxed face selection rate using FAS was significantly higher in G1 than in G2, in both patient and anesthesiologist evaluations (P = .001). Finally, the subjective patient scoring of operating room experience was significantly greater in G1 [4.6 ± 0.4] than in G2 [2.15 ± 1.07] (P = .001). Conclusions: Our preliminary results showed that VR is safe and effective to relieve anxiety and improve relaxation in the preoperative period in pediatric patients undergoing elective surgery. The VR experience resulted in decreased overall anxiety and increased overall positive affect during the preoperative period in VR group compared with the control group. Further studies are needed to investigate this technology in the postoperative phase and on a larger patient cohort.},
keywords = {Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Melillo, Antonio; Maiorano, Patrizia; Rachedi, Sarah; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
In: Critical Reviews in Eukaryotic Gene Expression, vol. 32, no. 2, pp. 61–89, 2022, ISSN: 1045-4403.
Abstract | Links | BibTeX | Tags: Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality
@article{melilloLaborAnalgesiaSystematic2022,
title = {Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor},
author = {Antonio Melillo and Patrizia Maiorano and Sarah Rachedi and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
url = {http://www.dl.begellhouse.com/journals/6dbf508d3b17c437,4a955da472dd8ffd,6da0908c373137cf.html},
doi = {10.1615/CritRevEukaryotGeneExpr.2021039986},
issn = {1045-4403},
year = {2022},
date = {2022-01-01},
urldate = {2023-05-10},
journal = {Critical Reviews in Eukaryotic Gene Expression},
volume = {32},
number = {2},
pages = {61–89},
abstract = {The aim of the study was to conduct a meta-analysis to evaluate the efficacy of non-invasive and non-pharmacological techniques on labor first-stage pain intensity. Literature databases were searched from inception to May 2021, and research was expanded through the screening of previous systematic reviews. Inclusion criteria were: (1) population: women in first stage of labor; (2) intervention: non-pharmacological, non-invasive, or minimally invasive intrapartum analgesic techniques alternative and/or complementary to pharmacological analgesia; (3) comparison: routine intrapartum care or placebos; (4) outcomes: subjective pain intensity; and (5) study design: randomized controlled trial. Risk of bias of included studies was investigated, data analysis was performed using R version 3.5.1. Effect size was calculated as difference between the control and experimental groups at posttreatment in terms of mean pain score. A total of 63 studies were included, for a total of 6146 patients (3468 in the experimental groups and 2678 in the control groups). Techniques included were massage (n = 11), birth balls (n = 5) mind-body interventions (n = 8), heat application (n = 12), music therapy (n = 9), dance therapy (n = 2), acupressure (n = 16), and transcutaneous electrical nerve stimulation (TENS) (n = 8). The present review found significant evidence in support of the use of complementary and alternative medicine for labor analgesia, and different methods showed different impact. However, more high-quality trials are needed.},
keywords = {Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Melillo, Antonio; Maiorano, Patrizia; Rachedi, Sarah; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor Journal Article
In: CRITICAL REVIEWS IN EUKARYOTIC GENE EXPRESSION, vol. 32, no. 2, pp. 61–89, 2022.
BibTeX | Tags:
@article{melilloLaborAnalgesiaA2022,
title = {Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor },
author = {Antonio Melillo and Patrizia Maiorano and Sarah Rachedi and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
year = {2022},
date = {2022-01-01},
journal = {CRITICAL REVIEWS IN EUKARYOTIC GENE EXPRESSION},
volume = {32},
number = {2},
pages = {61–89},
publisher = {Begell House Inc.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Peretokin, Vadim; Basdekis, Ioannis; Kouris, Ioannis; Maggesi, Jonatan; Sicuranza, Mario; Su, Qiqi; Acebes, Alberto; Bucur, Anca; Mukkala, Vinod; Pozdniakov, Konstantin; Kloukinas, Christos; Koutsouris, Dimitrios; Iliadou, Eleftheria; Leontsinis, Ioannis; Gallo, Luigi; Pietro, Giuseppe De; Spanoudakis, George
Overview of the SMART-BEAR Technical Infrastructure Proceedings Article
In: Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health, pp. 117–125, SCITEPRESS - Science and Technology Publications, Online, 2022, ISBN: 978-989-758-566-1.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Balance Disorder, Cardiovascular Disease, Cloud computing, Evidence-based, GDPR, Healthcare, Hearing Loss, HL7 FHIR, Interoperability, Semantics
@inproceedings{peretokinOverviewSMARTBEARTechnical2022,
title = {Overview of the SMART-BEAR Technical Infrastructure},
author = {Vadim Peretokin and Ioannis Basdekis and Ioannis Kouris and Jonatan Maggesi and Mario Sicuranza and Qiqi Su and Alberto Acebes and Anca Bucur and Vinod Mukkala and Konstantin Pozdniakov and Christos Kloukinas and Dimitrios Koutsouris and Eleftheria Iliadou and Ioannis Leontsinis and Luigi Gallo and Giuseppe De Pietro and George Spanoudakis},
url = {https://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0011082700003188},
doi = {10.5220/0011082700003188},
isbn = {978-989-758-566-1},
year = {2022},
date = {2022-01-01},
urldate = {2023-03-15},
booktitle = {Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health},
pages = {117–125},
publisher = {SCITEPRESS - Science and Technology Publications},
address = {Online},
abstract = {This paper describes a cloud-based platform that offers evidence-based, personalised interventions powered by Artificial Intelligence to help support efficient remote monitoring and clinician-driven guidance to people over 65 who suffer or are at risk of hearing loss, cardiovascular diseases, cognitive impairments, balance disorders, and mental health issues. This platform has been developed within the SMART-BEAR integrated project to power its large-scale clinical pilots and comprises a standards-based data harmonisation and management layer, a security component, a Big Data Analytics system, a Clinical Decision Support tool, and a dashboard component for efficient data collection across the pilot sites.},
keywords = {Artificial intelligence, Balance Disorder, Cardiovascular Disease, Cloud computing, Evidence-based, GDPR, Healthcare, Hearing Loss, HL7 FHIR, Interoperability, Semantics},
pubstate = {published},
tppubtype = {inproceedings}
}
Agostinho, Carlos; Pimenta, Andreia; Marques, Maria; Tsiouris, Kostas M.; Kalatzis, Fanis; Nikitas, Christos; Iliadou, Eleftheria; Occhipinti, Mattia; Kouris, Ioannis; Koutsouris, Dimitrios; Basdekis, Ioannis; Koloutsu, Konstantina; Gallo, Luigi; Pietro, Giuseppe De; Jardim-Goncalves, Ricardo
Healthier and Independent Living of the Elderly: Interoperability in a Cross-Project Pilot Proceedings Article
In: 2022 Interoperability for Enterprise Systems and Applications Workshops, CEUR Workshop Proceedings, Valencia, Spain, 2022.
Abstract | Links | BibTeX | Tags: Healthcare, Interoperability
@inproceedings{agostinhoHealthierIndependentLiving2022,
title = {Healthier and Independent Living of the Elderly: Interoperability in a Cross-Project Pilot},
author = {Carlos Agostinho and Andreia Pimenta and Maria Marques and Kostas M. Tsiouris and Fanis Kalatzis and Christos Nikitas and Eleftheria Iliadou and Mattia Occhipinti and Ioannis Kouris and Dimitrios Koutsouris and Ioannis Basdekis and Konstantina Koloutsu and Luigi Gallo and Giuseppe De Pietro and Ricardo Jardim-Goncalves},
url = {https://air.unimi.it/handle/2434/938171?mode=complete},
year = {2022},
date = {2022-01-01},
urldate = {2023-06-01},
booktitle = {2022 Interoperability for Enterprise Systems and Applications Workshops},
volume = {3214},
publisher = {CEUR Workshop Proceedings},
address = {Valencia, Spain},
abstract = {The ageing of the population creates new heterogeneous challenges for age-friendly living. The progressive decline in physical and cognitive skills tends to prevent elderly people from performing basic instrumental activities of daily living and there is a growing interest in technology for aging support. Digital health today can be exercised by anyone owning a smartphone and parameters such as heart rate, step counts, calorie intake, sleep quality, can be collected and used not only to monitor and improve the individual’s health condition but also to prevent illnesses. However, for the benefits of e-health to take place, digital health data, either Electronic Health Records (EHR) or sensor data from the IoMT, must be shared, maintaining privacy and security requirements but unlocking the potential for research an innovation throughout EU. This paper demonstrates the added value of such interoperability requirements, and a form of accomplishing them through a cross-project pilot.},
keywords = {Healthcare, Interoperability},
pubstate = {published},
tppubtype = {inproceedings}
}
Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Modellazione 3D di avatar per il Serious Game SMILER Technical Report
ICAR-CNR no. RT-ICAR-NA-2022-01, 2022.
Abstract | Links | BibTeX | Tags: Healthcare, Human computer interaction, Touchless interaction, Virtual Reality
@techreport{gaglioModellazione3DDi2022,
title = {Modellazione 3D di avatar per il Serious Game SMILER},
author = {Giuseppe Fulvio Gaglio and Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
url = {https://intranet.icar.cnr.it/wp-content/uploads/2022/07/RT-ICAR-NA-2022-01.pdf},
year = {2022},
date = {2022-01-01},
number = {RT-ICAR-NA-2022-01},
institution = {ICAR-CNR},
abstract = {Il presente documento illustra la progettazione e la realizzazione di un avatar per il serious game previsto
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.},
keywords = {Healthcare, Human computer interaction, Touchless interaction, Virtual Reality},
pubstate = {published},
tppubtype = {techreport}
}
nell’ambito del progetto « SMILER » - Serious gaMes as emerging e-health Interventions for young people with
neurologicaL or rEspiratory disoRders. Dopo una breve introduzione del progetto, verranno descritte le tecniche e
gli strumenti utilizzati per la modellazione 3D dell’avatar.
Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Human Augmentation: An Enactive Perspective Book Section
In: Paolis, Lucio Tommaso De; Arpaia, Pasquale; Sacco, Marco (Ed.): Extended Reality, vol. 13445, pp. 219–228, Springer International Publishing, Cham, 2022, ISBN: 978-3-031-15545-1 978-3-031-15546-8.
Abstract | Links | BibTeX | Tags: Augmented cognition, Enactivism, Human augmentation, Human computer interaction, Mixed reality
@incollection{augelloHumanAugmentationEnactive2022,
title = {Human Augmentation: An Enactive Perspective},
author = {Agnese Augello and Giuseppe Caggianese and Luigi Gallo},
editor = {Lucio Tommaso De Paolis and Pasquale Arpaia and Marco Sacco},
url = {https://link.springer.com/10.1007/978-3-031-15546-8_19},
doi = {10.1007/978-3-031-15546-8_19},
isbn = {978-3-031-15545-1 978-3-031-15546-8},
year = {2022},
date = {2022-01-01},
urldate = {2023-03-15},
booktitle = {Extended Reality},
volume = {13445},
pages = {219–228},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we frame the area of research known as Human Augmentation (HA) from an enactive perspective. According to Enactivism, cognition arises through dynamic interaction between organism’s sensorimotor capacities and its environment. In this perspective, it is important to evaluate how an augmentation of users abilities introduced by HA systems can affect their cognitive processes. We propose an architecture as a blueprint for designing and implementing HA systems. In our vision, the user and the system are intertwined: the system envelops and enhances the user’s abilities with a combined augmentation on sensorial, motor and mental dimensions in a HA space. We discuss how many existing systems are more situated on augmentation planes and why a holistic vision covering the whole HA space is important. The architecture can drive HA systems’ design, by introducing XR and AI solutions that can effectively expand the possibilities of human beings while ensuring low friction and high transparency in information access.},
keywords = {Augmented cognition, Enactivism, Human augmentation, Human computer interaction, Mixed reality},
pubstate = {published},
tppubtype = {incollection}
}
Melillo, Antonio; Maiorano, Patrizia; Rachedi, Sarah; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor Journal Article
In: CRITICAL REVIEWS IN EUKARYOTIC GENE EXPRESSION, vol. 32, no. 2, pp. 61–89, 2022.
BibTeX | Tags:
@article{melillo_labor_2022-1,
title = {Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor },
author = {Antonio Melillo and Patrizia Maiorano and Sarah Rachedi and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
year = {2022},
date = {2022-01-01},
journal = {CRITICAL REVIEWS IN EUKARYOTIC GENE EXPRESSION},
volume = {32},
number = {2},
pages = {61–89},
publisher = {Begell House Inc.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Peretokin, Vadim; Basdekis, Ioannis; Kouris, Ioannis; Maggesi, Jonatan; Sicuranza, Mario; Su, Qiqi; Acebes, Alberto; Bucur, Anca; Mukkala, Vinod; Pozdniakov, Konstantin; Kloukinas, Christos; Koutsouris, Dimitrios; Iliadou, Eleftheria; Leontsinis, Ioannis; Gallo, Luigi; Pietro, Giuseppe De; Spanoudakis, George
Overview of the SMART-BEAR Technical Infrastructure Proceedings Article
In: Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health, pp. 117–125, SCITEPRESS - Science and Technology Publications, Online, 2022, ISBN: 978-989-758-566-1.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Balance Disorder, Cardiovascular Disease, Cloud computing, Evidence-based, GDPR, Healthcare, Hearing Loss, HL7 FHIR, Interoperability, Semantics
@inproceedings{peretokin_overview_2022,
title = {Overview of the SMART-BEAR Technical Infrastructure},
author = {Vadim Peretokin and Ioannis Basdekis and Ioannis Kouris and Jonatan Maggesi and Mario Sicuranza and Qiqi Su and Alberto Acebes and Anca Bucur and Vinod Mukkala and Konstantin Pozdniakov and Christos Kloukinas and Dimitrios Koutsouris and Eleftheria Iliadou and Ioannis Leontsinis and Luigi Gallo and Giuseppe De Pietro and George Spanoudakis},
url = {https://www.scitepress.org/DigitalLibrary/Link.aspx?doi=10.5220/0011082700003188},
doi = {10.5220/0011082700003188},
isbn = {978-989-758-566-1},
year = {2022},
date = {2022-01-01},
urldate = {2023-03-15},
booktitle = {Proceedings of the 8th International Conference on Information and Communication Technologies for Ageing Well and e-Health},
pages = {117–125},
publisher = {SCITEPRESS - Science and Technology Publications},
address = {Online},
abstract = {This paper describes a cloud-based platform that offers evidence-based, personalised interventions powered by Artificial Intelligence to help support efficient remote monitoring and clinician-driven guidance to people over 65 who suffer or are at risk of hearing loss, cardiovascular diseases, cognitive impairments, balance disorders, and mental health issues. This platform has been developed within the SMART-BEAR integrated project to power its large-scale clinical pilots and comprises a standards-based data harmonisation and management layer, a security component, a Big Data Analytics system, a Clinical Decision Support tool, and a dashboard component for efficient data collection across the pilot sites.},
keywords = {Artificial intelligence, Balance Disorder, Cardiovascular Disease, Cloud computing, Evidence-based, GDPR, Healthcare, Hearing Loss, HL7 FHIR, Interoperability, Semantics},
pubstate = {published},
tppubtype = {inproceedings}
}
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}
}
Agostinho, Carlos; Pimenta, Andreia; Marques, Maria; Tsiouris, Kostas M.; Kalatzis, Fanis; Nikitas, Christos; Iliadou, Eleftheria; Occhipinti, Mattia; Kouris, Ioannis; Koutsouris, Dimitrios; Basdekis, Ioannis; Koloutsu, Konstantina; Gallo, Luigi; Pietro, Giuseppe De; Jardim-Goncalves, Ricardo
Healthier and Independent Living of the Elderly: Interoperability in a Cross-Project Pilot Proceedings Article
In: 2022 Interoperability for Enterprise Systems and Applications Workshops, CEUR Workshop Proceedings, Valencia, Spain, 2022.
Abstract | Links | BibTeX | Tags: Healthcare, Interoperability
@inproceedings{agostinho_healthier_2022,
title = {Healthier and Independent Living of the Elderly: Interoperability in a Cross-Project Pilot},
author = {Carlos Agostinho and Andreia Pimenta and Maria Marques and Kostas M. Tsiouris and Fanis Kalatzis and Christos Nikitas and Eleftheria Iliadou and Mattia Occhipinti and Ioannis Kouris and Dimitrios Koutsouris and Ioannis Basdekis and Konstantina Koloutsu and Luigi Gallo and Giuseppe De Pietro and Ricardo Jardim-Goncalves},
url = {https://air.unimi.it/handle/2434/938171?mode=complete},
year = {2022},
date = {2022-01-01},
urldate = {2023-06-01},
booktitle = {2022 Interoperability for Enterprise Systems and Applications Workshops},
volume = {3214},
publisher = {CEUR Workshop Proceedings},
address = {Valencia, Spain},
abstract = {The ageing of the population creates new heterogeneous challenges for age-friendly living. The progressive decline in physical and cognitive skills tends to prevent elderly people from performing basic instrumental activities of daily living and there is a growing interest in technology for aging support. Digital health today can be exercised by anyone owning a smartphone and parameters such as heart rate, step counts, calorie intake, sleep quality, can be collected and used not only to monitor and improve the individual’s health condition but also to prevent illnesses. However, for the benefits of e-health to take place, digital health data, either Electronic Health Records (EHR) or sensor data from the IoMT, must be shared, maintaining privacy and security requirements but unlocking the potential for research an innovation throughout EU. This paper demonstrates the added value of such interoperability requirements, and a form of accomplishing them through a cross-project pilot.},
keywords = {Healthcare, Interoperability},
pubstate = {published},
tppubtype = {inproceedings}
}
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.
Melillo, Antonio; Maiorano, Patrizia; Rachedi, Sarah; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Guida, Maurizio; Giordano, Antonio; Chirico, Andrea
In: Critical Reviews in Eukaryotic Gene Expression, vol. 32, no. 2, pp. 61–89, 2022, ISSN: 1045-4403, (Publisher: Begell House Inc.).
Abstract | Links | BibTeX | Tags: Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality
@article{melillo_labor_2022,
title = {Labor Analgesia: A Systematic Review and Meta-Analysis of Non-Pharmacological Complementary and Alternative Approaches to Pain during First Stage of Labor},
author = {Antonio Melillo and Patrizia Maiorano and Sarah Rachedi and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Maurizio Guida and Antonio Giordano and Andrea Chirico},
url = {http://www.dl.begellhouse.com/journals/6dbf508d3b17c437,4a955da472dd8ffd,6da0908c373137cf.html},
doi = {10.1615/CritRevEukaryotGeneExpr.2021039986},
issn = {1045-4403},
year = {2022},
date = {2022-01-01},
urldate = {2023-05-10},
journal = {Critical Reviews in Eukaryotic Gene Expression},
volume = {32},
number = {2},
pages = {61–89},
publisher = {Begell House Inc.},
abstract = {The aim of the study was to conduct a meta-analysis to evaluate the efficacy of non-invasive and non-pharmacological techniques on labor first-stage pain intensity. Literature databases were searched from inception to May 2021, and research was expanded through the screening of previous systematic reviews. Inclusion criteria were: (1) population: women in first stage of labor; (2) intervention: non-pharmacological, non-invasive, or minimally invasive intrapartum analgesic techniques alternative and/or complementary to pharmacological analgesia; (3) comparison: routine intrapartum care or placebos; (4) outcomes: subjective pain intensity; and (5) study design: randomized controlled trial. Risk of bias of included studies was investigated, data analysis was performed using R version 3.5.1. Effect size was calculated as difference between the control and experimental groups at posttreatment in terms of mean pain score. A total of 63 studies were included, for a total of 6146 patients (3468 in the experimental groups and 2678 in the control groups). Techniques included were massage (n = 11), birth balls (n = 5) mind-body interventions (n = 8), heat application (n = 12), music therapy (n = 9), dance therapy (n = 2), acupressure (n = 16), and transcutaneous electrical nerve stimulation (TENS) (n = 8). The present review found significant evidence in support of the use of complementary and alternative medicine for labor analgesia, and different methods showed different impact. However, more high-quality trials are needed.},
note = {Publisher: Begell House Inc.},
keywords = {Analgesia, Childbirth, Healthcare, Labor, Pain, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2021
Rachedi, Sarah; Chirico, Andrea; Melillo, Antonio; Maiorano, Patrizia; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Giordano, Antonio; Bruno, Alessandra; Sarno, Laura; Guida, Maurizio
Uso della realtà virtuale per l'analgesia del travaglio attivo di parto: Studio clinico randomizzato Proceedings Article
In: SIGO 2021 - La ginecologia e le donne: Oltre la pandemia, Sorrento, Italia, 2021.
BibTeX | Tags:
@inproceedings{rachediUsoRealtaVirtuale2021,
title = {Uso della realtà virtuale per l'analgesia del travaglio attivo di parto: Studio clinico randomizzato},
author = {Sarah Rachedi and Andrea Chirico and Antonio Melillo and Patrizia Maiorano and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Antonio Giordano and Alessandra Bruno and Laura Sarno and Maurizio Guida},
year = {2021},
date = {2021-12-01},
booktitle = {SIGO 2021 - La ginecologia e le donne: Oltre la pandemia},
address = {Sorrento, Italia},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rachedi, Sarah; Chirico, Andrea; Melillo, Antonio; Maiorano, Patrizia; Caggianese, Giuseppe; Gragnano, Elisabetta; Gallo, Luigi; Pietro, Giuseppe De; Giordano, Antonio; Bruno, Alessandra; Sarno, Laura; Guida, Maurizio
Uso della realtà virtuale per l'analgesia del travaglio attivo di parto: Studio clinico randomizzato Proceedings Article
In: SIGO 2021 - La ginecologia e le donne: Oltre la pandemia, Sorrento, Italia, 2021.
BibTeX | Tags:
@inproceedings{rachedi_uso_2021,
title = {Uso della realtà virtuale per l'analgesia del travaglio attivo di parto: Studio clinico randomizzato},
author = {Sarah Rachedi and Andrea Chirico and Antonio Melillo and Patrizia Maiorano and Giuseppe Caggianese and Elisabetta Gragnano and Luigi Gallo and Giuseppe De Pietro and Antonio Giordano and Alessandra Bruno and Laura Sarno and Maurizio Guida},
year = {2021},
date = {2021-12-01},
booktitle = {SIGO 2021 - La ginecologia e le donne: Oltre la pandemia},
address = {Sorrento, Italia},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Book Section
In: Ardito, Carmelo; Lanzilotti, Rosa; Malizia, Alessio; Petrie, Helen; Piccinno, Antonio; Desolda, Giuseppe; Inkpen, Kori (Ed.): Human-Computer Interaction – INTERACT 2021, vol. 12936, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural heritage, Limited FOV, Mixed reality, Natural User Interfaces
@incollection{caggianeseFieldViewLimitationDriven2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = {Giuseppe Caggianese and Luigi Gallo},
editor = {Carmelo Ardito and Rosa Lanzilotti and Alessio Malizia and Helen Petrie and Antonio Piccinno and Giuseppe Desolda and Kori Inkpen},
url = {https://link.springer.com/10.1007/978-3-030-85607-6_51},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426–430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user’s attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Augmented Reality, Cultural heritage, Limited FOV, Mixed reality, Natural User Interfaces},
pubstate = {published},
tppubtype = {incollection}
}
Caggianese, Giuseppe; Gallo, Luigi
Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites Book Section
In: Ardito, Carmelo; Lanzilotti, Rosa; Malizia, Alessio; Petrie, Helen; Piccinno, Antonio; Desolda, Giuseppe; Inkpen, Kori (Ed.): Human-Computer Interaction – INTERACT 2021, vol. 12936, pp. 426–430, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-85606-9 978-3-030-85607-6.
Abstract | Links | BibTeX | Tags: Augmented Reality, Cultural heritage, Limited FOV, Mixed reality, Natural User Interfaces
@incollection{caggianese_field_2021,
title = {Field of View Limitation-Driven Design of a Mixed Reality Game for Heritage Sites},
author = {Giuseppe Caggianese and Luigi Gallo},
editor = {Carmelo Ardito and Rosa Lanzilotti and Alessio Malizia and Helen Petrie and Antonio Piccinno and Giuseppe Desolda and Kori Inkpen},
url = {https://link.springer.com/10.1007/978-3-030-85607-6_51},
doi = {10.1007/978-3-030-85607-6_51},
isbn = {978-3-030-85606-9 978-3-030-85607-6},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-15},
booktitle = {Human-Computer Interaction – INTERACT 2021},
volume = {12936},
pages = {426–430},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {In this work, we describe the design of a customized user interface (UI) for a mixed reality application in a heritage site. The visuals, widgets and spatial interaction techniques have been customized to improve the user experience without diverting the user’s attention by minimizing the effect of the limited field of view (FOV) of the see-through head-mounted display (HMD) used, Microsoft HoloLens v1. The approach consists in using diegetic elements that are coherent with the narrative of the heritage site, and widgets and augmented layers always entirely included in the FOV of the see-through display.},
keywords = {Augmented Reality, Cultural heritage, Limited FOV, Mixed reality, Natural User Interfaces},
pubstate = {published},
tppubtype = {incollection}
}
2020
Cornevilli, Fabio; Santo, Massimo De; Dragoni, Maurizio; Gallo, Luigi; Troiano, Alfredo
DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content Journal Article
In: IOP Conference Series: Materials Science and Engineering, vol. 949, pp. 012073, 2020.
Abstract | Links | BibTeX | Tags: Cultural heritage, Digital infrastructure
@article{cornevilliDatabencArtEDUBBADigital2020,
title = {DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content},
author = {Fabio Cornevilli and Massimo De Santo and Maurizio Dragoni and Luigi Gallo and Alfredo Troiano},
url = {https://doi.org/10.1088/1757-899x/949/1/012073},
doi = {10.1088/1757-899x/949/1/012073},
year = {2020},
date = {2020-11-01},
journal = {IOP Conference Series: Materials Science and Engineering},
volume = {949},
pages = {012073},
abstract = {The paper presents DatabencArt and EDUBBA, two strictly integrated digital infrastructures designed and developed to cope with the increasing demand of a smart use of cutting-edge technologies in the Cultural Heritage (CH) realm. DatabencArt has been primarily designed to facilitate the cataloguing of CH objects while EDUBBA is focused on educational purposes. These platforms are the results of a long-term research effort made in the last five years by DATABENC Consortium (Distretto ad Alta Tecnologia per i Beni Culturali) and treasuring the experiences gained with the exploitation of many research projects in the field of of ICT technologies for Cultural Heritage knowledge, preservation, valorization and sustainable fruition.},
keywords = {Cultural heritage, Digital infrastructure},
pubstate = {published},
tppubtype = {article}
}
Cornevilli, Fabio; Santo, Massimo De; Dragoni, Maurizio; Gallo, Luigi; Troiano, Alfredo
DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content Journal Article
In: IOP Conference Series: Materials Science and Engineering, vol. 949, pp. 012073, 2020.
Abstract | Links | BibTeX | Tags: Cultural heritage, Digital infrastructure
@article{cornevilli_databencart_2020,
title = {DatabencArt and EDUBBA: digital infrastructures for cataloguing and sharing cultural heritage content},
author = {Fabio Cornevilli and Massimo De Santo and Maurizio Dragoni and Luigi Gallo and Alfredo Troiano},
url = {https://doi.org/10.1088/1757-899x/949/1/012073},
doi = {10.1088/1757-899x/949/1/012073},
year = {2020},
date = {2020-11-01},
journal = {IOP Conference Series: Materials Science and Engineering},
volume = {949},
pages = {012073},
abstract = {The paper presents DatabencArt and EDUBBA, two strictly integrated digital infrastructures designed and developed to cope with the increasing demand of a smart use of cutting-edge technologies in the Cultural Heritage (CH) realm. DatabencArt has been primarily designed to facilitate the cataloguing of CH objects while EDUBBA is focused on educational purposes. These platforms are the results of a long-term research effort made in the last five years by DATABENC Consortium (Distretto ad Alta Tecnologia per i Beni Culturali) and treasuring the experiences gained with the exploitation of many research projects in the field of of ICT technologies for Cultural Heritage knowledge, preservation, valorization and sustainable fruition.},
keywords = {Cultural heritage, Digital infrastructure},
pubstate = {published},
tppubtype = {article}
}
Chirico, Andrea; Maiorano, Patrizia; Indovina, Paola; Milanese, Carla; Giordano, Giovan Giacomo; Alivernini, Fabio; Iodice, Giovanni; Gallo, Luigi; Pietro, Giuseppe De; Lucidi, Fabio; Botti, Gerardo; Laurentiis, Michelino De; Giordano, Antonio
In: Journal of cellular physiology, vol. 235, no. 6, pp. 5353–5362, 2020, ISSN: 1097-4652.
Abstract | Links | BibTeX | Tags: Cancer, Chemotherapy, Healthcare, Virtual Reality
@article{chiricoVirtualRealityMusic2020,
title = {Virtual reality and music therapy as distraction interventions to alleviate anxiety and improve mood states in breast cancer patients during chemotherapy},
author = {Andrea Chirico and Patrizia Maiorano and Paola Indovina and Carla Milanese and Giovan Giacomo Giordano and Fabio Alivernini and Giovanni Iodice and Luigi Gallo and Giuseppe De Pietro and Fabio Lucidi and Gerardo Botti and Michelino De Laurentiis and Antonio Giordano},
url = {https://onlinelibrary.wiley.com/doi/abs/10.1002/jcp.29422},
doi = {10.1002/jcp.29422},
issn = {1097-4652},
year = {2020},
date = {2020-01-01},
journal = {Journal of cellular physiology},
volume = {235},
number = {6},
pages = {5353–5362},
abstract = {Psychological distress is a common consequence of breast cancer diagnosis and treatment and could further exacerbate therapy side effects. Interventions increasing treatment tolerance are crucial to improve both patients' quality of life and adherence to therapies. Virtual reality (VR) has emerged as an effective distraction tool for different medical procedures. Here, we assessed the efficacy of immersive and interactive VR in alleviating chemotherapy-related psychological distress in a cohort of Italian breast cancer patients, also comparing its effects with those of music therapy (MT). Thirty patients were included in the VR group, 30 in the MT group, and 34 in the control group, consisting of patients receiving standard care during chemotherapy. Our data suggest that both VR and MT are useful interventions for alleviating anxiety and for improving mood states in breast cancer patients during chemotherapy. Moreover, VR seems more effective than MT in relieving anxiety, depression, and fatigue.},
keywords = {Cancer, Chemotherapy, Healthcare, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Chirico, Andrea; Giovannetti, Tania; Neroni, Pietro; Simone, Stephanie; Gallo, Luigi; Galli, Federica; Giancamilli, Francesco; Predazzi, Marco; Lucidi, Fabio; Pietro, Giuseppe De; Giordano, Antonio
In: Frontiers in Psychology, vol. 11, pp. 123, 2020, ISSN: 1664-1078.
Abstract | Links | BibTeX | Tags: Elderly, Healthcare, Monitoring, Virtual Reality
@article{chiricoVirtualRealityAssessment2020,
title = {Virtual Reality for the Assessment of Everyday Cognitive Functions in Older Adults: An Evaluation of the Virtual Reality Action Test and Two Interaction Devices in a 91-Year-Old Woman},
author = {Andrea Chirico and Tania Giovannetti and Pietro Neroni and Stephanie Simone and Luigi Gallo and Federica Galli and Francesco Giancamilli and Marco Predazzi and Fabio Lucidi and Giuseppe De Pietro and Antonio Giordano},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2020.00123},
doi = {10.3389/fpsyg.2020.00123},
issn = {1664-1078},
year = {2020},
date = {2020-01-01},
journal = {Frontiers in Psychology},
volume = {11},
pages = {123},
abstract = {Performance-based functional tests for the evaluation of daily living activities demonstrate strong psychometric properties and solve many of the limitations associated with self- and informant-report questionnaires. Virtual reality (VR) technology, which has gained interest as an effective medium for administering interventions in the context of healthcare, has the potential to minimize the time-demands associated with the administration and scoring of performance-based assessments. To date, efforts to develop VR systems for assessment of everyday function in older adults generally have relied on non-immersive systems. The aim of the present study was to evaluate the feasibility of an immersive VR environment for the assessment of everyday function in older adults. We present a detailed case report of an elderly woman who performed an everyday activity in an immersive VR context (Virtual Reality Action Test) with two different types of interaction devices (controller vs. sensor). VR performance was compared to performance of the same task with real objects outside of the VR system (Real Action Test). Comparisons were made on several dimensions, including (1) quality of task performance (e.g., order of task steps, errors, use and speed of hand movements); (2) subjective impression (e.g., attitudes), and (3) physiological markers of stress. Subjective impressions of performance with the different controllers also were compared for presence, cybersickness, and usability. Results showed that the participant was capable of using controllers and sensors to manipulate objects in a purposeful and goal-directed manner in the immersive VR paradigm. She performed the everyday task similarly across all conditions. She reported no cybersickness and even indicated that interactions in the VR environment were pleasant and relaxing. Thus, immersive VR is a feasible approach for function assessment even with older adults who might have very limited computer experience, no prior VR exposure, average educational experiences, and mild cognitive difficulties. Because of inherent limitations of single case reports (e.g., unknown generalizability, potential practice effects, etc.), group studies are needed to establish the full psychometric properties of the Virtual Reality Action Test.},
keywords = {Elderly, Healthcare, Monitoring, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Pietro, Giuseppe De; Esposito, Massimo; Gallo, Luigi; Minutolo, Aniello; Neroni, Pietro
Discovering Leonardo with artificial intelligence and holograms: A user study Journal Article
In: Pattern Recognition Letters, vol. 131, pp. 361–367, 2020, ISSN: 0167-8655.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Human computer interaction, Touchless interaction, User study
@article{caggianeseDiscoveringLeonardoArtificial2020,
title = {Discovering Leonardo with artificial intelligence and holograms: A user study},
author = {Giuseppe Caggianese and Giuseppe De Pietro and Massimo Esposito and Luigi Gallo and Aniello Minutolo and Pietro Neroni},
url = {https://www.sciencedirect.com/science/article/pii/S0167865520300039},
doi = {https://doi.org/10.1016/j.patrec.2020.01.006},
issn = {0167-8655},
year = {2020},
date = {2020-01-01},
journal = {Pattern Recognition Letters},
volume = {131},
pages = {361–367},
abstract = {Cutting-edge visualization and interaction technologies are increasingly used in museum exhibitions, providing novel ways to engage visitors and enhance their cultural experience. Existing applications are commonly built upon a single technology, focusing on visualization, motion or verbal interaction (e.g., high-resolution projections, gesture interfaces, chatbots). This aspect limits their potential, since museums are highly heterogeneous in terms of visitors profiles and interests, requiring multi-channel, customizable interaction modalities. To this aim, this work describes and evaluates an artificial intelligence powered, interactive holographic stand aimed at describing Leonardo Da Vinci’s art. This system provides the users with accurate 3D representations of Leonardo’s machines, which can be interactively manipulated through a touchless user interface. It is also able to dialog with the users in natural language about Leonardo’s art, while keeping the context of conversation and interactions. Furthermore, the results of a large user study, carried out during art and tech exhibitions, are presented and discussed. The goal was to assess how users of different ages and interests perceive, understand and explore cultural objects when holograms and artificial intelligence are used as instruments of knowledge and analysis.},
keywords = {Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Human computer interaction, Touchless interaction, User study},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Capece, Nicola; Erra, Ugo; Gallo, Luigi; Rinaldi, Michele
Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation Journal Article
In: International Journal of Human–Computer Interaction, vol. 36, no. 18, pp. 1734–1755, 2020.
Abstract | Links | BibTeX | Tags: Human computer interaction, Locomotion techniques, Natural User Interfaces, User study, Virtual Reality
@article{caggianeseFreehandSteeringLocomotionTechniques2020,
title = {Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation},
author = {Giuseppe Caggianese and Nicola Capece and Ugo Erra and Luigi Gallo and Michele Rinaldi},
url = {https://doi.org/10.1080/10447318.2020.1785151},
doi = {10.1080/10447318.2020.1785151},
year = {2020},
date = {2020-01-01},
journal = {International Journal of Human–Computer Interaction},
volume = {36},
number = {18},
pages = {1734–1755},
abstract = {Virtual reality has achieved significant popularity in recent years, and allowing users to move freely within an immersive virtual world has become an important factor critical to realize. The user’s interactions are generally designed to increase the perceived realism, but the locomotion techniques and how these affect the user’s task performance still represent an open issue, much discussed in the literature. In this article, we evaluate the efficiency and effectiveness of, and user preferences relating to, freehand locomotion techniques designed for an immersive virtual environment performed through hand gestures tracked by a sensor placed in the egocentric position and experienced through a head-mounted display. Three freehand locomotion techniques have been implemented and compared with each other, and with a baseline technique based on a controller, through qualitative and quantitative measures. An extensive user study conducted with 60 subjects shows that the proposed methods have a performance comparable to the use of the controller, further revealing the users’ preference for decoupling the locomotion in sub-tasks, even if this means renouncing precision and adapting the interaction to the possibilities of the tracker sensor.},
keywords = {Human computer interaction, Locomotion techniques, Natural User Interfaces, User study, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Chirico, Andrea; Maiorano, Patrizia; Indovina, Paola; Milanese, Carla; Giordano, Giovan Giacomo; Alivernini, Fabio; Iodice, Giovanni; Gallo, Luigi; Pietro, Giuseppe De; Lucidi, Fabio; Botti, Gerardo; Laurentiis, Michelino De; Giordano, Antonio
In: Journal of cellular physiology, vol. 235, no. 6, pp. 5353–5362, 2020, ISSN: 1097-4652.
Abstract | Links | BibTeX | Tags: Cancer, Chemotherapy, Healthcare, Virtual Reality
@article{chirico_virtual_2020-1,
title = {Virtual reality and music therapy as distraction interventions to alleviate anxiety and improve mood states in breast cancer patients during chemotherapy},
author = {Andrea Chirico and Patrizia Maiorano and Paola Indovina and Carla Milanese and Giovan Giacomo Giordano and Fabio Alivernini and Giovanni Iodice and Luigi Gallo and Giuseppe De Pietro and Fabio Lucidi and Gerardo Botti and Michelino De Laurentiis and Antonio Giordano},
url = {https://onlinelibrary.wiley.com/doi/abs/10.1002/jcp.29422},
doi = {10.1002/jcp.29422},
issn = {1097-4652},
year = {2020},
date = {2020-01-01},
journal = {Journal of cellular physiology},
volume = {235},
number = {6},
pages = {5353–5362},
abstract = {Psychological distress is a common consequence of breast cancer diagnosis and treatment and could further exacerbate therapy side effects. Interventions increasing treatment tolerance are crucial to improve both patients' quality of life and adherence to therapies. Virtual reality (VR) has emerged as an effective distraction tool for different medical procedures. Here, we assessed the efficacy of immersive and interactive VR in alleviating chemotherapy-related psychological distress in a cohort of Italian breast cancer patients, also comparing its effects with those of music therapy (MT). Thirty patients were included in the VR group, 30 in the MT group, and 34 in the control group, consisting of patients receiving standard care during chemotherapy. Our data suggest that both VR and MT are useful interventions for alleviating anxiety and for improving mood states in breast cancer patients during chemotherapy. Moreover, VR seems more effective than MT in relieving anxiety, depression, and fatigue.},
keywords = {Cancer, Chemotherapy, Healthcare, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Capece, Nicola; Erra, Ugo; Gallo, Luigi; Rinaldi, Michele
Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation Journal Article
In: International Journal of Human–Computer Interaction, vol. 36, no. 18, pp. 1734–1755, 2020.
Abstract | Links | BibTeX | Tags: Human computer interaction, Locomotion techniques, Natural User Interfaces, User study, Virtual Reality
@article{caggianese_freehand-steering_2020,
title = {Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation},
author = {Giuseppe Caggianese and Nicola Capece and Ugo Erra and Luigi Gallo and Michele Rinaldi},
url = {https://doi.org/10.1080/10447318.2020.1785151},
doi = {10.1080/10447318.2020.1785151},
year = {2020},
date = {2020-01-01},
journal = {International Journal of Human–Computer Interaction},
volume = {36},
number = {18},
pages = {1734–1755},
abstract = {Virtual reality has achieved significant popularity in recent years, and allowing users to move freely within an immersive virtual world has become an important factor critical to realize. The user’s interactions are generally designed to increase the perceived realism, but the locomotion techniques and how these affect the user’s task performance still represent an open issue, much discussed in the literature. In this article, we evaluate the efficiency and effectiveness of, and user preferences relating to, freehand locomotion techniques designed for an immersive virtual environment performed through hand gestures tracked by a sensor placed in the egocentric position and experienced through a head-mounted display. Three freehand locomotion techniques have been implemented and compared with each other, and with a baseline technique based on a controller, through qualitative and quantitative measures. An extensive user study conducted with 60 subjects shows that the proposed methods have a performance comparable to the use of the controller, further revealing the users’ preference for decoupling the locomotion in sub-tasks, even if this means renouncing precision and adapting the interaction to the possibilities of the tracker sensor.},
keywords = {Human computer interaction, Locomotion techniques, Natural User Interfaces, User study, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Chirico, Andrea; Giovannetti, Tania; Neroni, Pietro; Simone, Stephanie; Gallo, Luigi; Galli, Federica; Giancamilli, Francesco; Predazzi, Marco; Lucidi, Fabio; Pietro, Giuseppe De; Giordano, Antonio
In: Frontiers in Psychology, vol. 11, no. 6, pp. 123, 2020, ISSN: 1664-1078.
Abstract | Links | BibTeX | Tags: Elderly, Healthcare, Monitoring, Virtual Reality
@article{chirico_virtual_2020,
title = {Virtual Reality for the Assessment of Everyday Cognitive Functions in Older Adults: An Evaluation of the Virtual Reality Action Test and Two Interaction Devices in a 91-Year-Old Woman},
author = {Andrea Chirico and Tania Giovannetti and Pietro Neroni and Stephanie Simone and Luigi Gallo and Federica Galli and Francesco Giancamilli and Marco Predazzi and Fabio Lucidi and Giuseppe De Pietro and Antonio Giordano},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2020.00123},
doi = {10.3389/fpsyg.2020.00123},
issn = {1664-1078},
year = {2020},
date = {2020-01-01},
journal = {Frontiers in Psychology},
volume = {11},
number = {6},
pages = {123},
abstract = {Performance-based functional tests for the evaluation of daily living activities demonstrate strong psychometric properties and solve many of the limitations associated with self- and informant-report questionnaires. Virtual reality (VR) technology, which has gained interest as an effective medium for administering interventions in the context of healthcare, has the potential to minimize the time-demands associated with the administration and scoring of performance-based assessments. To date, efforts to develop VR systems for assessment of everyday function in older adults generally have relied on non-immersive systems. The aim of the present study was to evaluate the feasibility of an immersive VR environment for the assessment of everyday function in older adults. We present a detailed case report of an elderly woman who performed an everyday activity in an immersive VR context (Virtual Reality Action Test) with two different types of interaction devices (controller vs. sensor). VR performance was compared to performance of the same task with real objects outside of the VR system (Real Action Test). Comparisons were made on several dimensions, including (1) quality of task performance (e.g., order of task steps, errors, use and speed of hand movements); (2) subjective impression (e.g., attitudes), and (3) physiological markers of stress. Subjective impressions of performance with the different controllers also were compared for presence, cybersickness, and usability. Results showed that the participant was capable of using controllers and sensors to manipulate objects in a purposeful and goal-directed manner in the immersive VR paradigm. She performed the everyday task similarly across all conditions. She reported no cybersickness and even indicated that interactions in the VR environment were pleasant and relaxing. Thus, immersive VR is a feasible approach for function assessment even with older adults who might have very limited computer experience, no prior VR exposure, average educational experiences, and mild cognitive difficulties. Because of inherent limitations of single case reports (e.g., unknown generalizability, potential practice effects, etc.), group studies are needed to establish the full psychometric properties of the Virtual Reality Action Test.},
keywords = {Elderly, Healthcare, Monitoring, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Pietro, Giuseppe De; Esposito, Massimo; Gallo, Luigi; Minutolo, Aniello; Neroni, Pietro
Discovering Leonardo with artificial intelligence and holograms: A user study Journal Article
In: Pattern Recognition Letters, vol. 131, pp. 361–367, 2020, ISSN: 0167-8655.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Human computer interaction, Touchless interaction, User study
@article{caggianese_discovering_2020,
title = {Discovering Leonardo with artificial intelligence and holograms: A user study},
author = {Giuseppe Caggianese and Giuseppe De Pietro and Massimo Esposito and Luigi Gallo and Aniello Minutolo and Pietro Neroni},
url = {https://www.sciencedirect.com/science/article/pii/S0167865520300039},
doi = {https://doi.org/10.1016/j.patrec.2020.01.006},
issn = {0167-8655},
year = {2020},
date = {2020-01-01},
journal = {Pattern Recognition Letters},
volume = {131},
pages = {361–367},
abstract = {Cutting-edge visualization and interaction technologies are increasingly used in museum exhibitions, providing novel ways to engage visitors and enhance their cultural experience. Existing applications are commonly built upon a single technology, focusing on visualization, motion or verbal interaction (e.g., high-resolution projections, gesture interfaces, chatbots). This aspect limits their potential, since museums are highly heterogeneous in terms of visitors profiles and interests, requiring multi-channel, customizable interaction modalities. To this aim, this work describes and evaluates an artificial intelligence powered, interactive holographic stand aimed at describing Leonardo Da Vinci’s art. This system provides the users with accurate 3D representations of Leonardo’s machines, which can be interactively manipulated through a touchless user interface. It is also able to dialog with the users in natural language about Leonardo’s art, while keeping the context of conversation and interactions. Furthermore, the results of a large user study, carried out during art and tech exhibitions, are presented and discussed. The goal was to assess how users of different ages and interests perceive, understand and explore cultural objects when holograms and artificial intelligence are used as instruments of knowledge and analysis.},
keywords = {Artificial intelligence, Conversational systems, Cultural heritage, Holograms, Human computer interaction, Touchless interaction, User study},
pubstate = {published},
tppubtype = {article}
}
2019
Caggianese, Giuseppe; Colonnese, Valerio; Gallo, Luigi
Situated Visualization in Augmented Reality: Exploring Information Seeking Strategies Proceedings Article
In: 2019 15th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 390–395, 2019.
Abstract | Links | BibTeX | Tags: Augmented Reality, Human computer interaction, Task analysis, Visualization
@inproceedings{caggianeseSituatedVisualizationAugmented2019,
title = {Situated Visualization in Augmented Reality: Exploring Information Seeking Strategies},
author = {Giuseppe Caggianese and Valerio Colonnese and Luigi Gallo},
doi = {10.1109/SITIS.2019.00069},
year = {2019},
date = {2019-11-01},
booktitle = {2019 15th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {390–395},
abstract = {In recent years augmented reality applications have been increasingly demonstrating the requirement for an interaction with information related to and directly shown in the surrounding environment. Situated information is visualized in its semantic and spatial context, building up an environment enhanced by an information level that dynamically adapts to the production of the information and to the actions of the user. The exploration and manipulation of this type of data through see-through augmented reality devices still represents a challenging task. The development of specific interaction strategies capable to mitigating the current limitations of augmented reality devices is essential. In this context, our contribution has been to design possible solutions to address some of these challenges allowing a dynamic interaction with situated information. Following the visual "information-seeking mantra" proposed by Shneiderman and introducing some "superpowers" for the users, in this work we present different strategies aimed at obtaining an overview and filtering, and acquiring details of a collection of situated data.},
keywords = {Augmented Reality, Human computer interaction, Task analysis, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
di Baja, Gabriella Sanniti; Gallo, Luigi; Yetongnon, Kokou; Dipanda, Albert; Chbeir, Richard (Ed.)
2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2019, ISBN: 978-1-7281-5686-6, (tex.referencetype: proceedings).
@book{sannitidibaja201915thInternational2019,
title = {2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Gabriella Sanniti di Baja and Luigi Gallo and Kokou Yetongnon and Albert Dipanda and Richard Chbeir},
url = {https://ieeexplore.ieee.org/xpl/conhome/9052528/proceeding},
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Caggianese, Giuseppe; Colonnese, Valerio; Gallo, Luigi
Situated Visualization in Augmented Reality: Exploring Information Seeking Strategies Proceedings Article
In: 2019 15th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 390–395, 2019.
Abstract | Links | BibTeX | Tags: Augmented Reality, Human computer interaction, Task analysis, Visualization
@inproceedings{caggianese_situated_2019,
title = {Situated Visualization in Augmented Reality: Exploring Information Seeking Strategies},
author = {Giuseppe Caggianese and Valerio Colonnese and Luigi Gallo},
doi = {10.1109/SITIS.2019.00069},
year = {2019},
date = {2019-11-01},
booktitle = {2019 15th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {390–395},
abstract = {In recent years augmented reality applications have been increasingly demonstrating the requirement for an interaction with information related to and directly shown in the surrounding environment. Situated information is visualized in its semantic and spatial context, building up an environment enhanced by an information level that dynamically adapts to the production of the information and to the actions of the user. The exploration and manipulation of this type of data through see-through augmented reality devices still represents a challenging task. The development of specific interaction strategies capable to mitigating the current limitations of augmented reality devices is essential. In this context, our contribution has been to design possible solutions to address some of these challenges allowing a dynamic interaction with situated information. Following the visual "information-seeking mantra" proposed by Shneiderman and introducing some "superpowers" for the users, in this work we present different strategies aimed at obtaining an overview and filtering, and acquiring details of a collection of situated data.},
keywords = {Augmented Reality, Human computer interaction, Task analysis, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
di Baja, Gabriella Sanniti; Gallo, Luigi; Yetongnon, Kokou; Dipanda, Albert; Chbeir, Richard (Ed.)
2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) Book
IEEE Computer Society, 2019, ISBN: 978-1-7281-5686-6, (tex.referencetype: proceedings).
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title = {2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)},
editor = {Gabriella Sanniti di Baja and Luigi Gallo and Kokou Yetongnon and Albert Dipanda and Richard Chbeir},
url = {https://ieeexplore.ieee.org/xpl/conhome/9052528/proceeding},
isbn = {978-1-7281-5686-6},
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Essmaeel, Kyis; Migniot, Cyrille; Dipanda, Albert; Gallo, Luigi; Damiani, Ernesto; Pietro, Giuseppe De
A new 3D descriptor for human classification: application for human detection in a multi-kinect system Journal Article
In: Multimedia Tools and Applications, vol. 78, no. 16, pp. 22479–22508, 2019, ISSN: 1573-7721.
Abstract | Links | BibTeX | Tags: 3D descriptor, Artificial intelligence, Classification, Human detection, Kinect
@article{essmaeelNew3DDescriptor2019,
title = {A new 3D descriptor for human classification: application for human detection in a multi-kinect system},
author = {Kyis Essmaeel and Cyrille Migniot and Albert Dipanda and Luigi Gallo and Ernesto Damiani and Giuseppe De Pietro},
url = {https://doi.org/10.1007/s11042-019-7568-6},
doi = {10.1007/s11042-019-7568-6},
issn = {1573-7721},
year = {2019},
date = {2019-08-01},
journal = {Multimedia Tools and Applications},
volume = {78},
number = {16},
pages = {22479–22508},
abstract = {In this paper we present a new 3D descriptor for human classification and a human detection method based on this descriptor. The proposed 3D descriptor allows classification of an object represented by a point cloud, as human or non-human. It is derived from the well-known Histogram of Oriented Gradient by employing surface normals instead of gradients. The process consists in an appropriate subdivision of the object point cloud into blocks. These blocks provide the spatial distribution modeling of the surface normal orientation into the different parts of the object. This distribution modelling is expressed as a histogram. In addition we have set up a multi-kinect acquisition system that provides us with Complete Point Clouds (CPC) (i.e. 360° view). Such CPCs enable a suitable processing, particularly in case of occlusions. Moreover they allow for the determination of the human frontal orientation. Based on the proposed 3D descriptor, we have developed a human detection method that is applied on CPCs. First, we evaluated the 3D descriptor over a set of CPC candidates by using the Support Vector Machine (SVM) classifier. The learning process was conducted with the original CPC database that we have built. The results are very promising. The descriptor can discriminate human from non-human candidates and provides the frontal direction of humans with high precision. In addition we demonstrated that using the CPCs improves significantly the classification results in comparison with Single Point Clouds (i.e. points clouds acquired with only one kinect). Second, we compared our detection method with two others, namely the HOG detector on RGB images and a 3D HOG-based detection method that is applied on RGB-depth data. The obtained results on different situations show that the proposed human detection method provides excellent performances that outperform the other two detection methods.},
keywords = {3D descriptor, Artificial intelligence, Classification, Human detection, Kinect},
pubstate = {published},
tppubtype = {article}
}
Essmaeel, Kyis; Migniot, Cyrille; Dipanda, Albert; Gallo, Luigi; Damiani, Ernesto; Pietro, Giuseppe De
A new 3D descriptor for human classification: application for human detection in a multi-kinect system Journal Article
In: Multimedia Tools and Applications, vol. 78, no. 16, pp. 22479–22508, 2019, ISSN: 1573-7721.
Abstract | Links | BibTeX | Tags: 3D descriptor, Artificial intelligence, Classification, Human detection, Kinect
@article{essmaeel_new_2019,
title = {A new 3D descriptor for human classification: application for human detection in a multi-kinect system},
author = {Kyis Essmaeel and Cyrille Migniot and Albert Dipanda and Luigi Gallo and Ernesto Damiani and Giuseppe De Pietro},
url = {https://doi.org/10.1007/s11042-019-7568-6},
doi = {10.1007/s11042-019-7568-6},
issn = {1573-7721},
year = {2019},
date = {2019-08-01},
journal = {Multimedia Tools and Applications},
volume = {78},
number = {16},
pages = {22479–22508},
abstract = {In this paper we present a new 3D descriptor for human classification and a human detection method based on this descriptor. The proposed 3D descriptor allows classification of an object represented by a point cloud, as human or non-human. It is derived from the well-known Histogram of Oriented Gradient by employing surface normals instead of gradients. The process consists in an appropriate subdivision of the object point cloud into blocks. These blocks provide the spatial distribution modeling of the surface normal orientation into the different parts of the object. This distribution modelling is expressed as a histogram. In addition we have set up a multi-kinect acquisition system that provides us with Complete Point Clouds (CPC) (i.e. 360° view). Such CPCs enable a suitable processing, particularly in case of occlusions. Moreover they allow for the determination of the human frontal orientation. Based on the proposed 3D descriptor, we have developed a human detection method that is applied on CPCs. First, we evaluated the 3D descriptor over a set of CPC candidates by using the Support Vector Machine (SVM) classifier. The learning process was conducted with the original CPC database that we have built. The results are very promising. The descriptor can discriminate human from non-human candidates and provides the frontal direction of humans with high precision. In addition we demonstrated that using the CPCs improves significantly the classification results in comparison with Single Point Clouds (i.e. points clouds acquired with only one kinect). Second, we compared our detection method with two others, namely the HOG detector on RGB images and a 3D HOG-based detection method that is applied on RGB-depth data. The obtained results on different situations show that the proposed human detection method provides excellent performances that outperform the other two detection methods.},
keywords = {3D descriptor, Artificial intelligence, Classification, Human detection, Kinect},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.): Intelligent Interactive Multimedia Systems and Services, pp. 24–33, Springer International Publishing, Cham, 2019, ISBN: 978-3-319-92231-7.
Abstract | Links | BibTeX | Tags: Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality
@inproceedings{caggianeseViveControllersVs2019,
title = {The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation},
author = {Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
doi = {10.1007/978-3-319-92231-7_3},
isbn = {978-3-319-92231-7},
year = {2019},
date = {2019-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services},
pages = {24–33},
publisher = {Springer International Publishing},
address = {Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {In recent years, virtual reality technologies have been improving in terms of resolution, convenience and portability, fostering their adoption in real life applications. The Vive Controllers and Leap Motion are two of the most commonly used low-cost input devices for interactions in virtual environments. This paper discusses their differences in terms of interaction design, and presents the results of a user study focusing on manipulation tasks, namely Walking box and blocks, Block tower and Numbered cubes tasks, taking into account both quantitative and qualitative observations. The experimental findings show a general preference for the Vive Controllers, but also highlight that further work is needed to simplify complex tasks.},
keywords = {Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Cuomo, Salvatore; Esposito, Massimo; Franceschini, Marco; Gallo, Luigi; Infarinato, Francesco; Minutolo, Aniello; Piccialli, Francesco; Romano, Paola
Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments Journal Article
In: IEEE Transactions on Industrial Informatics, vol. 15, no. 1, pp. 517–526, 2019, ISSN: 1941-0050.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Healthcare, Human computer interaction, Natural User Interfaces, Rehabilitation, Serious game, Stroke
@article{caggianeseSeriousGamesInCloud2019,
title = {Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments},
author = {Giuseppe Caggianese and Salvatore Cuomo and Massimo Esposito and Marco Franceschini and Luigi Gallo and Francesco Infarinato and Aniello Minutolo and Francesco Piccialli and Paola Romano},
doi = {10.1109/TII.2018.2856097},
issn = {1941-0050},
year = {2019},
date = {2019-01-01},
journal = {IEEE Transactions on Industrial Informatics},
volume = {15},
number = {1},
pages = {517–526},
abstract = {During the last years, the significant increase in the number of patients in need of rehabilitation has generated an unsustainable economic impact on healthcare systems, implying a reduction in therapeutic supervision and support for each patient. To address this problem, this paper proposes a telerehabilitation system based on serious games and in-cloud data analytics services, in accordance with Industry 4.0 design principles regarding modularity, service orientation, decentralization, virtualization, and real-time capability. The system, specialized for poststroke patients, comprises components for real-time acquisition of patient's motor data and a decision support service for their analysis. Raw data, reports, and recommendations are made available on the cloud to clinical operators to remotely assess rehabilitation outcomes and dynamically improve therapies. Furthermore, the results of a pilot study on the clinical impact deriving from the adoption of the proposed solution, and of a qualitative analysis about its acceptance, are presented and discussed.},
keywords = {Artificial intelligence, Healthcare, Human computer interaction, Natural User Interfaces, Rehabilitation, Serious game, Stroke},
pubstate = {published},
tppubtype = {article}
}
Gallo, Luigi; Marra, Ivana
ICAR-CNR no. RT-ICAR-NA-09-19, 2019.
Abstract | Links | BibTeX | Tags:
@techreport{galloRapportoTecnicoGestionale2019,
title = {Rapporto tecnico gestionale (01/11/2013-30/04/2017) Programma Operativo Nazionale "Ricerca e Competitività" 2007-2013 (PON "R&C") Avviso "Creazione di nuovi Distretti e/o nuove Aggregazioni Pubblico-Private" DḊ. n. 713/Ric. 29/10/2010 ASSE1 - TITOLO III Progetto PON03PE_00163_1 Social Network delle Entità dei Centri Storici (SNECS) CUP: B98C14000020005},
author = {Luigi Gallo and Ivana Marra},
url = {https://intranet.icar.cnr.it/wp-content/uploads/2020/01/RT-ICAR-NA-2019-09.pdf},
year = {2019},
date = {2019-01-01},
number = {RT-ICAR-NA-09-19},
institution = {ICAR-CNR},
abstract = {Scopo del lavoro è quello di presentare un report sulle attività svolte dalla Unità Operativa Istituto di Calcolo e Reti ad Alte Prestazioni (ICAR) del Soggetto Beneficiario Consiglio Nazionale delle Ricerche (CNR) nell'ambito del progetto PON "R&C" 2007-2013" PON03PE_00163_1 Social Network delle Entità dei Centri Storici (SNECS) per la rendicontazione tecnico-contabile, con breve descrizione delle},
keywords = {},
pubstate = {published},
tppubtype = {techreport}
}
Howlett, Robert J.; Gallo, Luigi; Chen, Yen-Wei; Qu, Xiaobo; Jain, Lakhmi C.
Preface Book Section
In: vol. 98, pp. v–vi, Springer Berlin Heidelberg, 2019, ISBN: 978-3-319-92230-0.
@incollection{howlettPreface2019,
title = {Preface},
author = {Robert J. Howlett and Luigi Gallo and Yen-Wei Chen and Xiaobo Qu and Lakhmi C. Jain},
isbn = {978-3-319-92230-0},
year = {2019},
date = {2019-01-01},
volume = {98},
pages = {v–vi},
publisher = {Springer Berlin Heidelberg},
series = {Smart Innovation, Systems and Technologies},
abstract = {This volume presents a series of carefully selected papers on the theme of Intelligent Interactive Multimedia Systems and Services (IIMSS-18), but also includes contributions on Innovation in Medicine and Healthcare (InMed-18) and Smart Transportation Systems (STS-18).},
keywords = {},
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Caggianese, Giuseppe; Cuomo, Salvatore; Esposito, Massimo; Franceschini, Marco; Gallo, Luigi; Infarinato, Francesco; Minutolo, Aniello; Piccialli, Francesco; Romano, Paola
Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments Journal Article
In: IEEE Transactions on Industrial Informatics, vol. 15, no. 1, pp. 517–526, 2019, ISSN: 1941-0050.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Healthcare, Human computer interaction, Natural User Interfaces, Rehabilitation, Serious game, Stroke
@article{caggianese_serious_2019,
title = {Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments},
author = {Giuseppe Caggianese and Salvatore Cuomo and Massimo Esposito and Marco Franceschini and Luigi Gallo and Francesco Infarinato and Aniello Minutolo and Francesco Piccialli and Paola Romano},
doi = {10.1109/TII.2018.2856097},
issn = {1941-0050},
year = {2019},
date = {2019-01-01},
journal = {IEEE Transactions on Industrial Informatics},
volume = {15},
number = {1},
pages = {517–526},
abstract = {During the last years, the significant increase in the number of patients in need of rehabilitation has generated an unsustainable economic impact on healthcare systems, implying a reduction in therapeutic supervision and support for each patient. To address this problem, this paper proposes a telerehabilitation system based on serious games and in-cloud data analytics services, in accordance with Industry 4.0 design principles regarding modularity, service orientation, decentralization, virtualization, and real-time capability. The system, specialized for poststroke patients, comprises components for real-time acquisition of patient's motor data and a decision support service for their analysis. Raw data, reports, and recommendations are made available on the cloud to clinical operators to remotely assess rehabilitation outcomes and dynamically improve therapies. Furthermore, the results of a pilot study on the clinical impact deriving from the adoption of the proposed solution, and of a qualitative analysis about its acceptance, are presented and discussed.},
keywords = {Artificial intelligence, Healthcare, Human computer interaction, Natural User Interfaces, Rehabilitation, Serious game, Stroke},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.): Intelligent Interactive Multimedia Systems and Services, pp. 24–33, Springer International Publishing, Cham, 2019, ISBN: 978-3-319-92231-7.
Abstract | Links | BibTeX | Tags: Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality
@inproceedings{caggianese_vive_2019,
title = {The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation},
author = {Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
doi = {10.1007/978-3-319-92231-7_3},
isbn = {978-3-319-92231-7},
year = {2019},
date = {2019-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services},
pages = {24–33},
publisher = {Springer International Publishing},
address = {Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {In recent years, virtual reality technologies have been improving in terms of resolution, convenience and portability, fostering their adoption in real life applications. The Vive Controllers and Leap Motion are two of the most commonly used low-cost input devices for interactions in virtual environments. This paper discusses their differences in terms of interaction design, and presents the results of a user study focusing on manipulation tasks, namely Walking box and blocks, Block tower and Numbered cubes tasks, taking into account both quantitative and qualitative observations. The experimental findings show a general preference for the Vive Controllers, but also highlight that further work is needed to simplify complex tasks.},
keywords = {Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Howlett, Robert J.; Gallo, Luigi; Chen, Yen-Wei; Qu, Xiaobo; Jain, Lakhmi C.
Preface Book Section
In: vol. 98, pp. v–vi, Springer Berlin Heidelberg, 2019, ISBN: 978-3-319-92230-0.
@incollection{howlett_preface_2019,
title = {Preface},
author = {Robert J. Howlett and Luigi Gallo and Yen-Wei Chen and Xiaobo Qu and Lakhmi C. Jain},
isbn = {978-3-319-92230-0},
year = {2019},
date = {2019-01-01},
volume = {98},
pages = {v–vi},
publisher = {Springer Berlin Heidelberg},
series = {Smart Innovation, Systems and Technologies},
abstract = {This volume presents a series of carefully selected papers on the theme of Intelligent Interactive Multimedia Systems and Services (IIMSS-18), but also includes contributions on Innovation in Medicine and Healthcare (InMed-18) and Smart Transportation Systems (STS-18).},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Marra, Ivana
ICAR-CNR no. RT-ICAR-NA-09-19, 2019.
Abstract | Links | BibTeX | Tags:
@techreport{gallo_rapporto_2019,
title = {Rapporto tecnico gestionale (01/11/2013-30/04/2017) Programma Operativo Nazionale "Ricerca e Competitività" 2007-2013 (PON "R&C") Avviso "Creazione di nuovi Distretti e/o nuove Aggregazioni Pubblico-Private" DḊ. n. 713/Ric. 29/10/2010 ASSE1 - TITOLO III Progetto PON03PE_00163_1 Social Network delle Entità dei Centri Storici (SNECS) CUP: B98C14000020005},
author = {Luigi Gallo and Ivana Marra},
url = {https://intranet.icar.cnr.it/wp-content/uploads/2020/01/RT-ICAR-NA-2019-09.pdf},
year = {2019},
date = {2019-01-01},
number = {RT-ICAR-NA-09-19},
institution = {ICAR-CNR},
abstract = {Scopo del lavoro è quello di presentare un report sulle attività svolte dalla Unità Operativa Istituto di Calcolo e Reti ad Alte Prestazioni (ICAR) del Soggetto Beneficiario Consiglio Nazionale delle Ricerche (CNR) nell'ambito del progetto PON "R&C" 2007-2013" PON03PE_00163_1 Social Network delle Entità dei Centri Storici (SNECS) per la rendicontazione tecnico-contabile, con breve descrizione delle},
keywords = {},
pubstate = {published},
tppubtype = {techreport}
}
2018
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage Proceedings Article
In: 2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 625–631, 2018.
Abstract | Links | BibTeX | Tags: Cultural heritage, Diegetic interface, Graphical user interfaces, Three-dimensional displays, Virtual Reality
@inproceedings{caggianeseExploringFeasibilityDiegetic2018,
title = {Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage},
author = {Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2018.00101},
year = {2018},
date = {2018-11-01},
booktitle = {2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {625–631},
abstract = {In the last few years, modern immersive technology has been used to exploit new digital resources overcoming the limitations of conventional exhibitions proving to be an invaluable instrument capable of bridging the gap between the visitor and the cultural space. However, to promote visitor enjoyment and to enhance the learning process in relation to the cultural heritage, it is fundamental to propose the cultural data to the visitor in an appropriate way through interfaces that help to focus the visitor's attention on the work of art in question. With this aim, new graphical user interfaces should be designed, following a diegetic approach and so providing a more natural and immersive environment to the user. Inspired by the gaming industry, in which the diegetic transformation of graphical user interfaces has already been introduced, in this paper, we will analyze the opportunities offered by the diegetic approach and will evaluate its relevance to the cultural domain. We will highlight the issues related to the applicability of diegetic user interfaces to an immersive virtual exhibition by discussing the different types of cultural data that can be proposed to a visitor and how that should be fictionally integrated into the scene.},
keywords = {Cultural heritage, Diegetic interface, Graphical user interfaces, Three-dimensional displays, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Cascia, Marco La; Vassallo, Giorgio; Gallo, Luigi; Pilato, Giovanni; Vella, Filippo
Automatic Image Annotation Using Random Projection in a Conceptual Space Induced from Data Proceedings Article
In: 2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 464–471, 2018.
Abstract | Links | BibTeX | Tags: Feature extraction, Hidden Markov models, Image annotation, Modeling, Semantics, Visualization
@inproceedings{lacasciaAutomaticImageAnnotation2018,
title = {Automatic Image Annotation Using Random Projection in a Conceptual Space Induced from Data},
author = {Marco La Cascia and Giorgio Vassallo and Luigi Gallo and Giovanni Pilato and Filippo Vella},
doi = {10.1109/SITIS.2018.00077},
year = {2018},
date = {2018-11-01},
booktitle = {2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {464–471},
abstract = {The main drawback of a detailed representation of visual content, whatever is its origin, is that significant features are very high dimensional. To keep the problem tractable while preserving the semantic content, a dimensionality reduction of the data is needed. We propose the Random Projection techniques to reduce the dimensionality. Even though this technique is sub-optimal with respect to Singular Value Decomposition its much lower computational cost make it more suitable for this problem and in particular when computational resources are limited such as in mobile terminals. In this paper we present the use of a “conceptual” space, automatically induced from data, to perform automatic image annotation. Images are represented by visual features based on color and texture and arranged as histograms of visual terms and bigrams to partially preserve the spatial information [1]. Using a set of annotated images as training data, the matrix of visual features is built and dimensionality reduction is performed using the Random Projection algorithm. A new unannotated image is then projected into the dimensionally reduced space and the labels of the closest training images are assigned to the unannotated image itself. Experiments on large real collection of images showed that the approach, despite of its low computational cost, is very effective.},
keywords = {Feature extraction, Hidden Markov models, Image annotation, Modeling, Semantics, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Cascia, Marco La; Vassallo, Giorgio; Gallo, Luigi; Pilato, Giovanni; Vella, Filippo
Automatic Image Annotation Using Random Projection in a Conceptual Space Induced from Data Proceedings Article
In: 2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 464–471, 2018.
Abstract | Links | BibTeX | Tags: Feature extraction, Hidden Markov models, Image annotation, Modeling, Semantics, Visualization
@inproceedings{la_cascia_automatic_2018,
title = {Automatic Image Annotation Using Random Projection in a Conceptual Space Induced from Data},
author = {Marco La Cascia and Giorgio Vassallo and Luigi Gallo and Giovanni Pilato and Filippo Vella},
doi = {10.1109/SITIS.2018.00077},
year = {2018},
date = {2018-11-01},
booktitle = {2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {464–471},
abstract = {The main drawback of a detailed representation of visual content, whatever is its origin, is that significant features are very high dimensional. To keep the problem tractable while preserving the semantic content, a dimensionality reduction of the data is needed. We propose the Random Projection techniques to reduce the dimensionality. Even though this technique is sub-optimal with respect to Singular Value Decomposition its much lower computational cost make it more suitable for this problem and in particular when computational resources are limited such as in mobile terminals. In this paper we present the use of a “conceptual” space, automatically induced from data, to perform automatic image annotation. Images are represented by visual features based on color and texture and arranged as histograms of visual terms and bigrams to partially preserve the spatial information [1]. Using a set of annotated images as training data, the matrix of visual features is built and dimensionality reduction is performed using the Random Projection algorithm. A new unannotated image is then projected into the dimensionally reduced space and the labels of the closest training images are assigned to the unannotated image itself. Experiments on large real collection of images showed that the approach, despite of its low computational cost, is very effective.},
keywords = {Feature extraction, Hidden Markov models, Image annotation, Modeling, Semantics, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage Proceedings Article
In: 2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 625–631, 2018.
Abstract | Links | BibTeX | Tags: Cultural heritage, Diegetic interface, Graphical user interfaces, Three-dimensional displays, Virtual Reality
@inproceedings{caggianese_exploring_2018,
title = {Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage},
author = {Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2018.00101},
year = {2018},
date = {2018-11-01},
booktitle = {2018 14th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {625–631},
abstract = {In the last few years, modern immersive technology has been used to exploit new digital resources overcoming the limitations of conventional exhibitions proving to be an invaluable instrument capable of bridging the gap between the visitor and the cultural space. However, to promote visitor enjoyment and to enhance the learning process in relation to the cultural heritage, it is fundamental to propose the cultural data to the visitor in an appropriate way through interfaces that help to focus the visitor's attention on the work of art in question. With this aim, new graphical user interfaces should be designed, following a diegetic approach and so providing a more natural and immersive environment to the user. Inspired by the gaming industry, in which the diegetic transformation of graphical user interfaces has already been introduced, in this paper, we will analyze the opportunities offered by the diegetic approach and will evaluate its relevance to the cultural domain. We will highlight the issues related to the applicability of diegetic user interfaces to an immersive virtual exhibition by discussing the different types of cultural data that can be proposed to a visitor and how that should be fictionally integrated into the scene.},
keywords = {Cultural heritage, Diegetic interface, Graphical user interfaces, Three-dimensional displays, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.)
Intelligent Interactive Multimedia Systems and Services, Proceedings of 2018 Conference Book
Springer Cham, 2018, ISBN: 978-3-319-92231-7, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags:
@book{depietroIntelligentInteractiveMultimedia2018,
title = {Intelligent Interactive Multimedia Systems and Services, Proceedings of 2018 Conference},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
url = {https://link.springer.com/book/10.1007/978-3-319-92231-7},
isbn = {978-3-319-92231-7},
year = {2018},
date = {2018-06-01},
volume = {98},
publisher = {Springer Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {Includes recent research on intelligent interactive multimedia systems and services. Presents the proceedings of the 11th International KES Conference on Intelligent Interactive Multimedia: Systems and Services, KES-IIMSS-18, held in Gold Coast, Australia on June 20–22, 2018. Showcases key technologies and applications of intelligent and interactive multimedia systems and services.},
note = {tex.referencetype: proceedings},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.)
Intelligent Interactive Multimedia Systems and Services, Proceedings of 2018 Conference Book
Springer Cham, 2018, ISBN: 978-3-319-92231-7, (tex.referencetype: proceedings).
Abstract | Links | BibTeX | Tags:
@book{de_pietro_intelligent_2018,
title = {Intelligent Interactive Multimedia Systems and Services, Proceedings of 2018 Conference},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
url = {https://link.springer.com/book/10.1007/978-3-319-92231-7},
isbn = {978-3-319-92231-7},
year = {2018},
date = {2018-06-01},
volume = {98},
publisher = {Springer Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {Includes recent research on intelligent interactive multimedia systems and services. Presents the proceedings of the 11th International KES Conference on Intelligent Interactive Multimedia: Systems and Services, KES-IIMSS-18, held in Gold Coast, Australia on June 20–22, 2018. Showcases key technologies and applications of intelligent and interactive multimedia systems and services.},
note = {tex.referencetype: proceedings},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Caggianese, Giuseppe; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Giordano, Antonio; Predazzi, Marco; Neroni, Pietro
Towards a Virtual Reality Cognitive Training System for Mild Cognitive Impairment and Alzheimer's Disease Patients Proceedings Article
In: 2018 32nd International Conference on Advanced Information Networking and Applications Workshops (WAINA), pp. 663–667, 2018.
Abstract | Links | BibTeX | Tags: Alzheimer's disease, Cognitive disorders, Dementia, Healthcare, Mild Cognitive Impairment, Monitoring, Training, Virtual Reality
@inproceedings{caggianeseVirtualRealityCognitive2018,
title = {Towards a Virtual Reality Cognitive Training System for Mild Cognitive Impairment and Alzheimer's Disease Patients},
author = {Giuseppe Caggianese and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Antonio Giordano and Marco Predazzi and Pietro Neroni},
doi = {10.1109/WAINA.2018.00164},
year = {2018},
date = {2018-05-01},
booktitle = {2018 32nd International Conference on Advanced Information Networking and Applications Workshops (WAINA)},
pages = {663–667},
abstract = {The rapid growth of the aged population has stimulated research directed at designing interventions to support the associated social, economic and health challenges in an elderly population. Environmental interventions, like cognitive rehabilitation, stimulation and training can significantly improve cognitive functioning, so mitigating the cognitive decline. In this area, the adoption of state-of-the-art virtual reality technologies can provide a cost-effective, flexible and comprehensive solution for realizing complex cognitive training environments. With the aim of preserving mnestic and logical-praxic functions of patients with MCI or Alzheimer's disease at the early stages, in this paper we describe our ongoing work in designing a novel, fullyequipped virtual reality cognitive training system. The system is characterized by a high degree of realism and interactivity, to provide the patient with an adequate sense of presence within the virtual environment. Moreover, it is able to monitor the patient's biomedical signals and collect quantitative data on the training sessions, so allowing the therapist to analyze and tailor the training strategies to the patient.},
keywords = {Alzheimer's disease, Cognitive disorders, Dementia, Healthcare, Mild Cognitive Impairment, Monitoring, Training, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Chirico, Andrea; Pietro, Giuseppe De; Gallo, Luigi; Giordano, Antonio; Predazzi, Marco; Neroni, Pietro
Towards a Virtual Reality Cognitive Training System for Mild Cognitive Impairment and Alzheimer's Disease Patients Proceedings Article
In: 2018 32nd International Conference on Advanced Information Networking and Applications Workshops (WAINA), pp. 663–667, 2018.
Abstract | Links | BibTeX | Tags: Alzheimer's disease, Cognitive disorders, Dementia, Healthcare, Mild Cognitive Impairment, Monitoring, Training, Virtual Reality
@inproceedings{caggianese_towards_2018,
title = {Towards a Virtual Reality Cognitive Training System for Mild Cognitive Impairment and Alzheimer's Disease Patients},
author = {Giuseppe Caggianese and Andrea Chirico and Giuseppe De Pietro and Luigi Gallo and Antonio Giordano and Marco Predazzi and Pietro Neroni},
doi = {10.1109/WAINA.2018.00164},
year = {2018},
date = {2018-05-01},
booktitle = {2018 32nd International Conference on Advanced Information Networking and Applications Workshops (WAINA)},
pages = {663–667},
abstract = {The rapid growth of the aged population has stimulated research directed at designing interventions to support the associated social, economic and health challenges in an elderly population. Environmental interventions, like cognitive rehabilitation, stimulation and training can significantly improve cognitive functioning, so mitigating the cognitive decline. In this area, the adoption of state-of-the-art virtual reality technologies can provide a cost-effective, flexible and comprehensive solution for realizing complex cognitive training environments. With the aim of preserving mnestic and logical-praxic functions of patients with MCI or Alzheimer's disease at the early stages, in this paper we describe our ongoing work in designing a novel, fullyequipped virtual reality cognitive training system. The system is characterized by a high degree of realism and interactivity, to provide the patient with an adequate sense of presence within the virtual environment. Moreover, it is able to monitor the patient's biomedical signals and collect quantitative data on the training sessions, so allowing the therapist to analyze and tailor the training strategies to the patient.},
keywords = {Alzheimer's disease, Cognitive disorders, Dementia, Healthcare, Mild Cognitive Impairment, Monitoring, Training, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J; Jain, Lakhmi C; Vlacic, Ljubo
Intelligent Interactive Multimedia Systems and Services: Proceedings of 2018 Conference Miscellaneous
2018.
BibTeX | Tags:
@misc{pietro_intelligent_2018,
title = {Intelligent Interactive Multimedia Systems and Services: Proceedings of 2018 Conference},
author = {Giuseppe De Pietro and Luigi Gallo and Robert J Howlett and Lakhmi C Jain and Ljubo Vlacic},
year = {2018},
date = {2018-01-01},
publisher = {Springer Publishing Company, Incorporated},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Caggianese, Giuseppe; Calabrese, Mariaconsiglia; Maio, Vincenzo De; Pietro, Giuseppe De; Faggiano, Armando; Gallo, Luigi; Sannino, Giovanna; Vecchione, Carmine
A rehabilitation system for post-operative heart surgery Proceedings Article
In: Intelligent Interactive Multimedia Systems and Services 2017 10, pp. 554–564, Springer, 2018.
BibTeX | Tags:
@inproceedings{caggianese_rehabilitation_2018,
title = {A rehabilitation system for post-operative heart surgery},
author = {Giuseppe Caggianese and Mariaconsiglia Calabrese and Vincenzo De Maio and Giuseppe De Pietro and Armando Faggiano and Luigi Gallo and Giovanna Sannino and Carmine Vecchione},
year = {2018},
date = {2018-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2017 10},
pages = {554–564},
publisher = {Springer},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Other
Talks
Keynote Talks
- 2023, October 10 – Artificial Intelligence and Virtual Reality Advances and Applications in Research Oncology and Clinical Oncology, Next Oncology 2023, Next Oncology – Supporting Oncology through innovation, Milano, Italy. Website
- 2022, March 1 – Touchless interactions in Surgery, ICCI 2022, International Conference on Cybernetics and Innovations, Ratchaburi, Thailand. Website
- 2019, June 25 – Interactive Virtual Environments: From the Laboratory to the Field, SalentoAVR 2019, 6th International Conference on Augmented and Virtual Reality, Lecce, Italy. Website
- 2016, October 2 – Vision-based human-computer interaction in the operating theatre, PRIP 2016, 13th International Conference on Pattern Recognition and Information Processing, Minsk, Republic of Belarus. Website
- 2015, September 1 – Touchless Interaction in Surgery: the Medical Imaging Toolkit experience, SalentoAVR 2015, 2nd International Conference on Augmented and Virtual Reality, Lecce, Italy. Website
Invited Talks
- 2023, November 14 – Realtà Aumentata e Virtuale, La Scienza che non c’era: L’informatica e i prossimi 100 anni del CNR, Area di Ricerca CNR Pisa, Pisa, Italy. Website
- 2023, September 30 – Lessons Learnt from the SMART BEAR Project, STRESS Congress, Palatul Parlamentului, Bucarest, Romania. Host: Prof. Luiza Spiru.
- 2023, May 2 – Enhancing and promoting tangible and intangible cultural heritage: an HCI perspective, PhD Course in “Umanesimo e Tecnologie”, Università di Macerata, Italy. Host: Prof. Roberto Lambertini.
- 2022, December 19 – Sperimentare la realtà estesa e l’interazione uomo-macchina nella riabilitazione personalizzata, Personalized Rehabilitation: Combining Mind, Body and Genetics 2022, Università degli Studi della Campania Luigi Vanvitelli, Napoli, Italia.
- 2022, October 25 – Home Care and Assisted Living for the Elderly: The SMART BEAR Approach, Digital Transformation Summit 2022, Funchal, Madeira, Portugal. Website
- 2022, September 9 – Enhancing and promoting tangible and intangible cultural heritage: an HCI perspective, eXtended Reality and Artificial Intelligence, International Summer School 2022 on “XR and AI for enhancing cultural and territorial heritage”, Matera, Italy. Host: Prof. Ugo Erra. Website
- 2018, December 14 – The potential of virtual reality in various health care settings: promises and challenges, Artificial Intelligence and Health, Rome, Italy. Host: Prof. Clara Balsano. Website
- 2018, November 15 – Piattaforma DatabencArt – progetto per le scuole della Campania, XXII Edizione della Borsa Mediterranea del Turismo Archeologico, Paestum (SA), Italy. Host: Luisa Franzese. Website
- 2018, September 29 – La realtà virtuale per il training cognitivo, Convention Realtà virtuale in soggetti con impairment cognitivo, Gallarate (VA), Italia. Host: Dr. Marco Predazzi. Website
- 2017, February 15 – Interactive ICT technologies for Cultural Heritage, Museo Archeologico Nazionale di Napoli (MANN), Napoli, Italy. Host: Dr. Paolo Giulierini. Website
- 2014, June 6 – Interfacce gestuali touchless per la visualizzazione di immagini mediche, Chirurgie 2014 – Simulazione nella Formazione, Programmazione e Ricerca in Chirurgia, Napoli, Italy. Host: Prof. Marco De Fazio. Website
- 2013, November 11 – Multi-DOF touchless interaction with 3D medical data, Body Tracking in Healthcare 2013, Microsoft Research, Cambridge, UK. Organisers: Abigail Sellen, Kenton O’Hara, Scarlet Schwiderski-Grosche. Website
- 2008, March – Realistic vs. magic interaction metaphors in virtual environments, Multimedia Techniques for Device and Ambient Intelligence – MTDAI 2008, Mogliano Veneto, Italy. Host: Prof. E. Damiani.
Awards
Best Graphical Abstract Award @ METROXRAINE
Rausa, Maria; Gaglio, Salvatore; Augello, Agnese; Caggianese, Giuseppe; Franchini, Silvia; Gallo, Luigi; Sabatucci, Luca, “Enriching Metaverse With Memories Through Generative AI: A Case Study”, presented at the 2024 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (METROXRAINE 2024), London, UK, 21-23 October 2024.
Best Research Paper Award @ AIxPAC
Best Research Paper Award @ ICT4AWE
Second Place Award - Gesture Demonstration Competition @ ICPR
L. Gallo, A.P. Placitelli, G. De Pietro, “A Kinect NUI for 3D Medical Visualization”, demonstrated at the CHALEARN Gesture Demonstration Competition, in conjunction with the 21st International Conference on Pattern Recognition (ICPR 2012), Tsukuba International Congress Center, Tsukuba Science City, Japan, November 10-11, 2012. Organizers: Isabelle Guyon, Vassilis Athitsos. Judges: Alex Balan, Hugo Jair Escalante, Paul Doliotis, Jeffrey Margolis. ChaLearn Gesture Demonstration Competition website
Best Research Paper Award @ IIMSS
L. Gallo, “A Glove-Based Interface for 3D Medical Image Visualization”, presented at the 3rd International Symposium on Intelligent and Interactive Multimedia: Systems and Services, Baltimore, USA, 28-30 July 2010.
Degree & PhD Theses
-
L. Gallo, “Semi-immersive interactive virtual environments for 3D medical imaging”, University of Naples Parthenope, Philosophiæ Doctor degree in Information Engineering, 2010. PhD Thesis
-
L. Gallo, “Distribuzione ed esecuzione automatica di task in griglie pervasive”, University of Naples Federico II, Degree in Computer Engineering, 2006. MEng Thesis