Thomas Agostinelli

Dr. Thomas Agostinelli

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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

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13 November 2024 in Scientific Reports
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Journal Article
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TAThomas Agostinelli
Thomas Agostinelli
AGAndrea Generosi
Andrea Generosi
SCSilvia Ceccacci
Silvia Ceccacci
Maura MengoniMaura Mengoni
Maura Mengoni
This study contributes to understanding semi-automated ergonomic risk assessments in industrial manufacturing environments, proposing a practical tool for enhancing worker safety and operational efficiency. In the Industry 5.0 era, the human-centric approach in manufacturing is crucial, especially considering the aging workforce and the dynamic nature of the entire modern industrial sector, today integrating digital technology, automation, and sustainable practices to enhance productivity and environmental responsibility. This approach aims to adapt work conditions to individual capabilities, addressing the high incidence of work-related musculoskeletal disorders (MSDs). The traditional, subjective methods of ergonomic assessment are inadequate for dynamic settings, highlighting the need for affordable, automatic tools for continuous monitoring of workers’ postures to evaluate ergonomic risks effectively during tasks. To enable this perspective, 2D RGB Motion Capture (MoCap) systems based on computer vision currently seem the technologies of choice, given their low intrusiveness, cost, and implementation effort. However, the reliability and applicability of these systems in the dynamic and varied manufacturing environment remain uncertain. This research benchmarks various literature proposed MoCap tools and examines the viability of MoCap systems for ergonomic risk assessments in Industry 5.0 by exploiting one of the benchmarked semi-automated, low-cost and non-intrusive 2D RGB MoCap system, capable of continuously monitoring and analysing workers’ postures. By conducting experiments across varied manufacturing environments, this research evaluates the system’s effectiveness in assessing ergonomic risks and its adaptability to different production lines. Results reveal that the accuracy of risk assessments varies by specific environmental conditions and workstation setups. Although these systems are not yet optimized for expert-level risk certification, they offer significant potential for enhancing workplace safety and efficiency by providing continuous posture monitoring. Future improvements could explore advanced computational techniques like machine learning to refine ergonomic assessments further.

11 November 2021 in Applied Sciences
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Journal Article
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TAThomas Agostinelli
Thomas Agostinelli
AGAndrea Generosi
Andrea Generosi
SCSilvia Ceccacci
Silvia Ceccacci
Riccardo KhamaisiRiccardo Khamaisi
Riccardo Khamaisi
MPMargherita Peruzzini
Margherita Peruzzini
Maura MengoniMaura Mengoni
Maura Mengoni
This paper introduces a low-cost and low computational marker-less motion capture system based on the acquisition of frame images through standard RGB cameras. It exploits the open-source deep learning model CMU, from the tf-pose-estimation project. Its numerical accuracy and its usefulness for ergonomic assessment are evaluated by a proper experiment, designed and performed to: (1) compare the data provided by it with those collected from a motion capture golden standard system; (2) compare the RULA scores obtained with data provided by it with those obtained with data provided by the Vicon Nexus system and those estimated through video analysis, by a team of three expert ergonomists. Tests have been conducted in standardized laboratory conditions and involved a total of six subjects. Results suggest that the proposed system can predict angles with good consistency and give evidence about the tool’s usefulness for ergonomist.

1 August 2022 in The International Journal of Advanced Manufacturing Technology
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Journal Article
Open access
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AGAndrea Generosi
Andrea Generosi
TAThomas Agostinelli
Thomas Agostinelli
SCSilvia Ceccacci
Silvia Ceccacci
Maura MengoniMaura Mengoni
Maura Mengoni
This paper introduces a web-platform system that performs semi-automatic compute of several risk indexes, based on the considered evaluation method (e.g., RULA—Rapid Upper Limb Assessment, REBA—Rapid Entire Body Assessment, OCRA—OCcupational Repetitive Action) to support ergonomics risk estimation, and provides augmented analytics to proactively improve ergonomic risk monitoring based on the characteristics of workers (e.g., age, gender), working tasks, and environment. It implements a body detection system, marker-less and low cost, based on the use of RGB cameras, which exploits the open-source deep learning model CMU (Carnegie Mellon University), from the tf-pose-estimation project, assuring worker privacy and data protection, which has been already successfully assessed in standard laboratory conditions. The paper provides a full description of the proposed platform and reports the results of validation in a real industrial case study regarding a washing machine assembly line composed by 5 workstations. A total of 15 workers have been involved. Results suggest how the proposed system is able to significantly speed up the ergonomic assessment and to predict angles and perform a RULA and OCRA analysis, with an accuracy comparable to that obtainable from a manual analysis, even under the unpredictable conditions that can be found in a real working environment.

18 September 2022 in International Journal on Interactive Design and Manufacturing (IJIDeM)
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AGAndrea Generosi
Andrea Generosi
TAThomas Agostinelli
Thomas Agostinelli
Maura MengoniMaura Mengoni
Maura Mengoni
Industry nowadays must deal with the so called “fourth industrial revolution”, i.e. Industry 4.0. This revolution is based on the introduction of new paradigms in the manufacturing industry such as flexibility, efficiency, safety, digitization, big data analysis and interconnection. However, human factors’ integration is usually not considered, although included as one of the paradigms. Some of these human factors’ most overlooked aspects are the customization of the worker’s user experience and on-board safety. Moreover, the issue of integrating state of the art technologies on legacy machines is also of utmost importance, as it can make a considerable difference on the economic and environmental aspects of their management, by extending the machine’s life cycle. In response to this issue, the Retrofitting paradigm, the addition of new technologies to legacy machines, has been considered. In this paper we propose a novel modular system architecture for secure authentication and worker’s log-in/log-out traceability based on face recognition and on state-of-the-art Deep Learning and Computer Vision techniques, as Convolutional Neural Networks. Starting from the proposed architecture, we developed and tested a device designed to retrofit legacy machines with such capabilities, keeping particular attention to the interface usability in the design phase, little considered in retrofitting applications along with other Human Factors, despite being one of the pillars of Industry 4.0. This research work’s results showed a dramatic improvement regarding machines on-board access safety.

21 June 2024 in Multimedia Tools and Applications
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Journal Article
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LCLaura Cormio
Laura Cormio
TAThomas Agostinelli
Thomas Agostinelli
Maura MengoniMaura Mengoni
Maura Mengoni
The digital games industry has grown exponentially due to the diversification of games and the increasing multiplicity of the user target base. The market explosion and the great variety make digital game cataloguing and classification challenging issues whose effectiveness can advance scientific research and address design, development and distribution. Firstly, the present study reviews previous cataloguing for video and serious games through systematic literature review and, joining together the findings from the literature review, develops a unified cataloguing model based on five definitions. This model can aid designers in tailoring their applications and contribute to disseminating game design knowledge in academic research. Then, a matrix that correlates design principles and the cataloguing model’s metadata is applied to the cataloguing model, obtaining a unified classification system. Together, they offer a comprehensive framework for understanding the multifaceted landscape of digital games, addressing the limitations of existing domain-specific approaches and providing a versatile tool for game designers. Research validation exploits a two-stage cluster analysis using agglomerative hierarchical and k-means clustering on the data extracted from a sample of digital games. The results show the framework's effectiveness in categorizing digital games without a clear-cut distinction between video and serious games. The system's application in real-world scenarios suggests its potential to guide game development. Future work will refine the proposal based on feedback from digital game designers, expanding the research scope to include a broader range of games.