Daniela Fogli

Prof. Daniela Fogli

orcid

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

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14 November 2019 in IEEE Access
Verified
Journal Article
Open access
BBBarbara Barricelli
Barbara Barricelli
Elena CasiraghiElena Casiraghi
Elena Casiraghi
DFDaniela Fogli
Daniela Fogli
When, in 1956, Artificial Intelligence (AI) was officially declared a research field, no one would have ever predicted the huge influence and impact its description, prediction, and prescription capabilities were going to have on our daily lives. In parallel to continuous advances in AI, the past decade has seen the spread of broadband and ubiquitous connectivity, (embedded) sensors collecting descriptive high dimensional data, and improvements in big data processing techniques and cloud computing. The joint usage of such technologies has led to the creation of digital twins, artificial intelligent virtual replicas of physical systems. Digital Twin (DT) technology is nowadays being developed and commercialized to optimize several manufacturing and aviation processes, while in the healthcare and medicine fields this technology is still at its early development stage. This paper presents the results of a study focused on the analysis of the state-of-the-art definitions of DT, the investigation of the main characteristics that a DT should possess, and the exploration of the domains in which DT applications are currently being developed. The design implications derived from the study are then presented: they focus on socio-technical design aspects and DT lifecycle. Open issues and challenges that require to be addressed in the future are finally discussed.

1 March 2019 in Journal of Systems and Software
Verified
Journal Article
Closed access
BBBarbara Barricelli
Barbara Barricelli
FCFabio Cassano
Fabio Cassano
DFDaniela Fogli
Daniela Fogli
APAntonio Piccinno
Antonio Piccinno

9 September 2022 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
BBBarbara Barricelli
Barbara Barricelli
DFDaniela Fogli
Daniela Fogli
With the spreading of Industry 4.0, cyber-physical systems, and tools for augmented and virtual reality, Digital Twin (DT) is gaining momentum in several areas of Computer Science and Engineering. This paper presents a systematic literature review that investigates the way DTs are described in Human-Computer Interaction (HCI) scientific literature. The study includes 23 papers selected through a systematic search on the 21 most ranked journals and conferences in the HCI area. As a result of this work, it appears clear that the way humans interact with DTs is a topic still far from being widely studied. A set of hints for future research about the relationship between HCI and DT constitute the main outcome of this paper.

4 February 2019 in Multimedia Tools and Applications
Verified
Journal Article
Open access
PDF file
TTTommaso Turchi
Tommaso Turchi
DFDaniela Fogli
Daniela Fogli
AMAlessio Malizia
Alessio Malizia
Algorithms are more and more pervading our everyday life: from automatic checkouts in supermarkets and e-banking to booking a flight online. Understanding an algorithmic solution to a problem is a very relevant activity to improve end-users’ involvement. To this end, adopting a meta-design approach may help to support end-users to appropriate the design skills necessary for contributing to system design, in new and engaging modalities. By acquiring Computational Thinking (CT) skills (e.g., algorithmic thinking, abstraction), end-users will be able to understand and trust algorithms, while at the same time participate in the design and development of systems evolving in accordance with their needs. In this work, we focus on two different ways of improving CT skills: playfulness and collaboration. We introduce a game-based system, TAPASPlay, to foster CT skills and we report the results of an exploratory study with 18 users; our hypothesis is that learning CT through gameplay is effective and we tested it by involving participants in game sessions providing playful experience and collaborative learning.

1 October 2018 in Journal of Systems and Software
Verified
Journal Article
Closed access
DCDanilo Caivano
Danilo Caivano
DFDaniela Fogli
Daniela Fogli
RLRosa Lanzilotti
Rosa Lanzilotti
APAntonio Piccinno
Antonio Piccinno
FCFabio Cassano
Fabio Cassano

8 September 2021 in Universal Access in the Information Society
Verified
Journal Article
Open access
PDF file
Catia PrandiCatia Prandi
Catia Prandi
BBBarbara Barricelli
Barbara Barricelli
Silvia MirriSilvia Mirri
Silvia Mirri
DFDaniela Fogli
Daniela Fogli
Urban environments, university campuses, and public and private buildings often present architectural barriers that prevent people with disabilities and special needs to move freely and independently. This paper presents a systematic mapping study of the scientific literature proposing devices, and software applications aimed at fostering accessible wayfinding and navigation in indoor and outdoor environments. We selected 111 out of 806 papers published in the period 2009–2020, and we analyzed them according to different dimensions: at first, we surveyed which solutions have been proposed to address the considered problem; then, we analyzed the selected papers according to five dimensions: context of use, target users, hardware/software technologies, type of data sources, and user role in system design and evaluation. Our findings highlight trends and gaps related to these dimensions. The paper finally presents a reflection on challenges and open issues that must be taken into consideration for the design of future accessible places and of related technologies and applications aimed at facilitating wayfinding and navigation.