Antonio Rodà

Prof. Antonio Rodà


Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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8 December 2013 in Computational Intelligence and Neuroscience
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Giulio RosatiGiulio Rosati
Giulio Rosati
ARAntonio Rodà
Antonio Rodà
Federico  AvanziniFederico Avanzini
Federico Avanzini
Masiero StefanoMasiero Stefano
Masiero Stefano
The goal of this paper is to address a topic that is rarely investigated in the literature of technology-assisted motor rehabilitation, that is, the integration of auditory feedback in the rehabilitation device. After a brief introduction on rehabilitation robotics, the main concepts of auditory feedback are presented, together with relevant approaches, techniques, and technologies available in this domain. Current uses of auditory feedback in the context of technology-assisted rehabilitation are then reviewed. In particular, a comparative quantitative analysis over a large corpus of the recent literature suggests that the potential of auditory feedback in rehabilitation systems is currently and largely underexploited. Finally, several scenarios are proposed in which the use of auditory feedback may contribute to overcome some of the main limitations of current rehabilitation systems, in terms of user engagement, development of acute-phase and home rehabilitation devices, learning of more complex motor tasks, and improving activities of daily living.

19 February 2025 in Information
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FCFilippo Carnovalini
Filippo Carnovalini
ARAntonio Rodà
Antonio Rodà
GWGeraint A. Wiggins
Geraint A. Wiggins
The importance of recommender systems has grown in recent years, as these systems are becoming one of the primary ways in which we access content on the Internet. Along with their use, concerns about the fairness of the recommendations they propose have rightfully risen. Recommender systems are known to be affected by popularity bias, the disproportionate preference towards popular items. While this bias stems from human tendencies, algorithms used in recommender systems can amplify it, resulting in unfair treatment of end-users and/or content creators. This article proposes a narrative review of the relevant literature to characterize and understand this phenomenon, both in human and algorithmic terms. The analysis of the literature highlighted the main themes and underscored the need for a multi-disciplinary approach that examines the interplay between human cognition, algorithms, and socio-economic factors. In particular, the article discusses how the overall fairness of recommender systems is impacted by popularity bias. We then describe the approaches that have been used to mitigate the harmful effects of this bias and discuss their effectiveness in addressing the issue, finding that some of the current approaches fail to face the problem in its entirety. Finally, we identify some open problems and research opportunities to help the advancement of research in the fairness of recommender systems.

17 September 2015 in Journal of New Music Research
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MMMaddalena Murari
Maddalena Murari
ARAntonio Rodà
Antonio Rodà
SCSergio Canazza
Sergio Canazza
GPGiovanni De Poli
Giovanni De Poli
OPOsvaldo Da Pos
Osvaldo Da Pos
Studies on the perception of music qualities (such as induced or perceived emotions, performance styles, or timbre nuances) make a large use of verbal descriptors. Although many authors noted that particular music qualities can hardly be described by means of verbal labels, few studies have tried alternatives. This paper aims at exploring the use of non-verbal sensory scales, in order to represent different perceived qualities in Western classical music. Musically trained and untrained listeners were required to listen to six musical excerpts in major key and to evaluate them from a sensorial and semantic point of view (Experiment 1). The same design (Experiment 2) was conducted using musically trained and untrained listeners who were required to listen to six musical excerpts in minor key. The overall findings indicate that subjects’ ratings on non-verbal sensory scales are consistent throughout and the results support the hypothesis that sensory scales can convey some specific sensations that cannot be described verbally, offering interesting insights to deepen our knowledge on the relationship between music and other sensorial experiences. Such research can foster interesting applications in the field of music information retrieval and timbre spaces explorations together with experiments applied to different musical cultures and contexts.

1 September 2006 in Journal of New Music Research
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FBFilippo Bonini Baraldi
Filippo Bonini Baraldi
GPGiovanni De Poli
Giovanni De Poli
ARAntonio Rodà
Antonio Rodà
We analysed how expressive intentions are communicated and perceived in a special context of musical production: improvisation on a single piano note. Two experiments were designed in order to find relations between performer's expressive intentions, four acoustical parameters (pitch, intensity, articulation and rhythmic density), and listener's perception of expressive content. Differences between musicians and non-musicians were analysed as well. In the first experiment, 6 performers (3 musicians and 3 non-musicians) improvised on a digital piano according to 8 expressive intentions. The experiment was planned in 4 phases, progressively limiting the musical means available to the performer. In all phases, improvisations were limited to only one piano note. In the second experiment, listeners described performer's improvisations by means of adjective ratings. Results support the position that few low level parameters, mainly intensity and rhythmic density, are important factors in the communication of expressive content from the performer to the listener and that listeners recognize most expressive intentions even when very few acoustical parameters are used.

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Pierluigi BontempiPierluigi Bontempi
Pierluigi Bontempi
Sergio CanazzaSergio Canazza
Sergio Canazza
FCFilippo Carnovalini
Filippo Carnovalini
ARAntonio Rodà
Antonio Rodà
In music, the interpreter manipulates the performance parameters in order to offer a sonic rendition of the piece that is capable of conveying specific expressive intentions. Since the 1980s, there has been growing interest in expressive music performance (EMP) and its computational modeling. This research field has two fundamental objectives: understanding the phenomenon of human musical interpretation and the automatic generation of expressive performances. Rule-based, statistical, machine, and deep learning approaches have been proposed, most of them devoted to the classical repertoire, in particular to piano pieces. On the contrary, we introduce the role of expressive performance within popular music and the contemporary ecology of pop music production based on the use of digital audio workstations (DAWs) and virtual instruments. After an analysis of the tools related to expressiveness commonly available to modern producers, we propose a detailed survey of research into the computational EMP field, highlighting the potential and limits of what is present in the literature with respect to the context of popular music, which by its nature cannot be completely superimposed to the classical one. In the concluding discussion, we suggest possible lines of future research in the field of computational expressiveness applied to pop music.

9 September 2022 in Multimedia Tools and Applications
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TBTiziana Battistin
Tiziana Battistin
NPNadir Dalla Pozza
Nadir Dalla Pozza
STSilvia Trentin
Silvia Trentin
GVGiovanni Volpin
Giovanni Volpin
AFAndrea Franceschini
Andrea Franceschini
ARAntonio Rodà
Antonio Rodà
Digital games aimed at improving cognitive and/or motor-sensory skills need to be carefully designed to take into account the characteristics and needs of particular categories of users. Several novel mini-games explicitly aimed at children with visual impairment (VI) were co-designed by a multidisciplinary team which involved computer engineers and a therapy team from the Robert Hollman Foundation (Padova, Italy). These games are played by children moving within a large-scale interactive environment – i.e., a floor portion placed under a motion capture system capable of tracking one or more people – with the game linking the players movements to the audio and visual output to produce meaningful interactions. We report on a pilot study of the usability of the system involving 11 children with VI. The results allowed us to improve the system and to define a set of guidelines useful for designers and developers of similar systems.