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.
2023
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 Best Paper 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 | BibTeX | Tags: Artificial intelligence, Virtual Reality
@inproceedings{gaglioMoralMediatorsMetaverse2023a,
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},
issn = {1613-0073},
year = {2023},
date = {2023-11-01},
urldate = {2023-11-01},
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}
}
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.
Abstract | Links | BibTeX | Tags: 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 = {2023-08-01},
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.},
keywords = {Healthcare, Psychology, 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, 2023.
Abstract | BibTeX | Tags: Artificial intelligence, Augmented Reality, Enactivism, Human augmentation, 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},
year = {2023},
date = {2023-01-01},
journal = {Journal of the Italian Astronomical Society},
volume = {94},
number = {1},
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, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2022
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: Healthcare, Virtual Reality
@article{melilloVirtualRealityRehabilitation2022a,
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},
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 = {Healthcare, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Esposito, Ciro; Autorino, Giuseppe; Iervolino, Anna; Vozzella, Emilia Anna; Cerulo, Mariapina; Esposito, Giovanni; Coppola, Vincenzo; Carulli, Roberto; Cortese, Giuseppe; Gallo, Luigi; Escolino, Maria
In: Journal of Laparoendoscopic & Advanced Surgical Techniques, vol. 32, no. 2, pp. 197–203, 2022, ISSN: 1092-6429, 1557-9034.
Abstract | Links | BibTeX | Tags: Healthcare, Pediatric Surgery, Randomized Clinical Trial, Virtual Reality
@article{espositoEfficacyVirtualReality2022,
title = {Efficacy of a Virtual Reality Program in Pediatric Surgery to Reduce Anxiety and Distress Symptoms in the Preoperative Phase: A Prospective Randomized Clinical Trial},
author = { Ciro Esposito and Giuseppe Autorino and Anna Iervolino and Emilia Anna Vozzella and Mariapina Cerulo and Giovanni Esposito and Vincenzo Coppola and Roberto Carulli and Giuseppe Cortese and Luigi Gallo and Maria Escolino},
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 $pm$ 0.4] than in G2 [2.15 $pm$ 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}
}
Gaglio, Giuseppe Fulvio; Augello, Agnese; Caggianese, Giuseppe; Gallo, Luigi
Modellazione 3D di avatar per il Serious Game SMILER Technical Report
no. RT-ICAR-NA-2022-01, 2022.
Abstract | 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},
year = {2022},
date = {2022-01-01},
number = {RT-ICAR-NA-2022-01},
abstract = {Il presente documento illustra la progettazione e la realizzazione di un avatar per il serious game previsto nell'ambito del progetto guillemotleft SMILER guillemotright - 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}
}
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: Healthcare, Virtual Reality
@article{melilloLaborAnalgesiaSystematic2022a,
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},
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 = {Healthcare, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2020
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: 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},
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 = {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, 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},
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}
}
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},
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}
}
2019
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}
}
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, Digital heritage, 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, Digital heritage, Graphical user interfaces, Three-dimensional displays, 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 training, 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 training, Dementia, Healthcare, Mild Cognitive Impairment, Monitoring, Training, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Ciampi, Mario; Gallo, Luigi; Pietro, Giuseppe De
MITO: An Advanced Toolkit for Medical Imaging Processing and Visualization Technical Report
no. RT-ICAR-NA-2018-02, 2018.
Abstract | BibTeX | Tags: Healthcare, Human computer interaction, Touchless interaction, Virtual Reality
@techreport{ciampiMITOAdvancedToolkit2018,
title = {MITO: An Advanced Toolkit for Medical Imaging Processing and Visualization},
author = { Mario Ciampi and Luigi Gallo and Giuseppe De Pietro},
year = {2018},
date = {2018-01-01},
number = {RT-ICAR-NA-2018-02},
abstract = {This technical report presents MITO, an open software environment for medical image acquisition, processing, visualization, and navigation. The system is able to interact with PACS servers conforming to the DICOM 3.0 standard in order to retrieve and send radiological image data. Acquired 2D images can be manipulated with MITO for basic operations and advanced processing, like image segmentation, region extraction, image fusion, 3D reconstructions. Advanced 2D and 3D user interfaces allow users to interact with medical images and volumes through various input devices or in a completely touchless way. The high number of downloads of the software system, along with its widespread use in numerous experimental scenarios, show the high extensiveness and performance of the features developed.},
keywords = {Healthcare, Human computer interaction, Touchless interaction, Virtual Reality},
pubstate = {published},
tppubtype = {techreport}
}
Indovina, Paola; Barone, Daniela; Gallo, Luigi; Chirico, Andrea; Pietro, Giuseppe De; Giordano, Antonio
Virtual Reality as a Distraction Intervention to Relieve Pain and Distress During Medical Procedures: A Comprehensive Literature Review Journal Article
In: The Clinical Journal of Pain, vol. 34, no. 9, 2018, ISSN: 0749-8047.
Abstract | BibTeX | Tags: Chemotherapy, Healthcare, Pain, Virtual Reality
@article{indovinaVirtualRealityDistraction2018,
title = {Virtual Reality as a Distraction Intervention to Relieve Pain and Distress During Medical Procedures: A Comprehensive Literature Review},
author = { Paola Indovina and Daniela Barone and Luigi Gallo and Andrea Chirico and Giuseppe De Pietro and Antonio Giordano},
issn = {0749-8047},
year = {2018},
date = {2018-01-01},
journal = {The Clinical Journal of Pain},
volume = {34},
number = {9},
abstract = {Objectives: This review aims to provide a framework for evaluating the utility of virtual reality (VR) as a distraction intervention to alleviate pain and distress during medical procedures. We first describe the theoretical bases underlying the VR analgesic and anxiolytic effects and define the main factors contributing to its efficacy, which largely emerged from studies on healthy volunteers. Then, we provide a comprehensive overview of the clinical trials using VR distraction during different medical procedures, such as burn injury treatments, chemotherapy, surgery, dental treatment, and other diagnostic and therapeutic procedures. Methods: A broad literature search was performed using as main terms ``virtual reality,'' ``distraction,'' and ``pain.'' No date limit was applied and all the retrieved studies on immersive VR distraction during medical procedures were selected. Results: VR has proven to be effective in reducing procedural pain, as almost invariably observed even in patients subjected to extremely painful procedures, such as patients with burn injuries undergoing wound care, and physical therapy. Moreover, VR seemed to decrease cancer-related symptoms in different settings, including during chemotherapy. Only mild and infrequent side effects were observed. Discussion: Despite these promising results, future long-term randomized controlled trials with larger sample sizes and evaluating not only self-report measures but also physiological variables are needed. Further studies are also required both to establish predictive factors to select patients who can benefit from VR distraction and to design hardware/software systems tailored to the specific needs of different patients and able to provide the greatest distraction at the lowest cost.},
keywords = {Chemotherapy, Healthcare, Pain, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2017
Gallo, Luigi
SNECS: le nuove tecnologie informatiche per la conoscenza e la fruizione del patrimonio culturale Book Section
In: Castel Nuovo in Napoli. Ricerche integrate e conoscenza critica per il progetto di restauro e di valorizzazione, no. 3, Artstudiopaparo, Napoli (Italia), 2017, ISBN: 97888991-47-3.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloSNECSNuoveTecnologie2017,
title = {SNECS: le nuove tecnologie informatiche per la conoscenza e la fruizione del patrimonio culturale},
author = { Luigi Gallo},
isbn = {97888991-47-3},
year = {2017},
date = {2017-02-01},
booktitle = {Castel Nuovo in Napoli. Ricerche integrate e conoscenza critica per il progetto di restauro e di valorizzazione},
number = {3},
publisher = {Artstudiopaparo, Napoli (Italia)},
series = {Collana FREQUENZE_conservazione/restauro},
abstract = {Il progetto di ricerca SNECS - Social Network delle Entit`a dei Centri Storici, finanziato dal Ministero dell'Istruzione, dell'Universit`a e della Ricerca, ha come obiettivo generale quello di raccogliere e trasmettere i contenuti della conoscenza scientifica di carattere artistico, archeologico, letterario, storico– filosofico sul territorio della Campania, con particolare enfasi sui centri storici, attivando e sperimentando nuove strategie per la loro rappresentazione, organizzazione, diffusione e promozione basate su paradigmi di intelligenza tecnologica. SNECS `e un'iniziativa promossa dal Distretto ad alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC), un'aggregazione di Universit`a, Enti di Ricerca e Aziende il cui obiettivo `e rendere il Patrimonio Culturale volano di crescita civile e rilancio economico, promuovendo un marchio di fabbrica caratterizzato da interventi innovativi basati su servizi ed infrastrutture tecnologiche e sociali.},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Pietro, Giuseppe De
Il Virtuale per il Patrimonio Culturale: prospettive e direzioni future Book Section
In: La Baia di Napoli – Strategie integrate per la conservazione e la fruizione del paesaggio culturale, Interpretazione/Comunicazione e strategie di fruizione del paesaggio culturale, Artstudiopaparo, Napoli (Italia), 2017, ISBN: 978-88-99130-68-8.
BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloVirtualePatrimonioCulturale2017,
title = {Il Virtuale per il Patrimonio Culturale: prospettive e direzioni future},
author = { Luigi Gallo and Giuseppe De Pietro},
isbn = {978-88-99130-68-8},
year = {2017},
date = {2017-01-01},
booktitle = {La Baia di Napoli – Strategie integrate per la conservazione e la fruizione del paesaggio culturale, Interpretazione/Comunicazione e strategie di fruizione del paesaggio culturale},
publisher = {Artstudiopaparo, Napoli (Italia)},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
2016
Gallo, Luigi; Pietro, Giuseppe De
Virtual Cultural Heritage: Perspectives and Future Directions Proceedings Article
In: La Baia Di Napoli - Strategie Integrate per La Conservazione e La Fruizione Del Paesaggio Culturale, Napoli, Italy, 2016.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@inproceedings{galloVirtualCulturalHeritage2016,
title = {Virtual Cultural Heritage: Perspectives and Future Directions},
author = { Luigi Gallo and Giuseppe De Pietro},
year = {2016},
date = {2016-12-01},
booktitle = {La Baia Di Napoli - Strategie Integrate per La Conservazione e La Fruizione Del Paesaggio Culturale},
address = {Napoli, Italy},
abstract = {Modern computing and virtual environment technologies can immerse users into highly realistic computer-generated environments, in which visible and invisible, hypothetical and imaginary objects can be merged into a single, coherent world. These aspects make it natural to apply them to explore areas of cultural interest: a virtual tourist can immerse into places that are inaccessible because only existent in ancient ages, or still existing but closed for repairs, or simply too distant to be reached. An entire city centre can now be reproduced in 4D, with time as the fourth dimension, representing and amplifying centuries of history in a single, virtual space. From a technical and technological perspective, things are evolving fast. Virtual Reality (VR) headsets and development platforms are now cheaper and efficient. High-end solutions such as Oculus Rift, HTC Vive and Sony PlayStation VR, will be all available within the year. For a fully mobile VR experience, Samsung Gear VR and Google Cardboard, in which a smartphone is used it both as the visual and processing unit, are now available too. As a result, after decades of niche products and applications, VR solutions are entering into the mainstream, and opening new scenarios. Let us consider the case of ``Splash'', a new-born community: people can capture the space around them with a 360-degree video and then share it to other users that, by using a VR helmet or even a cardboard, can immerse into these distant realities. Experiences, both real and virtual, can now be shared by letting the users to live them with their own point of view. However, the more the presence - the sensation of being there - of the user grows, the more the interactivity becomes challenging. Humans learn and perceive following an interactive process, and this is especially true for the understanding, analysis and interpretation of the cultural patrimony. The immersion into a digital, real or mixed world will require novel technologies and methods to interact with and, somewhat, ``feel'' such environments. How to navigate within the spatio-temporal continuum, make questions, switch between the different realities of the cultural information? These are only some of the aspects that are now opening methodological discussions and research questions},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
An Investigation of Leap Motion Based 3D Manipulation Techniques for Use in Egocentric Viewpoint Proceedings Article
In: Paolis, Lucio Tommaso De; Mongelli, Antonio (Ed.): Augmented Reality, Virtual Reality, and Computer Graphics, pp. 318–330, Springer International Publishing, Lecce, Italy, 2016, ISBN: 978-3-319-40650-3 978-3-319-40651-0.
Abstract | BibTeX | Tags: 3D interaction, Ego-Vision, Leap motion, Questionnaire evaluation, Virtual Reality
@inproceedings{caggianeseInvestigationLeapMotion2016,
title = {An Investigation of Leap Motion Based 3D Manipulation Techniques for Use in Egocentric Viewpoint},
author = { Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = { Lucio Tommaso De Paolis and Antonio Mongelli},
isbn = {978-3-319-40650-3 978-3-319-40651-0},
year = {2016},
date = {2016-06-01},
urldate = {2016-12-06},
booktitle = {Augmented Reality, Virtual Reality, and Computer Graphics},
volume = {9769},
pages = {318--330},
publisher = {Springer International Publishing},
address = {Lecce, Italy},
abstract = {In this paper we investigate suitable 3D manipulation techniques for a new generation of depth trackers exploitable in ego-vision for an immersive virtual environment. After presenting the specific configuration and hardware used, the paper focuses on an investigation into the advantages and disadvantages of the various techniques in order to choose the one most suitable for the manipulation of an object in an immersive virtual environment. We have faced the problem of canonical manipulation which includes, besides the selection, the positioning and rotation. Two different approaches are described allowing respectively a direct or constrained manipulation of the virtual object. Our aim is to evaluate the perceived usability of the two proposed manipulation techniques in the specific configuration and for this reason qualitative data have been gathered using the System Usability Scale questionnaire. The results show a different level of difficulty perceived by the testers between the two canonical manipulation techniques and a general preference for techniques that prove to be less tiring.},
keywords = {3D interaction, Ego-Vision, Leap motion, Questionnaire evaluation, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Santo, Massimo De; Gallo, Luigi
Le tecnologie DATABENC Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016, ISBN: 978-88-99130-26-8.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{desantoTecnologieDATABENC2016,
title = {Le tecnologie DATABENC},
author = { Massimo De Santo and Luigi Gallo},
isbn = {978-88-99130-26-8},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il Distretto ad alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC) `e un'aggregazione di Universit`a, Enti di Ricerca e Aziende il cui obiettivo `e rendere il Patrimonio Culturale volano di crescita civile e rilancio economico. Il Distretto vede nel Patrimonio Culturale l'occasione per costruire un valore con il quale creare sviluppo per il territorio e intende farlo promuovendo un marchio di fabbrica caratterizzato da interventi innovativi basati su servizi ed infrastrutture tecnologiche e sociali. Partendo da questo assunto, le due attuali progettualit`a DATABENC, denominate CHIS (Cultural Heritage Information System) e SNECS (Social Network delle Entit`a dei Centri Storici), puntano fortemente sull'utilizzo delle tecnologie pi`u avanzate per costruire nuovi modi di comunicare, rendendo i cittadini/turisti partecipi della gestione del Patrimonio Culturale e investendo sulla costruzione di reti di interesse intorno all'immenso patrimonio di cui il nostro Territorio `e depositario. Le tecnologie svolgono il loro ruolo di facilitatori di processi fondati sull'insieme delle competenze attive nella filiera distrettuale, costruita intorno ai temi della conoscenza integrata, del monitoraggio diagnostico, della valorizzazione e della fruizione sostenibile.},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Iorio, Gennaro
Oltre il visibile: un nuovo sguardo sul territorio Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloOltreVisibileNuovo2016,
title = {Oltre il visibile: un nuovo sguardo sul territorio},
author = { Luigi Gallo and Gennaro Iorio},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il territorio dei Campi Flegrei `e segnato dalle forme particolari che la natura vi ha assunto, e, in sintonia con queste, da un immaginario mitico che ha lasciato numerose tracce nelle opere letterarie, nel patrimonio archeologico e iconografico, nei toponimi in uso. Con l'obiettivo di "mostrare" al visitatore questa tradizione mitologica e letteraria, utilizzando le potenzialit`a offerte dalle nuove tecnologie, `e stata realizzata la mostra nell'ambito delle attivit`a del progetto SNECS (Social Network delle Entit`a dei Centri Storici), integrando le competenze degli umanisti del Museo Archeologico Nazionale di Napoli (MANN) con quelle degli umanisti e dei tecnologi dei soggetti partner del Distretto ad Alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC).},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
2015
Brancati, Nadia; Caggianese, Giuseppe; Pietro, Giuseppe De; Frucci, Maria; Gallo, Luigi; Neroni, Pietro
Tecnologie Indossabili di Realt`a Virtuale e Aumentata per la Fruizione Interattiva del Patrimonio Culturale Proceedings Article
In: Chianese, Angelo; Bifulco, Francesco (Ed.): Proceedings del Workshop LOSAI Laboratori Open su Scienza Arte e Innovazione, pp. 49–60, Napoli, Italy, 2015, ISBN: 978-88-99130-20-6.
Abstract | BibTeX | Tags: Augmented Reality, Ego-Vision, Touchless interaction, Virtual Reality, Wearable augmented reality
@inproceedings{brancatiTecnologieIndossabiliDi2015,
title = {Tecnologie Indossabili di Realt`a Virtuale e Aumentata per la Fruizione Interattiva del Patrimonio Culturale},
author = { Nadia Brancati and Giuseppe Caggianese and Giuseppe De Pietro and Maria Frucci and Luigi Gallo and Pietro Neroni},
editor = { Angelo Chianese and Francesco Bifulco},
isbn = {978-88-99130-20-6},
year = {2015},
date = {2015-05-01},
booktitle = {Proceedings del Workshop LOSAI Laboratori Open su Scienza Arte e Innovazione},
pages = {49--60},
address = {Napoli, Italy},
abstract = {La fruizione del patrimonio culturale, tangibile e intangibile, `e oggi in forte evoluzione. Il visitatore pu`o non solo guardare le opere, ma interagire, richiedere informazioni aggiuntive su ci`o che vede, inquadrare l'opera nel contesto socio-culturale. Le tecnologie di realt`a aumentata e virtuale stanno diventando sempre pi`u un valido strumento per rispondere a queste esigenze. Tuttavia, affinché tali tecnologie divengano un elemento efficace per la fruizione del patrimonio culturale, devono poter essere semplici da usare, non ingombranti e poter supportare il visitatore, fornendogli informazioni in qualsiasi luogo, outdoor (e.g., siti turistici, piazze), o indoor (e.g., musei, chiese). A valle di una panoramica delle nuove tecnologie e delle loro potenzialit`a, in questo articolo viene presentato un sistema prototipale che, tramite un dispositivo indossabile di realt`a aumentata adatto all'utilizzo sia indoor che outdoor, permette di interagire mediante comandi gestuali con le informazioni proiettate nel campo visivo dell'utente.},
keywords = {Augmented Reality, Ego-Vision, Touchless interaction, Virtual Reality, Wearable augmented reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2010
Ciampi, Mario; Gallo, Luigi; Coronato, Antonio; Pietro, Giuseppe De
Middleware Mechanisms for Interaction Interoperability in Collaborative Virtual Environments Journal Article
In: International Journal of Advanced Media and Communication, vol. 2, no. 4, pp. 154–166, 2010, ISSN: ISSN (Online): 1741-8003 - ISSN (Print): 1462-4613.
Abstract | Links | BibTeX | Tags: Interoperability, Middleware, Multi-agent systems, Natural User Interfaces, Virtual Reality
@article{ciampiMiddlewareMechanismsInteraction2010,
title = {Middleware Mechanisms for Interaction Interoperability in Collaborative Virtual Environments},
author = { Mario Ciampi and Luigi Gallo and Antonio Coronato and Giuseppe De Pietro},
doi = {10.1504/IJAMC.2010.032141},
issn = {ISSN (Online): 1741-8003 - ISSN (Print): 1462-4613},
year = {2010},
date = {2010-01-01},
journal = {International Journal of Advanced Media and Communication},
volume = {2},
number = {4},
pages = {154--166},
abstract = {In this paper, we discuss interaction interoperability in Collaborative Virtual Environments (CVE), intended to mean the ability of two or more users to cooperate despite the heterogeneity of their interfaces. To allow such interoperability, rather than focusing on the de-coupling of input devices from interaction techniques and from interaction tasks, we suggest integrating interactive systems at higher level through an interface standardization. To achieve this aim, we propose: i) an architectural model able to handle differences in input devices and interaction tasks; ii) an agent-based middleware that provides basic components to integrate heterogeneous user interfaces. We also present a prototype of an agent-based middleware able to support developers in the interconnection of monolithic applications and we introduce tools and languages we have used to formalize the interaction tasks considered in the case study.},
keywords = {Interoperability, Middleware, Multi-agent systems, Natural User Interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Gallo, Luigi; Minutolo, Aniello; Pietro, Giuseppe De
A User Interface for VR-ready 3D Medical Imaging by off-the-Shelf Input Devices Journal Article
In: Computers in Biology and Medicine, vol. 40, no. 3, pp. 350–358, 2010, ISSN: 0010-4825.
Abstract | Links | BibTeX | Tags: Healthcare, Interaction techniques, Medical Imaging, Mouse, Natural User Interfaces, Pointing, Rotation, User study, Virtual Reality, Wiimote
@article{galloUserInterfaceVRready2010,
title = {A User Interface for VR-ready 3D Medical Imaging by off-the-Shelf Input Devices},
author = { Luigi Gallo and Aniello Minutolo and Giuseppe De Pietro},
doi = {10.1016/j.compbiomed.2010.01.006},
issn = {0010-4825},
year = {2010},
date = {2010-01-01},
journal = {Computers in Biology and Medicine},
volume = {40},
number = {3},
pages = {350--358},
abstract = {The distinctiveness of clinical environments demands specific solutions in the design of both usable and practical user interfaces for 3D medical imaging. In this work, a novel user interface to provide a direct interaction in 3D space by off-the-shelf input devices is proposed. The interface, which has been implemented and integrated into an open-source medical image viewer, features a depth-enhanced mouse pointer and a novel rotation technique that uses the object's geometry as the rotation handle. The usability of the proposed approach is evaluated to show its effectiveness for use in professional 3D imaging applications.},
keywords = {Healthcare, Interaction techniques, Medical Imaging, Mouse, Natural User Interfaces, Pointing, Rotation, User study, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {article}
}
2009
Gallo, Luigi; Pietro, Giuseppe De
Input Devices and Interaction Techniques for VR-Enhanced Medicine Book Section
In: Damiani, Ernesto; Jeong, Jechang (Ed.): Multimedia Techniques for Device and Ambient Intelligence, pp. 115–134, Springer US, 2009, ISBN: 978-0-387-88776-0.
Abstract | BibTeX | Tags: Healthcare, Interaction metaphors, Medicine, Virtual Reality
@incollection{galloInputDevicesInteraction2009,
title = {Input Devices and Interaction Techniques for VR-Enhanced Medicine},
author = { Luigi Gallo and Giuseppe De Pietro},
editor = { Ernesto Damiani and Jechang Jeong},
isbn = {978-0-387-88776-0},
year = {2009},
date = {2009-01-01},
booktitle = {Multimedia Techniques for Device and Ambient Intelligence},
pages = {115--134},
publisher = {Springer US},
abstract = {Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds. In medicine, the application of these technologies and of the related communication interfaces could have a great impact on several fields, such as virtual endoscopy, surgical simulation and planning and medical education. Nonetheless, VR is still far away from being used in the daily clinical practice, being confined to specialist applications. In this study we try to outline the deficiencies of current VR-enhanced medical applications, focusing on field of medical imaging. We analyze the main requirements to produce effective systems suitable to be used by physicians, from the input device to the interaction techniques and metaphors. Moreover, we introduce the interactive system we are designing to allow a usable manipulation of 3D reconstructions of anatomical parts in virtual environments, which is based on the use of a handheld input device: the Wii controller.},
keywords = {Healthcare, Interaction metaphors, Medicine, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
2008
Gallo, Luigi; Minutolo, Aniello
A Natural Pointing Technique for Semi-Immersive Virtual Environments Proceedings Article
In: Mobiquitous '08 Proceedings of the 5th Annual International Conference on Mobile and Ubiquitous Systems: Computing, Networking, and Services, pp. 1–4, ICST, Dublin, Ireland, 2008, ISBN: 978-963-9799-27-1.
Abstract | Links | BibTeX | Tags: Healthcare, Interaction techniques, Mouse, Pointing, Virtual Reality, Wiimote
@inproceedings{galloNaturalPointingTechnique2008,
title = {A Natural Pointing Technique for Semi-Immersive Virtual Environments},
author = { Luigi Gallo and Aniello Minutolo},
doi = {10.4108/ICST.MOBIQUITOUS2008.3863},
isbn = {978-963-9799-27-1},
year = {2008},
date = {2008-07-01},
booktitle = {Mobiquitous '08 Proceedings of the 5th Annual International Conference on Mobile and Ubiquitous Systems: Computing, Networking, and Services},
pages = {1--4},
publisher = {ICST},
address = {Dublin, Ireland},
abstract = {Several interaction metaphors and techniques have been proposed to allow a natural interaction in virtual environments. Usually all these techniques are designed to be used with input devices such as wands, 3D mice or gloves. However, the availability of a new generation of auto-stereoscopic displays now makes it possible to exploit virtual experiences in new scenarios. In this paper we propose a variation of the ray-casting technique suitable for use with a standard mouse. With this proposed technique, users can move a 3D cursor in the virtual world without worrying about the third dimension and without losing the level of immersion provided by the 3D display.},
keywords = {Healthcare, Interaction techniques, Mouse, Pointing, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Coronato, Antonio; Marra, Ivana
Toward a Natural Interface to Virtual Medical Imaging Environments Proceedings Article
In: AVI '08 Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 429–432, ACM New York, NY, USA, Napoli, Italy, 2008, ISBN: 978-1-60558-141-5.
Abstract | Links | BibTeX | Tags: 3D interaction, Medical Imaging, Virtual Reality, VTK, Wireless
@inproceedings{galloNaturalInterfaceVirtual2008,
title = {Toward a Natural Interface to Virtual Medical Imaging Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Antonio Coronato and Ivana Marra},
doi = {10.1145/1385569.1385651},
isbn = {978-1-60558-141-5},
year = {2008},
date = {2008-05-01},
booktitle = {AVI '08 Proceedings of the Working Conference on Advanced Visual Interfaces},
pages = {429--432},
publisher = {ACM New York, NY, USA},
address = {Napoli, Italy},
abstract = {Immersive Virtual Reality environments are suitable to support activities related to medicine and medical practice. The immersive visualization of information-rich 3D objects, coming from patient scanned data, provides clinicians with a clear perception of depth and shapes. However, to benefit from immersive visualization in medical imaging, where inspection and manipulation of volumetric data are fundamental tasks, medical experts have to be able to act in the virtual environment by exploiting their real life abilities. In order to reach this goal, it is necessary to take into account user skills and needs so as to design and implement usable and accessible human-computer interaction interfaces. In this paper we present a natural interface for a semi-immersive virtual environment. Such interface is based on an off-the-shelf handheld wireless device and a speech recognition component, and provides clinicians with intuitive interaction modes for inspecting volumetric medical data.},
keywords = {3D interaction, Medical Imaging, Virtual Reality, VTK, Wireless},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Minutolo, Aniello
Realistic vs. Magic Interaction Metaphors in Virtual Environments Unpublished
2008.
Abstract | BibTeX | Tags: Interaction metaphors, Interaction techniques, Natural User Interfaces, Virtual Reality, Wiimote
@unpublished{galloRealisticVsMagic2008,
title = {Realistic vs. Magic Interaction Metaphors in Virtual Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Aniello Minutolo},
year = {2008},
date = {2008-03-01},
address = {Mogliano Veneto, Italy},
abstract = {Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds. In order to convey the users' knowledge to the VR context, interaction metaphors are used. They can be either realistic, i.e. based on real world rules, or magic. In this paper we discuss the subject of interaction metaphors and outline the pros and cons of realistic vs. magic approaches. We also present our experience in the development of interaction techniques in a practical scenario, and suggest an approach to design effective 3D interaction metaphors.},
keywords = {Interaction metaphors, Interaction techniques, Natural User Interfaces, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {unpublished}
}
Gallo, Luigi; Pietro, Giuseppe De; Marra, Ivana
User-Friendly Inspection of Medical Image Data Volumes in Virtual Environments Proceedings Article
In: CISIS '08: Proceedings of the International Conference on Complex, Intelligent and Software Intensive Systems, pp. 749–754, IEEE Computer Society, Los Alamitos, CA, USA, Polytechnic University of Catalonia, Spain, 2008, ISBN: 0-7695-3109-1.
Abstract | Links | BibTeX | Tags: 3D interaction, Healthcare, Medical Imaging, Virtual Reality, VOI
@inproceedings{galloUserFriendlyInspectionMedical2008,
title = {User-Friendly Inspection of Medical Image Data Volumes in Virtual Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Ivana Marra},
doi = {10.1109/CISIS.2008.33},
isbn = {0-7695-3109-1},
year = {2008},
date = {2008-03-01},
booktitle = {CISIS '08: Proceedings of the International Conference on Complex, Intelligent and Software Intensive Systems},
pages = {749--754},
publisher = {IEEE Computer Society, Los Alamitos, CA, USA},
address = {Polytechnic University of Catalonia, Spain},
abstract = {In many fields of medicine interactive virtual environments can offer enhanced visualization and manipulation of three-dimensional objects, reconstructed from high-quality scans of human organs. Stereoscopic systems provide users with a natural depth perception about the spatial nature of the structures of interest; moreover advanced user-friendly interfaces, by allowing a natural and intuitive interaction, can strengthen the feeling of being immersed, so to offer clinicians the possibility to act how they do in the real life. In order to enhance the sense of realism specially in medical computer-assisted education, training and diagnostic fields, it is necessary to have a system in which every action can be executed directly into the 3D world without switching to a 2D visualization mode. In this paper we present new interaction techniques to select and extract a volume-of-interest (VOI) in a semi-immersive interactive environment, by using a user-friendly wireless interface, suitable to implement pointing and manipulation features with 6 DOF.},
keywords = {3D interaction, Healthcare, Medical Imaging, Virtual Reality, VOI},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Marra, Ivana
3D Interaction with Volumetric Medical Data: Experiencing the Wiimote Proceedings Article
In: 2008 1st International Conference on Ambient Media and Systems (Ambi-Sys), pp. 1–6, ICST, Quebec City, Quebec, Canada, 2008, ISBN: 978-963-9799-16-5.
Abstract | Links | BibTeX | Tags: 3D interaction, Healthcare, Manipulation, Pointing, Usability, Virtual Reality, Wireless
@inproceedings{gallo3DInteractionVolumetric2008,
title = {3D Interaction with Volumetric Medical Data: Experiencing the Wiimote},
author = { Luigi Gallo and Giuseppe De Pietro and Ivana Marra},
doi = {10.4108/ICST.AMBISYS2008.2880},
isbn = {978-963-9799-16-5},
year = {2008},
date = {2008-02-01},
booktitle = {2008 1st International Conference on Ambient Media and Systems (Ambi-Sys)},
pages = {1--6},
publisher = {ICST},
address = {Quebec City, Quebec, Canada},
abstract = {Three-dimensional virtual environments are becoming more and more important for the inspection of volumetric medical data reconstructed from slices of images coming from Magnetic Resonance Imaging (MRI), Computer Tomography (CT), Positron Emission Tomography (PET) instrumentations. The possibility to visualize and interact with three-dimensional reconstructed organs while being immersed into a virtual environment, provides doctors a very naturalistic way to investigate patient's anatomy. However, most 3D user interfaces for immersive and semiimmersive virtual reality applications lack in usability or make not possible a user-friendly interaction. In this paper we present new flavors of existing 3D interaction techniques specifically designed for interacting with volumetric medical data in a semi-immersive virtual environment by using the Nintendo Wiimote controller as 3D user interface.},
keywords = {3D interaction, Healthcare, Manipulation, Pointing, Usability, Virtual Reality, Wireless},
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 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.
Master 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. Tutor: Prof. Luigi Romano. Ph.D. Thesis
L. Gallo, “Distribuzione ed esecuzione automatica di task in griglie pervasive,” University of Naples “Federico II”, Master of Science in Computer Engineering, 2006. Supervisors: Antonio Coronato, Giuseppe De Pietro. M.D. Thesis