Davide Gadia

Prof. Davide Gadia

Dipartimento di Informatica, Università degli Studi di Milano, Via Celoria 18, 20133 Milan, Italy
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Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

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

Representative Publications

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19 December 2006 in IEEE Transactions on Image Processing
Verified
Journal Article
Closed access
Edoardo ProvenziEdoardo Provenzi
Edoardo Provenzi
MFMassimo Fierro
Massimo Fierro
ARAlessandro Rizzi
Alessandro Rizzi
LCLuca De Carli
Luca De Carli
Davide GadiaDavide Gadia
Davide Gadia
DMDaniele Marini
Daniele Marini
In order to investigate the local filtering behavior of the Retinex model, we propose a new implementation in which paths are replaced by 2-D pixel sprays, hence the name "random spray Retinex." A peculiar feature of this implementation is the way its parameters can be controlled to perform spatial investigation. The parameters' tuning is accomplished by an unsupervised method based on quantitative measures. This procedure has been validated via user panel tests. Furthermore, the spray approach has faster performances than the path-wise one. Tests and results are presented and discussed

2 March 2020 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
MGMarco Granato
Marco Granato
Davide GadiaDavide Gadia
Davide Gadia
Dario MaggioriniDario Maggiorini
Dario Maggiorini
Laura Anna RipamontiLaura Anna Ripamonti
Laura Anna Ripamonti

28 October 2011 in Virtual Reality
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Journal Article
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DMDaniele Marini
Daniele Marini
RFRaffaella Folgieri
Raffaella Folgieri
Davide GadiaDavide Gadia
Davide Gadia
ARAlessandro Rizzi
Alessandro Rizzi

25 July 2016 in Behaviour & Information Technology
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Journal Article
Closed access
BBBarbara Barricelli
Barbara Barricelli
Davide GadiaDavide Gadia
Davide Gadia
ARA. Rizzi
A. Rizzi
DMD. L. R. Marini
D. L. R. Marini
The experience of immersive virtual reality (VR) can be considered as a communication process between human beings, mediated by computer systems, which uses visualisation and other sensory stimulation. In this paper, we analyse how VR characteristics can be explored using semiotic theory and, with methods of generative semiotics, we explore aspects of narrative and interaction in VR. We propose a semiotic analysis of VR communication focusing on syntax, semantics and pragmatics and considering also some principles of generative semiotics. The syntactic level is analysed as determined by the characteristics of the visual communication adopted. The semantic of VR is related to the functional model chosen to realise the virtual system. The pragmatic of VR is based on the human–computer interaction that changes the user's role. We explore how these aspects can be characterised in the context of VR communication design and what principles can be adopted for a VR application, and we present an analysis and a classification of the iconic signs that are being used in VR. Moreover, we present a framework that can be used to classify and describe different kinds of virtual reality systems and to better understand communication in VR, and we use it to classify eight popular systems for e-learning and collaboration.

1 October 2014 in Displays
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Journal Article
Open access
Davide GadiaDavide Gadia
Davide Gadia
GGGianfranco Garipoli
Gianfranco Garipoli
CBCristian Bonanomi
Cristian Bonanomi
LALuigi Albani
Luigi Albani
ARAlessandro Rizzi
Alessandro Rizzi
Previous studies on stereoscopic acuity have shown that the percentage of stereo blind subjects is relevant. Moreover, stereoscopic visualization is becoming widely diffused in different fields, like, e.g., entertainment, surgery or VR training, where it is necessary an accurate assessment of stereoscopic abilities of the involved subjects. Therefore, there might be the need of performing a stereo blindness and stereo acuity test before each visualization session involving stereoscopic images. In this paper, we propose a method to assess stereo acuity and stereo blindness directly on the chosen device, under the same visualization condition and setup adopted for the tasks to perform, in order to have the same perceptual response. We present software-based tests suitable for a generic stereoscopic displays, and we compare their effectiveness performing a comparison with a standard physical, card-based, test commonly used in assessment of stereo acuity and stereo blindness. We provide to the reader all the details to perform autonomously the tests, of which images will be downloadable from web

3 May 2022 in IEEE Internet Computing
Verified
Journal Article
Closed access
LGLuigi De Giovanni
Luigi De Giovanni
Davide GadiaDavide Gadia
Davide Gadia
PGPaolo Giaccone
Paolo Giaccone
Dario MaggioriniDario Maggiorini
Dario Maggiorini
Claudio Enrico PalazziClaudio Enrico Palazzi
Claudio Enrico Palazzi
GSGerman Sviridov
German Sviridov
While cloud gaming has brought considerable advantages for its customers, from the point of view of cloud providers, multiple aspects related to infrastructure management still fall short of such kind of service. Indeed, differently from traditional cloud-ready applications, modern game engines are still based on monolithic software architectures. This aspect precludes the applicability of fine-grained resource management and service orchestration schemes, ultimately leading to poor cost-effectiveness. To mitigate these shortcomings, we propose a Cloud-Oriented Distributed Engine for Gaming (CODEG). Thanks to its distributed nature, CODEG is capable of fully exploiting the resource heterogeneity present in cloud data centers, while providing the possibility of spanning its service on multiple network layers up to the edge clouds.