Pubblicazioni

 

Martina Senis, Giovanni Atzori, Fabio Sorrentino, Lucio Davide Spano, Gianni Fenu
Smart Furniture and Technologies for Supporting Distributed Learning Groups
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
September 2017

Abstract: Advances in Wireless Sensor Networks (WSN) and its combination with IP technology support developers of interactive systems in building integrated experiences. In the same way, people are constantly connected between them using mobile devices. Through the IoT era we are going to a fully connected world and it influences the field of Education too. Due to the availability of smartphones, bluetooth beacons and other network devices that enhance the interaction in the classroom, we try to lower the gap between the activities that take place in the physical and in the digital world, taking advantage from implicit inputs and tracking the creation of groups. In this paper, we describe a proof of concept in a blended learning environment setting by detailing both the hardware setup and the general prototype architecture design thus presenting the implemented features and the future work.

Marianna Saba, Fabio Sorrentino, Alessandro Muntoni, Sara Casti, Gianmarco Cherchi, Alessandro Carcangiu, Fabrizio Corda, Alessio Murru, Lucio Davide Spano, Riccardo Scateni, Ilaria Vitali, Ovidio Salvetti, Massimo Magrini, Andrea Villa, Andrea Carboni, Pascali Maria Antonietta
A Seamless Pipeline for the Acquisition of the Body Shape: the Virtuoso Case Study
Smart Tools and Apps for Graphics
July 2017

Abstract: In this paper, we describe the design and the implementation of the demonstrator for the Virtuoso project, which aims at creating seamless support for fitness and wellness activities in touristic resort. We define the objectives of the user interface, the hardware and software setup, showing how we combined and exploited consumer-level devices for supporting 3D body scan, contact-less acquisition of physical parameters, exercise guidance and operator support.

Federico Cau, Alessandro Carcangiu, Fabio Sorrentino, Lucio Davide Spano
SnAIR drum: A gesture interface for rhythm practice
CEUR
June 2017

Abstract: he availability of standard devices for gestural interaction supports the distribution on the web of interactive teaching material for learning music. In this paper, we focus on rhythm practice, introducing an exercise platform that exploits gestural interaction for tracking the user’s movements and a web-based environment for loading exercises and checking his/her performance. We discuss the design and the technical implementation of the solution. Copyright is held by the authors/owner (s).


Fabio Sorrentino, Lucio Davide Spano, Sara Casti, Alessandro Carcangiu, Fabrizio Corda, Gianmarco Cherchi, Alessio Murru, Alessandro Muntoni, Stefano Nuvoli, Riccardo Scateni
ChIP: Teaching coding in primary schools
CEUR
June 2017

Abstract: In this paper, we introduce the ChIP project, which aims at teaching coding in primary schools by using a series of educational games and hands-on activities. The overall idea is to determine the benefits and costs of this activity and to explore the meaning and the potential impact of learning to code for younger students. We describe the lessons learned from two 60 hours courses that took place in two different primary schools thus detailing the pros and cons of this experience. Copyright is held by the author/owner (s).

Elena Tuveri, Luca Macis, Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
Fitmersive Games: Fitness Gamification through Immersive VR
AVI
June 2016

Abstract: The decreasing hardware cost makes it affordable to pair Immersive Virtual Environments (IVR) visors with treadmills and exercise bikes. In this paper, we discuss the application of different gamification techniques in IVR for supporting physical exercise. We describe both the hardware setting and the design of Rift-a-bike, a cycling fitmersive game (immersive games for fitness). We evaluate the effectiveness of such techniques through a user study, which provides different insights on their effectiveness in designing such applications.


Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
Internet Of T(eachi)ngs: Assessing Children’s Learning In The IoT Era
SERVE
June 2016

Abstract:
This paper discusses an early prototype aiming at providing teachers with means for configuring connected objects that can be used for assessing the understanding and the creative reworking of children’s learning. In order to do that, we support teachers in defining the information flow between the connected objects and the interactive manipulation events considered relevant for the assessment. Considering that in the last years classrooms have been more and more equipped with different technological supports, we propose to use them in a more customisable way, helping both teachers and students in making lessons more enjoyable and pleasant. We focus on already available and low cost technologies, since more advanced ones may have a high impact on school budgets. Due to this, we propose an approach that uses modular and low cost components that could be embedded in different physical objects and easily replicated by schools with a low investment.

Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
Speaky Notes: Learn languages with augmented reality
9th International Conference on Interactive Mobile Communication Technologies and Learning
November 2015

Abstract: In recent years, mobile devices have become very popular with young people. Thanks to developments in mobile technologies, these devices can now do much more than just voice calls and texts. We envision mobile devices as tools for improving young users’ lifestyle, especially for learning. In this work, we present a web authoring system that makes it possible to create a mobile application that supports children in learning a new language in a more pleasant and entertaining way by using Augmented Reality. This application allows pupils to improve their speaking skills turning the language acquisition into a game under the supervision of both teachers and parents. Our contribution is focused on understanding how digital technology can facilitate learning while keeping in mind that it is a wide and interdisciplinary issue.

Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
SuperAvatar: Children and mobile tourist guides become friends using superpowered avatars
9th International Conference on Interactive Mobile Communication Technologies and Learning
November 2015

Abstract: The recent development in consumer hardware lowers the cost barrier for adopting immersive Virtual Reality (VR) solutions, which could be an option for classroom use in the near future. In this paper, we introduce RiftArt, a VR tool for supporting the teaching and studying of Art History. Using RiftArt the teachers can configure virtual museum rooms, with artwork models inside, and enhance them with multimodal annotation. The environment supports both the teachers during the lesson and the students during rehearsal. The application, implemented completely using Web technologies, can be visualized on large screens and head mounted displays. The user test results advance the understanding of the VR effects on classroom usage. We demonstrate that VR increases the motivation of high-school students towards studying Art History and we provide an in-depth analysis of the factors that contribute to this result.

Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality
Smart Tools and Apps for Graphics – Eurographics Italian Chapter Conference
October 2015

Abstract: In recent years, mobile devices have become very popular within young people. Thanks to developments in mobile technologies, these devices can now do much more than just voice calls and texts. We envision mobile devices as tools for improving the young users’ lifestyle, especially for learning. In this work we present a web authoring system that makes it possible to create a mobile application that supports children in learning a new language in a more pleasant and entertaining way by using Augmented Reality. This application allows pupils to improve their speaking skills turning the language acquisition into a game under the supervision of both teachers and parents. Our contribution is focused on understanding how digital technology can facilitate learning while keeping in mind that it is a wide and interdisciplinary issue.

Fabio Sorrentino, Lucio Davide Spano, Riccardo Scateni
Interactive shops: how the customer can deal with them both from inside and outside
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter
September 2015

Abstract:Abstract We present here a proof-of-concept of an integrated system for enhancing the shopping experience in a shoes’ shop. The system uses two modules:(i) one internal to the shop using an interactive totem;(ii) one external to the shop based on the customer’s mobile device and the interactive external shop surface. We describe the technical architecture of the two modules and two different scenarios of the user experience.

Marianna Saba, Riccardo Scateni, Fabio Sorrentino, Lucio Davide Spano, Sara Colantonio, Daniela Giorgi, Massimo Magrini, Ovidio Salvetti, Novella Buonaccorsi, Ilaria Vitali
Smart Mirror Where I Stand, Who Is the Leanest in the Sand?
Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being
August 2015

Abstract:Abstract In this paper we introduce the Virtuoso project, which aims at creating a seamless interactive support for fitness and wellness activities in touristic resorts. The overall idea is toevaluate the current physical state of the user through a technology-enhanced mirror. We describe the state of the art technologies for building a smart mirror prototype. In addition, we compare different parameters for evaluating the user’s physical state, considering the user’s impact, the contact requirements and their cost.

Stefano Fibbi, Lucio Davide Spano, Fabio Sorrentino, Riccardo Scateni
WoBo: Multisensorial travels through Oculus Rift
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems
April 2015

Abstract:Abstract WoBo (World in a Box) aims to provide a new experience for travellers, allowing them to visit distant or hardly reachable places through the exploitation of consumer cameras and a head mounted display. The experience consists in watching a 360-degrees video with 3D audio in a dedicated cabin. The user can select videos shot in different places, which have been created with six consumer cameras. We describe the proposed experience, the hardware and the software used for a first prototype.

Fabrizio Corda, Fabio Sorrentino, Riccardo Scateni
CHROMAGRAM: A real-time Chroma Key application for mobile devices
Smart Tools and Apps for Graphics – Eurographics Italian Chapter Conference
September 2015

Abstract: Chroma Key is a special-effects technique widely used by television and motion picture industries for image composition. This technique allows users to replace sections identified by a chosen colour in a multimedia stream (like a video or a photo) with another image or video stream. In this paper, we describe an easy-to-implement technique for the creation of an Android based application for mobile devices (like smartphones and tablets) that applies Chroma Key-based effects to the video stream coming from the device camera. We discuss the algorithm used to achieve the Chroma Key effect focusing on the computational performance and on the quality of its final result. Using a picture selected from the device gallery, this application makes possible the replacement of video stream background areas characterized by a chroma value with the chosen picture.

Gianmarco Cherchi, Fabio Sorrentino, Riccardo Scateni
AR Turn-by-turn Navigation in Small Urban Areas and Information Browsing
Smart Tools and Apps for Graphics – Eurographics Italian Chapter Conference
September 2015

Abstract:Navigation systems allow to discover cities and their urban areas easily and quickly, finding the shortest path to reach them and giving directions to users saving their time and energy. At present time, these systems are based over streets maps offered by the major mapping services like Tele Atlas, Navteq or OpenStreetMap. In recent years, thanks to the Google StreetView service it has been possible to discover main cities locations both indoor and outdoor. What is missing in this frame is the possibility to map small urban areas of small and medium sized cities, due to their lack of relevance for the big players. In this cities there could be very interesting areas for tourists. Example locations could be botanical gardens, archeological sites, protected natural areas among others. In this work we tried to set up a navigation system for limited extensions inside urban areas which permits to wander around and gives access to related information using augmented reality techniques. Due to the possible poor wireless coverage in these locations we designed an application that stores all required data on the user’s device, splitting the information in packages according to the chosen language. A key issue was to achieve good results combining all these features in a single device with a small display, overwhelming the constraints due to the mobile environment.

Sara Casti, Fabio Sorrentino, Riccardo Scateni

Click and share: A face recognition tool for the mobile community
IEEE International Conference on Image Processing (ICIP)
October 2014

Abstract: In this paper, we describe an Android based application for mobile devices that allows users to quickly and easily identify faces in pictures, recognizing persons, and, thus, sharing pictures with them. Each identified person matches against a contact registered in the phone directory, and, if no match is found, the detected face can be used for the creation of a new contact. We discuss how face recognition in a mobile setting increases the efficiency of the users while sharing content created with the mobile device, automatically suggesting the people identified in a photo or a video. We show the effectiveness of the approach through a user test on a photo sharing task, showing that it reduces the need for tedious, in particular on mobile devices, user input (e.g., compared to Facebook). By this means, we envision an increase of the quality of the user experience when interacting with the components of her social network.

M. Gattullo, M. Di Donato, F. Sorrentino
VisitAR: An AR mobile application for tourism.
Symposium on Mobile Graphics and Interactive Applications, Hong Kong, Asia.
November 2013.

Abstract: According to Lee et al. [1] Augmented Reality (AR) is one of the thirteen key technologies used in Ubiquitous city. In fact it allows users to enhance their capabilities when they are in these cities. A consistent way of using mobile Augmented Reality in Ubiquitous City concerns tourism. In this work we present “VisitAR”, a mobile AR application that will allow users to have a more immersive sightseeing experience, providing tourist information in a more entertaining way. For example, once arrived in the city, a user can plan his/her sightseeing using our AR application that overlay 3D information over the paper city map. After the planning step, the tourists, visiting the city, can have a well guided and customizable route using the same application, and, finally, when they reach some city attractions can gain access to several extra-contents like images, videos, cultural information and much more. The application has been designed for handheld devices like smartphones and tablets. This kind of devices represent the most common technology that allows users to exploit AR techniques, especially due to the fact that tourists have these devices always nearby. However it could be adapted to other mobile AR technologies like Optical SeeThrough HMD, or integrated with other features using new generation HUDs, like the Google Glass. The application has been developed with the AR browser Junaio. Provided that the city of Oulu (Finland) has an excellent free WiFi connection system, we considered it as a case study.

S. A. Iacolina, M. Corrias, O. Pontis, A. Soro, F. Sorrentino, R. Scateni.
A Multitouch Notice Board Fostering Social Interaction.
ACM SIGCHI Italian Chapter (CHItaly 2013), Trento, Italia.
September 2013.

Abstract: We report on an alternative OCGM interface for a bulletin board, where a user can pin a note or a drawing, and actually shares contents. Exploiting direct and continuous manipulations, opposite to discrete gestures, to explore containers, the proposed interface supports a more natural and immediate interaction. It manages also the presence of different simultaneous users, allowing for the creation of local multimedia contents, the connection to social networks, providing a suitable working environment for cooperative and collaborative tasks in a multi-touch setup, such as touch-tables, interactive walls or multimedia boards.

E. Tuveri, S. A. Iacolina, F. Sorrentino, L. D. Spano, R. Scateni.
Controlling a planetarium software with a Kinect or in a multi-touch table: a comparison.
ACM SIGCHI Italian Chapter (CHItaly 2013), Trento, Italia.
September 2013.

Abstract: The wide availability of low-cost sensing devices is opening the possibility to easily create different interaction settings, which exploit various techniques for a more natural interaction, especially in public and shared settings. In this paper, we compared two different solutions for enhancing the interaction experience of a planetarium application, both replicable at a reasonable cost. The first version is based on a simple multitouch paradigm, while the second one exploits a full-body interaction together with a projection on geodetic sphere. We detail the technical implementation of both versions and, in addition, we discuss the results of user-study that compared the two modalities, which highlights a tradeoff between the control and the users’ involvement in the virtual environment.

F. Sorrentino, R. Scateni
THAL-k: TalkingHead Animation Library.
CG Libs Smart Libraries for Computer Graphics, Pisa, Italia.
June 2013.

Abstract: We present here the first release of an SDK (Software Development Kit) for mobile devices supporting the animation of 3D talking heads: THAL-k. The SDK is constantly evolving and here we discuss the features of version 1.0. This library is thought as a support for all the developers wishing to build applications on smartphones or tablets including avatars to enhance the interaction functionalities. The main challenge we face is to provide developers with a complete SDK for the creation, customization and real-time animation of the models.

F. Sorrentino, R. Scateni
Talking heads on mobile devices.
FAA ACM Symposium on Facial Analysis and Animation, Vienna, Austria.
September 2012.

Abstract: The number and quality of smartphones on the market has dramatically raised lately. Researchers and developers are, thus, more and more pushed to bring algorithms and techniques from desktop environments to mobile platforms. One of the biggest constraints in mobile applications is the fine control of computing power and the relative power consumption. Although smartphones’ manufactures are offering better computing performance and longer battery life, the mobile architecture is not always powerful enough. Furthermore, nowadays, the touchless interaction (e.g., the usage of voice commands) on mobile devices is particularly attractive. The device can also possibly answer to our questions (e.g., Siri-Speech Interpretation and Recognition Interface, which according to Apple is “the intelligent personal assistant that helps you get things done just by asking”). The use of talking avatars can improve the quality of the interaction and make it more useful and pleasant. Since avatars are static models, but the interaction requires dynamics, it is almost obliged to introduce avatars’ animations. Animation in desktop environment [Orvalho et al. 2012] has been studied for decades. However transferring the same techniques to the mobile environment requires to reinterpret them due to the aforementioned constraints. This is especially true when we want to achieve real-time animations. The goal is more complicated when the animation of a 3D model are related to facial expressions. A real-time realistic animation has an heavy computational cost than pre-calculated animation. Due to this reason, in our work, we have analyzed a possible methodology to simulate the speech of a 3D-avatar in the most fluid andrealistic possible way.

S. Boi, F. Sorrentino, S. Marras, R. Scateni
3D-ize U! A Real-time 3D Head-model Texture Generator for Android.
EuroGraphics Italian Chapter 2011, Salerno, Italia.
November 2011.

Abstract: Recently, the number of applications developed for smartphones has dramatically increased; however, at the moment, applications having the purpose of creating and displaying 3D models are quite rare. The goal of this work is to build an application that allows the user to see the virtual three-dimensional representations of their friends and interact with them. The main challenge is to achieve results similar to those that a computer would produce, optimizing the process to deal with the constraints due to the technology used. Since there are no similar mobile applications, this work will make possible to create a base onto which will be possible to realize applications that have customized 3D models as a common feature.

 

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