- Virtual Reality Applications and Impacts
- Tactile and Sensory Interactions
- Augmented Reality Applications
- Teleoperation and Haptic Systems
- Pelvic floor disorders treatments
- Evacuation and Crowd Dynamics
- Parathyroid Disorders and Treatments
- Indoor and Outdoor Localization Technologies
- Medical Imaging and Pathology Studies
- 3D Surveying and Cultural Heritage
- Uterine Myomas and Treatments
- Ureteral procedures and complications
- Interactive and Immersive Displays
- Digital Transformation in Industry
- Social Robot Interaction and HRI
- IoT and Edge/Fog Computing
- Urticaria and Related Conditions
- Cardiac Structural Anomalies and Repair
- Video Analysis and Summarization
- Transplantation: Methods and Outcomes
- Gaze Tracking and Assistive Technology
- Cardiac and Coronary Surgery Techniques
- Ovarian cancer diagnosis and treatment
- Human Pose and Action Recognition
- Soft tissue tumor case studies
Polytechnic University of Turin
2018-2025
University of Naples Federico II
2013-2017
Loyola University Medical Center
1989-1990
Loyola University Chicago
1990
Abstract With the development of metaverse(s), industry and academia are searching for best ways to represent users' avatars in shared virtual environments (VEs), where real‐time communication between users is required. The expressiveness crucial transmitting emotions that key social presence user experience, conveyed via verbal non‐verbal facial body signals. In this paper, two modalities conveying expressions reality (VR) realistic, full‐body compared by means a study. first modality uses...
Abstract One key aspect for the safety and success of first responders’ operations is compliance, during intervention, with all procedures prescribed behaviors. Although real-world simulation exercises are considered as best way to verify if operators ready handle emergency situations, they not always a viable approach. Firefighting courses, example, do usually include this kind activities, due numerous hazards related deploying controlled fires simulation. However, traditional training...
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements such environments, its use generally limited by the size of area tracked VR system (typically, room) or requires expensive technologies cover particularly extended settings. number approaches have been proposed enable effective explorations VR, each characterized different hardware requirements costs, capable provide levels...
The growing availability of affordable Virtual Reality (VR) hardware and the increasing interest in Metaverse are driving expansion Social VR (SVR) platforms. These platforms allow users to embody avatars immersive social virtual environments, enabling real-time interactions using consumer devices. Beyond merely replicating real-life dynamics, SVR offer opportunities surpass real-world constraints by augmenting these interactions. One example such augmentation is Artificial Facial Mimicry...
In the context of Industry 4.0, a paradigm shift from traditional industrial manipulators to Collaborative Robots (CRs) is ongoing, with latter serving ever more closely humans as auxiliary tools in many production processes. this scenario, continuous technological advancements offer new opportunities for further innovating robotics and other areas next-generation industry. For example, 6G could play prominent role due its human-centric view domains. particular, expected dependability...
Abstract Augmented reality (AR) has a number of applications in industry, but remote assistance represents one the most prominent and widely studied use cases. Notwithstanding, although set functionalities supporting communication between experts on-site operators grew over time, way which is delivered not evolved yet to unleash full potential AR technology. The expert typically guides operator step-by-step, basically uses AR-based hints visually support voice instructions. With this...
Abstract. The present research concerns the contextualisation and presentation of eleven small statues from Tang era dated XI XII centuries CE today housed at Asian Art Museum in Turin (MAO). A multidisciplinary group with expertise art, digital representation, information processing systems, support VR@POLITO MOD Lab Arch Politecnico di Torino is involved work. goal to together several Tang-era pottery models not belonging same funerary outfit within spaces a coeval, philologically...
When we refer to locomotion in Virtual Reality (VR) subtend a vast and variegated number of investigations, solutions devices coming from both research industry. Despite this richness, consolidated methodology for evaluating the many techniques available is still lacking. The present paper extends previous work which authors performed user study-based comparison between two common techniques, i.e., Arm Swinging, an omnidirectional treadmill with containment ring. In study, users were engaged...
This work discusses the ICT solutions designed and developed within OR.C.HE.S.T.R.A. Project. The mission of such an industrial experimental project (Organization Cultural Heritage Smart Tourism Real-time Accessibility) consists in developing some technological for tourists inhabitants aimed at appraising cultural heritage historic centre Naples. is based on a Social Innovation approach where services are created engaging all possible actors ecosystem oriented to Culture tourism (companies,...
One of the most important qualities physical environment in which humans live is spatial dimensionality. Talking about 3D, we usually think 3D video, even if it not only existing channel natural interaction. In this paper, present an interaction system based on spatialized sounds. We developed application cultural heritage context; a personal guide, sound, attracting tourists attention toward monuments or buildings, offering soundscapes augmented reality. The designed interacts with smart...
Although technological advancements brought us increasingly realistic virtual experiences, Virtual Reality (VR) still basically relies on high visual and audio fidelity only. Indeed, haptic devices that could help to digitally recreate a further sense have been subject of investigations for long time, but it is only recently they took their first steps in the consumer domain. Within definition feedback, various kinds stimuli can be identified, though entry-level usually supports just subset...
Cybersickness (CS) represents one of the oldest problems affecting Virtual Reality (VR) technology. In an attempt to resolve or at least limit this form discomfort, increasing number mitigation techniques have been proposed by academic and industrial researchers. However, validation such is often carried out without grounding on a common methodology, making comparison between various works in state art difficult. To address issue, present article proposes novel testbed for studying CS...
Intervention by First Responders (FRs) is essential in disaster response, and their preparation greatly benefits from continuous updates. However, the design of effective training experiences targeted to FRs can be very demanding viewpoint a Training Provisioner (TP). Virtual Reality (VR) may have key role play enhancing facilitating this task. In fact, VR technology has already proven helpful field emergency training, as well its use powerful mock-up tool many other contexts. work,...
This paper aims to investigate the impact associated with introduction of emotional features and autonomous behaviors in robotic games leveraging drones. To this purpose, a game named Protoman Revenge incorporating above elements is implemented by following known guidelines regarding design, general, so-called Physically Interactive Robotic Games (PIRGs), particular. A user study devised evaluate how traits affect individual's experience engagement. Obtained results could be possibly...