- Innovative Human-Technology Interaction
- Interactive and Immersive Displays
- Technology Use by Older Adults
- Mobile Health and mHealth Applications
- Tactile and Sensory Interactions
- Context-Aware Activity Recognition Systems
- Digital Mental Health Interventions
- Virtual Reality Applications and Impacts
- Hand Gesture Recognition Systems
- Social Robot Interaction and HRI
- Educational Games and Gamification
- Impact of Technology on Adolescents
- Gaze Tracking and Assistive Technology
- Augmented Reality Applications
- Human-Automation Interaction and Safety
- AI in Service Interactions
- Child Development and Digital Technology
- Innovative Approaches in Technology and Social Development
- Obesity, Physical Activity, Diet
- Neuroethics, Human Enhancement, Biomedical Innovations
- Color perception and design
- Space Science and Extraterrestrial Life
- Smart Cities and Technologies
- Technology Adoption and User Behaviour
- Design Education and Practice
HES-SO Fribourg
2016-2025
HES-SO University of Applied Sciences and Arts Western Switzerland
2014-2024
School of Management Fribourg
2020-2021
Polytechnic University of Turin
2021
University of Florence
2021
Politecnico di Milano
2021
Southwest Jiaotong University
2021
Universidade Federal de Santa Maria
2021
Polytechnic Institute of Castelo Branco
2021
Universitat Politècnica de Catalunya
2021
In this paper, we present the design process of a smart bracelet that aims at enhancing life elderly people. The acts as personal assistant during user's everyday life, monitoring health status and alerting him or her about abnormal conditions, reminding medications facilitating in many outdoor indoor activities.
Ethics by Design concerns the methods, algorithms and tools needed to endow autonomous agents with capability reason about ethical aspects of their decisions, formalisms guarantee that an agent's behavior remains within given moral bounds. In this context some questions arise: How what extent can understand social reality in which they operate, other intelligences (AI, animals humans) co-exist? What are emerging new forms society, how do we ensure human dimension is upheld interactions...
Promotion of physical activity, healthy eating, adequate sleep, and reduced sedentary behavior in adolescents is a major priority globally given the current increase population health challenges noncommunicable diseases risk factors such as obesity. Adolescents are highly engaged with mobile technology, but challenge to engage them (mHealth) technology. Recent innovations technology provide opportunities promote lifestyle adolescents. An increasingly utilized approach facilitate increased...
Background Digital health technology is a promising way of supporting care providers and family caregivers as they for patients with cognitive impairment. Objective This scoping review aimed to portray the use digital assist in caring impairment who live community or facility. Methods We conducted peer-reviewed scientific articles available MEDLINE, PsycINFO, Scopus, CINAHL Full Text, well gray literature preprint servers, theses depositories, various national international dementia...
"Eyes on the road, hands wheel" is a crucial principle to be taken into account designing interactions for current in-vehicle interfaces. Gesture interaction promising modality that can implemented following this in order reduce driver distraction and increase safety. We present results of user elicitation gestures performed surface steering wheel. asked 40 participants elicit 6 gestures, total 240 gestures. Based experience, we derived taxonomy The analysis offers useful suggestions design...
Introduction and Background/ContextThe study directly assesses the link between entrepreneurial orientation (EO) introduction of artificial intelligence (AI) in human resources management (HRM). The paper aims at answering research question: Is there any correlation EO & AI tools HRM? is considered three domains: innovation,
Wearable trackers are believed to enhance users' self-knowledge, but their impact on the relationship that people have with own bodies is relatively unexplored. This study aims shed light potential of physiological data collected by a commercial wearable activity tracker influence how users relate bodies, specifically body awareness, image, consciousness, and surveillance. Additionally, seeks determine whether this change in perception improves or worsens relation bodies. We recruited 321...
Abstract Bringing together 150+ scholars and practitioners from 50+ countries, funded by the European Commission, COST Action LeverAge (https://www.cost.eu/actions/CA22120/) is first network-building project of its kind in work organizational psychology human resource management (WOP/HRM) aspects aging. Focused on aging workforce, aims to foster interdisciplinary multinational scientific excellence translation science practical societal impact across 4 years. Based a research synthesis, we...
The ability to engage the user in a conversation and credibility of system are two fundamental characteristics virtual coaches. In this paper, we present architecture conversational e-coach for promoting healthy lifestyles older age, developed context NESTORE H2020 EU project. proposed allows multiple access points agent via different interaction modalities: tangible companion that embodies coach will leverage voice other non-verbal cues domestic environment, while mobile app integrate...
Visual cues are essential in computer-mediated communication. It is especially important when communication happens a collaboration scenario that requires focusing several users' attention on specific object among other similar ones. This paper explores the effect of visual pointing tasks co-located Augmented Reality (AR) collaboration. A user study (N = 32, 16 pairs) was conducted to compare two types cues: Pointing Line (PL) and Moving Track (MT). Both head-based techniques. Through series...
Several big tech companies are currently eager of building the metaverse, mainly through virtual reality experiences. Albeit immersive, in shared environments it might be difficult to have emotionally rich interactions. Indeed, current available headsets and VR applications limited possibilities for tracking sharing emotions. We believe that physiological signal technology could enhance future metaverse applications. In this context, paper presents a framework visualizing, recording...
Physical contact has an important role in human well-being. In this paper, we present Hugginess, a concept of interactive system that encourages people to hug by augmenting gesture with digital information exchange. As proof concept, developed two t-shirts reciprocally send the hugged person through conductive fabric.
In the context of fourth revolution in healthcare technologies, leveraging monitoring and personalization across different domains becomes a key factor for providing useful services to maintain promote well-being. This is even more crucial older people, with aging being complex multi-dimensional multi-factorial process which can lead frailty. The NESTORE project was recently funded by EU Commission aim supporting healthy people sustain their well-being capacity live independently. It based...
To fight sedentary lifestyles, researchers have introduced various technological interventions aimed at promoting physical activity through social support. These encourage people to exercise together, maintaining high levels of motivation. However, the unpredictable nature human peers makes it challenging control behavior and balance these effectively. Artificial intelligence agents, on other hand, can provide consistent support are more controllable. Hence, we propose Simulated Exercising...
published or not.The documents may come from teaching and research institutions in France abroad, public private centers.
Obesity amongst children and adolescents is becoming a major health problem globally mobile food records can play crucial role in promoting healthy dietary habits.To describe the methodology for implementation of e-Diary record, to assess its capability eating habits, evaluate factors associated with usage engagement.This descriptive study that compared characteristics participants engaged e-Diary, which was part PEGASO project an app provide proactive promotion given 365 students at 4...
This paper presents the concept of a lamp that allows displaying and collecting user's emotional states. In particular, it displays information changing colors facial expressions; in fact, is characterized by anthropomorphic form behavior order to make interaction more natural spontaneous. The user can interact with through tangible gestures typically used social interactions humans. Two different scenarios involving use as companion for computer-mediated communication are presented.
Behaviour change interventions targeting physical activity, diet, sleep and sedentary behaviour of teenagers show promise when delivered through smartphones. However, to date there is no evidence effectiveness multicomponent smartphone-based interventions. Utilising a user-centred design approach, we developed theory-based, multi-dimensional system, PEGASO Fit For Future (PEGASO F4F), which exploits sophisticated game mechanics involving smartphone applications, activity sensors motivate...
This article describes the coaching strategies of NESTORE e-coach, a virtual coach for promoting healthier lifestyles in older age. The novelty project is definition multi-domain personalized pathway where e-coach accompanies user throughout different structured and non-structured activities recommendations. also presents design process strategies, carried out including adults from four European countries experts health domains, results tests with 60 Italy, Spain Netherlands.
Human relationships are migrating from the physical world to virtual world. Pervasive games can be a valuable and enjoyable method bring people back In this position paper, we present concept for pervasive game, which integrates some specific mechanisms aiming at promoting social offline interaction.