Lucia Pannese

Dr. Lucia Pannese

Imaginary (Italy), Milan, Lombardy, Italy

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 March 2022 in Heritage
Verified
Journal Article
Open access
PDF file
HHHansgeorg Hauser
Hansgeorg Hauser
CBCynthia Beisswenger
Cynthia Beisswenger
Partarakis NikolaosPartarakis Nikolaos
Partarakis Nikolaos
Xenophon ZabulisXenophon Zabulis
Xenophon Zabulis
IAILIA ADAMI
ILIA ADAMI
Lucia PanneseLucia Pannese
Lucia Pannese
In this paper, a representation based on digital assets and semantic annotations is established for Traditional Craft instances, in a way that captures their socio-historic context and preserves both their tangible and intangible Cultural Heritage dimensions. These meaningful and documented experiential presentations are delivered to the target audience through narratives that address a range of uses, including personalized storytelling, interactive Augmented Reality (AR), augmented physical artifacts, Mixed Reality (MR) exhibitions, and the Web. The provided engaging cultural experiences have the potential to have an impact on interest growth and tourism, which can support Traditional Craft communities and institutions. A secondary impact is the attraction of new apprentices through training and demonstrations that guarantee long-term preservation. The proposed approach is demonstrated in the context of textile manufacturing as practiced by the community of the Haus der Seidenkultur, a former silk factory that was turned into a museum where the traditional craft of Jacquard weaving is still practiced.

24 February 2022 in Heritage
Verified
Journal Article
Open access
PDF file
CRChristodoulos Ringas
Christodoulos Ringas
ETELEANA TASIOPOULOU
ELEANA TASIOPOULOU
DKDanae Kaplanidi
Danae Kaplanidi
Partarakis NikolaosPartarakis Nikolaos
Partarakis Nikolaos
Xenophon ZabulisXenophon Zabulis
Xenophon Zabulis
Lucia PanneseLucia Pannese
Lucia Pannese
This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, following an articulated pipeline approach for data collection, annotation, and semantic representation. The outcomes were used to implement an exhibition that targets the presentation of craft context and craft training, through interactive experiences, mobile applications, and a hands-on training where users reenact the gestures of a mastic cultivator. Preliminary evaluation results show high acceptance for the installation and increased user interest.

30 March 2022 in Heritage
Verified
Journal Article
Open access
PDF file
Xenophon ZabulisXenophon Zabulis
Xenophon Zabulis
Partarakis NikolaosPartarakis Nikolaos
Partarakis Nikolaos
CMCarlo Meghini
Carlo Meghini
DADubois Arnaud
Dubois Arnaud
Sotiris ManitsarisSotiris Manitsaris
Sotiris Manitsaris
DMDaniele Metilli
Daniele Metilli
A protocol for the representation of traditional crafts and the tools to implement this are proposed. The proposed protocol is a method for the systematic collection and organization of digital assets and knowledge, their representation into a formal model, and their utilization for research, education, and preservation. A set of digital tools accompanies this protocol that enables the online curation of craft representations. The proposed approach was elaborated and evaluated with craft practitioners in three case studies. Lessons learned are shared and an outlook for future work is provided.

1 September 2014 in International Journal of Serious Games
Verified
Journal Article
Open access
PDF file
Lucia PanneseLucia Pannese
Lucia Pannese
DMDalia Morosini
Dalia Morosini
This paper describes two serious games designed for care homes and hospitals to support reflection in learning in the frame of the MIRROR project. The games aim to empower and engage employees to reflect on past work performances and personal learning experiences in order to learn in ‘real-time’ and to creatively solve pressing problems. The games, designed for new nurses and carers, were tested with more than 200 users with different methods (quantitative and qualitative). Results collected so far seem to underline how the various gaming characteristics and supports offered by the Virtual Tutor (within the games) create favorable conditions so as to allow learners to adopt a reflective attitude towards their own past/present acts and experiences.

1 January 2016
Verified
Book Chapter
Closed access
PDF file
Lucia PanneseLucia Pannese
Lucia Pannese