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Prof. Dr. Francesco Ferrise
Politecnico di Milano - Department of Mechanical Engineering

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Research Keywords & Expertise

0 Augmented and Virtual Reality
0 Sustainable Behavior
0 Design for behaviour change
0 Virtual reality (VR)
0 Haptics and haptic interfaces

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Virtual reality (VR)
Sustainable Behavior
Design for behaviour change

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Preprint content
Published: 16 July 2021
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ACS Style

Michael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. 2021, 1 .

AMA Style

Michael Joseph Messina, Simon Teves, Giulia Wally Scurati, Marina Carulli, Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. . 2021; ():1.

Chicago/Turabian Style

Michael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. 2021. "Development of Virtual Reality Training Scenario for Avalanche Rescue." , no. : 1.

Technical briefs
Published: 21 May 2021 in Journal of Computing and Information Science in Engineering
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The massive presence of plastic in the oceans, both in the form of large debris and micro-plastic, is raising global concern due to its severe effects on the marine environment and fauna, causing loss of biodiversity and potentially threatening human health. Even though this is due to poor waste management, the great production and consumption of single-use plastic is a significant exacerbating factor. Despite policies and bans can be effective measures, there is also the need to raise consumers’ awareness, so they can make more sustainable choices when purchasing, using, and dismissing products. In particular, educating young citizens and encouraging them to engage in pro-environmental behaviors is a fundamental task to reach this goal. In this work, we present Contact from the future, a digital game on plastic pollution for children, to create awareness and stimulate pro-environmental behaviors, discussing the definition of objectives and requirements, as well as the design and development of the application.

ACS Style

Loukia Panagiotopoulou; Nora Cía Gayarre; Giulia Wally Scurati; Roberta Etzi; Gemma Massetti; Alberto Gallace; Francesco Ferrise. Design of a Serious Game for Children to Raise Awareness on Plastic Pollution and Promoting Pro-Environmental Behaviors. Journal of Computing and Information Science in Engineering 2021, 21, 1 -27.

AMA Style

Loukia Panagiotopoulou, Nora Cía Gayarre, Giulia Wally Scurati, Roberta Etzi, Gemma Massetti, Alberto Gallace, Francesco Ferrise. Design of a Serious Game for Children to Raise Awareness on Plastic Pollution and Promoting Pro-Environmental Behaviors. Journal of Computing and Information Science in Engineering. 2021; 21 (6):1-27.

Chicago/Turabian Style

Loukia Panagiotopoulou; Nora Cía Gayarre; Giulia Wally Scurati; Roberta Etzi; Gemma Massetti; Alberto Gallace; Francesco Ferrise. 2021. "Design of a Serious Game for Children to Raise Awareness on Plastic Pollution and Promoting Pro-Environmental Behaviors." Journal of Computing and Information Science in Engineering 21, no. 6: 1-27.

Journal article
Published: 18 January 2021 in Sustainability
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The current and future challenges of sustainable development require a massive transformation of habits and behaviors in the whole society at many levels. This demands a change of perspectives, priorities, and practices that can only result from the development of more aware, informed, and instructed communities and individuals. The field of design for sustainable behavior is answering this need through the development of products, systems, and services to support the change of people’s habits and decision-making processes. In this regard, Virtual Reality (VR) is a promising tool: it has already been explored to drive sustainable behavior change in several situations, through a wide range of devices, technologies, and modalities. This variety provides uncountable opportunities to designers, but it comes with a series of ethical, psychological, and technical questions. Hence, VR developers should be able to distinguish and identify possible strategies, delivering suitable solutions for each case study. In this work, we present a framework for the development of VR experiences to support sustainable behavior change, based on a systematic review. We consider the various features to manage and possible alternatives when creating a VR experience, linking them to the behavioral aspects that can be addressed according to the project’s aim. The framework will provide designers with a tool to explore and orient themselves towards possible sets of optimal choices generating tailored solutions.

ACS Style

Giulia Scurati; Marco Bertoni; Serena Graziosi; Francesco Ferrise. Exploring the Use of Virtual Reality to Support Environmentally Sustainable Behavior: A Framework to Design Experiences. Sustainability 2021, 13, 943 .

AMA Style

Giulia Scurati, Marco Bertoni, Serena Graziosi, Francesco Ferrise. Exploring the Use of Virtual Reality to Support Environmentally Sustainable Behavior: A Framework to Design Experiences. Sustainability. 2021; 13 (2):943.

Chicago/Turabian Style

Giulia Scurati; Marco Bertoni; Serena Graziosi; Francesco Ferrise. 2021. "Exploring the Use of Virtual Reality to Support Environmentally Sustainable Behavior: A Framework to Design Experiences." Sustainability 13, no. 2: 943.

Original article
Published: 15 January 2021 in Virtual Reality
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This paper describes the design and preliminary test of a virtual reality driving simulator capable of conveying haptic and visual messages to promote eco-sustainable driving behavior. The driving simulator was implemented through the Unity game engine; a large street environment, including high-speed and urban sections, was created to examine different driving behaviors. The hardware setup included a gaming driving seat, equipped with a steering wheel and pedals; the virtual scenarios were displayed through an Oculus Rift headset to guarantee an immersive experience. Haptic stimulation (i.e., vibrations) was delivered to the driver through the accelerator pedal, while visual stimuli (i.e., icons and colors) were shown on a virtual head-up display. The sensory feedbacks were presented both alone and in combination, providing information about excessive acceleration and speed. Four different virtual scenarios, each one including a distracting element (i.e., navigator, rain, call, and traffic), were also created. Ten participants tested the simulator. Fuel consumption was evaluated by calculating a mean power index (MPI) in reference to the sensory feedback presentation; physiological reactions and responses to a usability survey were also collected. The results revealed that the haptic and visuo-haptic feedback were responsible for an MPI reduction, respectively, for 14% and 11% compared with a condition of no feedback presentation; while visual feedback alone resulted in an MPI increase of 11%. The efficacy of haptic feedback was also accompanied by a more relaxing physiological state of the users, compared with the visual stimulation. The system’s usability was adequate, although haptic stimuli were rated slightly more intrusive than the visual ones. Overall, these preliminary results highlight how promising the use of the haptic channel can be in communicating and guiding the driver toward a more eco-sustainable behavior.

ACS Style

Andrea Pietra; Marina Vazquez Rull; Roberta Etzi; Alberto Gallace; Giulia Wally Scurati; Francesco Ferrise; Monica Bordegoni. Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator. Virtual Reality 2021, 1 -15.

AMA Style

Andrea Pietra, Marina Vazquez Rull, Roberta Etzi, Alberto Gallace, Giulia Wally Scurati, Francesco Ferrise, Monica Bordegoni. Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator. Virtual Reality. 2021; ():1-15.

Chicago/Turabian Style

Andrea Pietra; Marina Vazquez Rull; Roberta Etzi; Alberto Gallace; Giulia Wally Scurati; Francesco Ferrise; Monica Bordegoni. 2021. "Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator." Virtual Reality , no. : 1-15.

Conference paper
Published: 23 September 2020 in 2020 AEIT International Annual Conference (AEIT)
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ACS Style

Marika Lamanuzzi; Jacopo Andrea Di Antonio; Federica Foiadelli; Michela Longo; Andrea Labombarda; Nicolo Dozio; Francesco Ferrise. Analysis of Energy Consumption in an Electric Vehicle through Virtual Reality Set-Up. 2020 AEIT International Annual Conference (AEIT) 2020, 1 .

AMA Style

Marika Lamanuzzi, Jacopo Andrea Di Antonio, Federica Foiadelli, Michela Longo, Andrea Labombarda, Nicolo Dozio, Francesco Ferrise. Analysis of Energy Consumption in an Electric Vehicle through Virtual Reality Set-Up. 2020 AEIT International Annual Conference (AEIT). 2020; ():1.

Chicago/Turabian Style

Marika Lamanuzzi; Jacopo Andrea Di Antonio; Federica Foiadelli; Michela Longo; Andrea Labombarda; Nicolo Dozio; Francesco Ferrise. 2020. "Analysis of Energy Consumption in an Electric Vehicle through Virtual Reality Set-Up." 2020 AEIT International Annual Conference (AEIT) , no. : 1.

Journal article
Published: 24 August 2020 in IEEE Computer Graphics and Applications
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Humans tendency to engage in behaviors that are harmful to themselves, the environment, and the society has always been present on a personal and collective level. However, the concern for this kind of phenomena is increasing, as demographic and economic growth is amplifying its impact on people health, economies, and ecosystems. As a consequence, we have seen the rise of research fields as design for behavior change, with a growing interest in the use of tools as persuasive technologies, serious games and interactive systems to affect people awareness, attitude, and behavior. To these purposes, computer graphics and especially virtual reality (VR) has great potential since it can provide experiences to deepen users’ understanding and emotional involvement regarding a variety of social and environmental issues. Here, we discuss the use of VR as a powerful, versatile, and cost-effective tool to deliver virtual experiences that inform and motivate users to change behavior. We describe and relate different aspects regarding sustainable behavior and VR experience design with respect to their potential to support behavior change.

ACS Style

Giulia Wally Scurati; Francesco Ferrise; Andre Stork; Rahul C. Basole. Looking Into a Future Which Hopefully Will Not Become Reality: How Computer Graphics Can Impact Our Behavior—A Study of the Potential of VR. IEEE Computer Graphics and Applications 2020, 40, 82 -88.

AMA Style

Giulia Wally Scurati, Francesco Ferrise, Andre Stork, Rahul C. Basole. Looking Into a Future Which Hopefully Will Not Become Reality: How Computer Graphics Can Impact Our Behavior—A Study of the Potential of VR. IEEE Computer Graphics and Applications. 2020; 40 (5):82-88.

Chicago/Turabian Style

Giulia Wally Scurati; Francesco Ferrise; Andre Stork; Rahul C. Basole. 2020. "Looking Into a Future Which Hopefully Will Not Become Reality: How Computer Graphics Can Impact Our Behavior—A Study of the Potential of VR." IEEE Computer Graphics and Applications 40, no. 5: 82-88.

Conference paper
Published: 17 August 2020 in Volume 9: 40th Computers and Information in Engineering Conference (CIE)
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As the popularity of winter outdoor sports is increasing, a growing number of users are engaging in activities in uncontrolled terrain, thus training for avalanche rescue is more important than ever. Traditional training takes place through workshops and in field sessions, presenting limitations to the training availability, since they require time, organization and specific weather conditions. This is problematic since the use of transceivers to locate buried individuals is not trivial and requires practice. Virtual Reality (VR) training has shown to be effective in several fields, especially in the context of hazardous conditions and emergencies, which require decision making under time pressure and management of complex tools in uncontrolled or unsafe environments. Examples include disaster medicine, military operations, and other fields in which actions must be performed precisely in short time frame. In this work, we present the development of an immersive VR system for avalanche rescue training as a complementary tool to the traditional techniques in order to prepare the trainee for field training sessions. We discuss the definition of the system requirements, the design and implementation of the tool, and considerations regarding hardware and software. Finally, we discuss possible limitations and future development.

ACS Style

Michael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. Volume 9: 40th Computers and Information in Engineering Conference (CIE) 2020, 1 .

AMA Style

Michael Joseph Messina, Simon Teves, Giulia Wally Scurati, Marina Carulli, Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. Volume 9: 40th Computers and Information in Engineering Conference (CIE). 2020; ():1.

Chicago/Turabian Style

Michael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. 2020. "Development of Virtual Reality Training Scenario for Avalanche Rescue." Volume 9: 40th Computers and Information in Engineering Conference (CIE) , no. : 1.

Journal article
Published: 13 June 2020 in Applied Ergonomics
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We present the design and test of a wearable device capable to detect the user's trunk orientation with respect to the gravitational field and to provide tactile stimulation to correct tilted positions. Vibrations are delivered to the shoulders, the frontal and dorsal parts of the trunk, by using the human body as an indicator of the four cardinal directions. The device was experimentally tested in normal gravity conditions by thirty-nine volunteers. The efficacy of tactile cues was investigated in comparison to visual and visuo-tactile cues. The results revealed that, despite the fact that the time needed to complete the task was shorter when people were guided by visual signals, the tactile cues were equally informative and, in some cases, the trunk spatial orientation was even more accurate. Overall, tactile cues were evaluated by users as more intuitive, effective and accurate.

ACS Style

Roberta Etzi; Alberto Gallace; Gemma Massetti; Marco D'Agostino; Viola Cinquetti; Francesco Ferrise; Monica Bordegoni. Conveying trunk orientation information through a wearable tactile interface. Applied Ergonomics 2020, 88, 103176 .

AMA Style

Roberta Etzi, Alberto Gallace, Gemma Massetti, Marco D'Agostino, Viola Cinquetti, Francesco Ferrise, Monica Bordegoni. Conveying trunk orientation information through a wearable tactile interface. Applied Ergonomics. 2020; 88 ():103176.

Chicago/Turabian Style

Roberta Etzi; Alberto Gallace; Gemma Massetti; Marco D'Agostino; Viola Cinquetti; Francesco Ferrise; Monica Bordegoni. 2020. "Conveying trunk orientation information through a wearable tactile interface." Applied Ergonomics 88, no. : 103176.

Original article
Published: 15 May 2020 in Virtual Reality
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Starting from the pro-environmental potential of virtual reality (VR), the aim was to understand how different statistical information formats can enhance VR persuasive potential for plastic consumption, recycling and waste. Naturalistic, immersive virtual reality environments (VREs) were designed ad hoc to display three kinds of statistical evidence formats, featured as three different formats (i.e., numerical, concrete and mixed). Participants were exposed only to one of the three formats in VR, and their affect, emotions, sense of presence, general attitudes toward the environment, specific attitudes and behavioral intentions toward plastic, use, waste, recycle, as well as their social desirability proneness were measured. Numerical format was the least effective across all dimensions. Concrete and mixed formats were similar. Social desirability only partially affected participants’ attitudes and behavioral intentions. Numerical format did not increase the persuasive efficacy of statistical evidence displayed in VR, with respect to visual alone. Implications and future directions for designing effective VRE promoting pro-environmental behaviors were discussed.

ACS Style

Alice Chirico; Giulia Wally Scurati; Chiara Maffi; Siyuan Huang; Serena Graziosi; Francesco Ferrise; Andrea Gaggioli. Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information. Virtual Reality 2020, 25, 107 -121.

AMA Style

Alice Chirico, Giulia Wally Scurati, Chiara Maffi, Siyuan Huang, Serena Graziosi, Francesco Ferrise, Andrea Gaggioli. Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information. Virtual Reality. 2020; 25 (1):107-121.

Chicago/Turabian Style

Alice Chirico; Giulia Wally Scurati; Chiara Maffi; Siyuan Huang; Serena Graziosi; Francesco Ferrise; Andrea Gaggioli. 2020. "Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information." Virtual Reality 25, no. 1: 107-121.

Chapter
Published: 09 February 2020 in Emotional Engineering, Vol. 8
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The increasing concern for sustainability-related issues leads to the rise of new fields in design research, dedicated to limit the negative impact of human activities on the environment and society. After addressing issues related to production, efficiency, recyclability and disassembly, designers start to recognize their responsibility in guiding users to behave in a more responsible and sustainable way. For this reason, designing products to support users’ behaviour change is becoming one of the most popular trends in design research at the moment. To achieve the desired results design for behaviour change, and in particular, Design for Sustainable Behaviour exploits a variety of approaches. In this Chapter, we explore the use of Design for Sustainable Behaviour techniques through a literature review of theories and case studies. Then, we defined a framework which describes the use of multisensory stimuli as elements to support different phases of interaction during the user experience with an interactive product. We relate this framework to previous works and then we discuss two case studies.

ACS Style

Giulia Wally Scurati; Marina Carulli; Francesco Ferrise; Monica Bordegoni. Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change. Emotional Engineering, Vol. 8 2020, 65 -83.

AMA Style

Giulia Wally Scurati, Marina Carulli, Francesco Ferrise, Monica Bordegoni. Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change. Emotional Engineering, Vol. 8. 2020; ():65-83.

Chicago/Turabian Style

Giulia Wally Scurati; Marina Carulli; Francesco Ferrise; Monica Bordegoni. 2020. "Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change." Emotional Engineering, Vol. 8 , no. : 65-83.

Conference paper
Published: 20 September 2019 in Recent Advances in Computational Mechanics and Simulations
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Augmented Reality is considered one of the most promising technologies for Industry 4.0. Augmented Reality allows to display the needed information at the right time and to locate it in the desired space, superimposing it to the real world. In this way, it could simplify the work of industrial operators in a variety of tasks, from planning and commissioning to assembly and maintenance. Despite the growing research interest and efforts for the development of Augmented Reality applications and technologies for the industrial domain, Augmented Reality is still rarely used in real industrial procedures, often remaining at a conceptual level. In fact, developers fail to completely answer the actual needs of industries and workers because of a lack of knowledge of the context and the absence of guidelines to drive the design and development of Augmented Reality applications. One of the open issues is the choice of the proper visualization methods to display technical information in Augmented Reality, which is not trivial. Both the paper-based documentation, based on text and illustrations, and digital documentation, including CAD models and image or video-based tutorials, present different criticalities when adapted to the Augmented Reality technology. Other visual material has been developed specifically to be used in Augmented Reality, but it is difficult to use because of a lack of standards which are instead present for the former paper-based and digital documentation. In this work, we categorize and compare different Augmented Reality visual assets, illustrating their advantages and disadvantages and providing directions for future research.

ACS Style

Michele Gattullo; Giulia Wally Scurati; Alessandro Evangelista; Francesco Ferrise; Michele Fiorentino; Antonio Emmanuele Uva. Informing the Use of Visual Assets in Industrial Augmented Reality. Recent Advances in Computational Mechanics and Simulations 2019, 106 -117.

AMA Style

Michele Gattullo, Giulia Wally Scurati, Alessandro Evangelista, Francesco Ferrise, Michele Fiorentino, Antonio Emmanuele Uva. Informing the Use of Visual Assets in Industrial Augmented Reality. Recent Advances in Computational Mechanics and Simulations. 2019; ():106-117.

Chicago/Turabian Style

Michele Gattullo; Giulia Wally Scurati; Alessandro Evangelista; Francesco Ferrise; Michele Fiorentino; Antonio Emmanuele Uva. 2019. "Informing the Use of Visual Assets in Industrial Augmented Reality." Recent Advances in Computational Mechanics and Simulations , no. : 106-117.

Conference paper
Published: 18 August 2019 in Volume 1: 39th Computers and Information in Engineering Conference
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The use of collaborative robots in the manufacturing industry has widely spread in the last decade. In order to be efficient, the human-robot collaboration needs to be properly designed by also taking into account the operator’s psychophysiological reactions. Virtual Reality can be used as a tool to simulate human-robot collaboration in a safe and cheap way. Here, we present a virtual collaborative platform in which the human operator and a simulated robot coordinate their actions to accomplish a simple assembly task. In this study, the robot moved slowly or more quickly in order to assess the effect of its velocity on the human’s responses. Ten participants tested this application by using an Oculus Rift head-mounted display; ARTracking cameras and a Kinect system were used to track the operator’s right arm movements and hand gestures respectively. Performance, user experience, and physiological responses were recorded. The results showed that while humans’ performances and evaluations varied as a function of the robot’s velocity, no differences were found in the physiological responses. Taken together, these data highlight the relevance of the kinematic aspects of robot’s motion within a human-robot collaboration and provide valuable insights to further develop our virtual human-machine interactive platform.

ACS Style

Roberta Etzi; Siyuan Huang; Giulia Wally Scurati; Shilei Lyu; Francesco Ferrise; Alberto Gallace; Andrea Gaggioli; Alice Chirico; Marina Carulli; Monica Bordegoni. Using Virtual Reality to Test Human-Robot Interaction During a Collaborative Task. Volume 1: 39th Computers and Information in Engineering Conference 2019, 1 .

AMA Style

Roberta Etzi, Siyuan Huang, Giulia Wally Scurati, Shilei Lyu, Francesco Ferrise, Alberto Gallace, Andrea Gaggioli, Alice Chirico, Marina Carulli, Monica Bordegoni. Using Virtual Reality to Test Human-Robot Interaction During a Collaborative Task. Volume 1: 39th Computers and Information in Engineering Conference. 2019; ():1.

Chicago/Turabian Style

Roberta Etzi; Siyuan Huang; Giulia Wally Scurati; Shilei Lyu; Francesco Ferrise; Alberto Gallace; Andrea Gaggioli; Alice Chirico; Marina Carulli; Monica Bordegoni. 2019. "Using Virtual Reality to Test Human-Robot Interaction During a Collaborative Task." Volume 1: 39th Computers and Information in Engineering Conference , no. : 1.

Journal article
Published: 30 July 2019 in Journal of Computing and Information Science in Engineering
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The paper describes the design of an innovative virtual reality (VR) system, based on a combination of an olfactory display and a visual display, to be used for investigating the directionality of the sense of olfaction. In particular, the design of an experimental setup to understand and determine to what extent the sense of olfaction is directional and whether there is prevalence of the sense of vision over the one of smell when determining the direction of an odor, is described. The experimental setup is based on low-cost VR technologies. In particular, the system is based on a custom directional olfactory display (OD), a head mounted display (HMD) to deliver both visual and olfactory cues, and an input device to register subjects' answers. The paper reports the design of the olfactory interface as well as its integration with the overall system.

ACS Style

Lorenzo Micaroni; Marina Carulli; Francesco Ferrise; Alberto Gallace; Monica Bordegoni. An Olfactory Display to Study the Integration of Vision and Olfaction in a Virtual Reality Environment. Journal of Computing and Information Science in Engineering 2019, 19, 1 -29.

AMA Style

Lorenzo Micaroni, Marina Carulli, Francesco Ferrise, Alberto Gallace, Monica Bordegoni. An Olfactory Display to Study the Integration of Vision and Olfaction in a Virtual Reality Environment. Journal of Computing and Information Science in Engineering. 2019; 19 (3):1-29.

Chicago/Turabian Style

Lorenzo Micaroni; Marina Carulli; Francesco Ferrise; Alberto Gallace; Monica Bordegoni. 2019. "An Olfactory Display to Study the Integration of Vision and Olfaction in a Virtual Reality Environment." Journal of Computing and Information Science in Engineering 19, no. 3: 1-29.

Conference paper
Published: 26 July 2019 in Proceedings of the Design Society: International Conference on Engineering Design
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The scarce availability of water in highly populated cities is about to become a social problem. While the water service companies work on improving the distribution network in order to reduce losses, it is evident that one of the main problems is due to an excess of use of this resource by users. This consumption is relatively controlled when excessive consumption is clearly associated, in the consumer mind, with high costs. However, when users are in public places they tend to consume water because of a loss of correlation with costs. In this paper, we describe the design of a device to be installed in public environments, which aims to reduce the consumption of water. The device measures in real time the flow of water and sends the user visual and sound information trying to create a link between consumption and costs. The device has been installed in a university campus bathroom and has been tested. Test results show a reduction in water consumption, especially in the interactive prototype approach compared to the conventional treatment. Further modifications for future development of the interactive device is also discussed.

ACS Style

Giulia Wally Scurati; Siyuan Huang; Siyu Wu; Tengfei Chen; Yueyao Zhang; Serena Graziosi; Francesco Ferrise; Monica Bordegoni. Multisensory Nudging: A Design Intervention for Sustainable Hand-Washing Behavior in Public Space. Proceedings of the Design Society: International Conference on Engineering Design 2019, 1, 3341 -3350.

AMA Style

Giulia Wally Scurati, Siyuan Huang, Siyu Wu, Tengfei Chen, Yueyao Zhang, Serena Graziosi, Francesco Ferrise, Monica Bordegoni. Multisensory Nudging: A Design Intervention for Sustainable Hand-Washing Behavior in Public Space. Proceedings of the Design Society: International Conference on Engineering Design. 2019; 1 (1):3341-3350.

Chicago/Turabian Style

Giulia Wally Scurati; Siyuan Huang; Siyu Wu; Tengfei Chen; Yueyao Zhang; Serena Graziosi; Francesco Ferrise; Monica Bordegoni. 2019. "Multisensory Nudging: A Design Intervention for Sustainable Hand-Washing Behavior in Public Space." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1: 3341-3350.

Conference paper
Published: 26 July 2019 in Proceedings of the Design Society: International Conference on Engineering Design
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Littering is a highly diffused anti-environmental and anti-social behavior, especially among young people. Furthermore, cigarette butts are one of the most littered items and are responsible for both severe environmental damages and high clean up expenses. The aim of this project is to design an interactive ashtray for the campus environment to limit the cigarette butts littering behavior in an engaging and effective way. Qualitative and quantitative data are collected. Coded observations were implemented through the research process, including the 2 pre (without the prototype) and 2 pros (with the prototype) sessions. Also, user experience test and one to one interview were conducted for deepening the understanding of the littering phenomenon and the reasons behind in the behavior among young people. The prototype indeed reduced the number of cigarette butts littering among observed behaviors of 156 students, especially in male sample. Final results indicate the behavior change of disposers is moderated by other factors, as the environmental cleanliness. Future development is also discussed.

ACS Style

Siyuan Huang; Giulia Wally Scurati; Mostafa Elzeney; Yujie Li; Xiaofeng Lin; Francesco Ferrise; Monica Bordegoni. AIM: An Interactive Ashtray to Support Behavior Change through Gamification. Proceedings of the Design Society: International Conference on Engineering Design 2019, 1, 3811 -3820.

AMA Style

Siyuan Huang, Giulia Wally Scurati, Mostafa Elzeney, Yujie Li, Xiaofeng Lin, Francesco Ferrise, Monica Bordegoni. AIM: An Interactive Ashtray to Support Behavior Change through Gamification. Proceedings of the Design Society: International Conference on Engineering Design. 2019; 1 (1):3811-3820.

Chicago/Turabian Style

Siyuan Huang; Giulia Wally Scurati; Mostafa Elzeney; Yujie Li; Xiaofeng Lin; Francesco Ferrise; Monica Bordegoni. 2019. "AIM: An Interactive Ashtray to Support Behavior Change through Gamification." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1: 3811-3820.

Original research article
Published: 04 February 2019 in Frontiers in Psychology
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Although it is noted that interpersonal sensorimotor coordination can influence several high-level socio-cognitive processes, its impact on creative collaboration is nearly unexplored. Here, we investigated the effects of a form of sensorimotor coordination, that is, sensorimotor synchronization, on a subsequent creative collaboration task. 60 pairs (n total = 120 participants) formed by previously unacquainted individuals performed a tower-building task either jointly or alone, followed by a dyadic creativity task. Tower building time in the joint condition was recorded through a sensorized platform and creativity performance was evaluated by two independent raters based on the quantity and quality of generated ideas. We controlled for gender composition and for the disposition to cooperate and to adopt a creative, analytical style. Results showed that male-male couples were more creative after the joint-action condition, whereas female-female and mixed-gender couples were more creative after the solo condition. Regression analyses of tower building time on creativity performance revealed that building time was a significant predictor of creativity dimensions in male-male and in mixed-gender couples but did not predict creative performance in female-female couples. Overall, these findings suggest that the manipulation of sensorimotor coordination can influence performance in a subsequent creative collaboration task, with the nature, and magnitude of this effect depending on the gender composition of the dyads. These results have potential implications for the design of sensorimotor-based strategies to enhance dyadic creative performance in several contexts, especially for the organizational settings.

ACS Style

Andrea Gaggioli; Elisa Maria Falletta; Francesco Ferrise; Serena Graziosi; Alberto Gallace; Alessandro D’Ausilio; Pietro Cipresso; Giuseppe Riva; Alice Chirico. Effects of Interpersonal Sensorimotor Synchronization on Dyadic Creativity: Gender Matters. Frontiers in Psychology 2019, 9, 2604 .

AMA Style

Andrea Gaggioli, Elisa Maria Falletta, Francesco Ferrise, Serena Graziosi, Alberto Gallace, Alessandro D’Ausilio, Pietro Cipresso, Giuseppe Riva, Alice Chirico. Effects of Interpersonal Sensorimotor Synchronization on Dyadic Creativity: Gender Matters. Frontiers in Psychology. 2019; 9 ():2604.

Chicago/Turabian Style

Andrea Gaggioli; Elisa Maria Falletta; Francesco Ferrise; Serena Graziosi; Alberto Gallace; Alessandro D’Ausilio; Pietro Cipresso; Giuseppe Riva; Alice Chirico. 2019. "Effects of Interpersonal Sensorimotor Synchronization on Dyadic Creativity: Gender Matters." Frontiers in Psychology 9, no. : 2604.

Chapter
Published: 03 February 2019 in Emotional Engineering, Vol.7
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More and more modern digital applications allow users to make experiences that elicit their senses. More traditional applications allow users to make visual and sound experiences. Recently, the sense of touch has been introduced to enrich the users’ experiences with digital worlds. The sense of smell is equally important for enriching and making the experiences engaging, but has been mostly neglected so far, mostly because of the limited knowledge about olfaction and of olfactory technologies. This chapter presents a methodology for the development of applications including multisensory user experiences based also on the sense of olfaction. The methodology has been used and tested for the development of applications in various sectors, which are reported in the chapter.

ACS Style

Monica Bordegoni; Marina Carulli; Francesco Ferrise. Improving Multisensory User Experience Through Olfactory Stimuli. Emotional Engineering, Vol.7 2019, 201 -231.

AMA Style

Monica Bordegoni, Marina Carulli, Francesco Ferrise. Improving Multisensory User Experience Through Olfactory Stimuli. Emotional Engineering, Vol.7. 2019; ():201-231.

Chicago/Turabian Style

Monica Bordegoni; Marina Carulli; Francesco Ferrise. 2019. "Improving Multisensory User Experience Through Olfactory Stimuli." Emotional Engineering, Vol.7 , no. : 201-231.

Journal article
Published: 28 November 2018 in Computer-Aided Design and Applications
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Marina Carulli; Alice Tosin; Francesco Previtali; Francesco Ferrise; Monica Bordegoni. Simulating a Virtual Journey on Italian Alps through a Multisensory Mixed Reality Environment. Computer-Aided Design and Applications 2018, 16, 1 .

AMA Style

Marina Carulli, Alice Tosin, Francesco Previtali, Francesco Ferrise, Monica Bordegoni. Simulating a Virtual Journey on Italian Alps through a Multisensory Mixed Reality Environment. Computer-Aided Design and Applications. 2018; 16 (4):1.

Chicago/Turabian Style

Marina Carulli; Alice Tosin; Francesco Previtali; Francesco Ferrise; Monica Bordegoni. 2018. "Simulating a Virtual Journey on Italian Alps through a Multisensory Mixed Reality Environment." Computer-Aided Design and Applications 16, no. 4: 1.

Journal article
Published: 19 November 2018 in Journal of Computing and Information Science in Engineering
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The paper describes the design of a wearable and wireless system that allows the real-time identification of some gestures performed by basketball players. This system is specifically designed as a support for coaches to track the activity of two or more players simultaneously. Each wearable device is composed of two separate units, positioned on the wrists of the user, connected to a personal computer (PC) via Bluetooth. Each unit comprises a triaxial accelerometer and gyroscope, a microcontroller, installed on a TinyDuino platform, and a battery. The concept of activity recognition chain is investigated and used as a reference for the gesture recognition process. A sliding window allows the system to extract relevant features from the incoming data streams: mean values, standard deviations, maximum values, minimum values, energy, and correlations between homologous axes are calculated to identify and differentiate the performed actions. Machine learning algorithms are implemented to handle the recognition phase.

ACS Style

Marco Mangiarotti; Francesco Ferrise; Serena Graziosi; Francesco Tamburrino; Monica Bordegoni. A Wearable Device to Detect in Real-Time Bimanual Gestures of Basketball Players During Training Sessions. Journal of Computing and Information Science in Engineering 2018, 19, 011004 .

AMA Style

Marco Mangiarotti, Francesco Ferrise, Serena Graziosi, Francesco Tamburrino, Monica Bordegoni. A Wearable Device to Detect in Real-Time Bimanual Gestures of Basketball Players During Training Sessions. Journal of Computing and Information Science in Engineering. 2018; 19 (1):011004.

Chicago/Turabian Style

Marco Mangiarotti; Francesco Ferrise; Serena Graziosi; Francesco Tamburrino; Monica Bordegoni. 2018. "A Wearable Device to Detect in Real-Time Bimanual Gestures of Basketball Players During Training Sessions." Journal of Computing and Information Science in Engineering 19, no. 1: 011004.

Journal article
Published: 01 November 2018 in Robotics and Computer-Integrated Manufacturing
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Augmented Reality (AR), is one of the most promising technology for technical manuals in the context of Industry 4.0. However, the implementation of AR documentation in industry is still challenging because specific standards and guidelines are missing. In this work, we propose a novel methodology for the conversion of existing “traditional” documentation, and for the authoring of new manuals in AR in compliance to Industry 4.0 principles. The methodology is based on the optimization of text usage with the ASD Simplified Technical English, the conversion of text instructions into 2D graphic symbols, and the structuring of the content through the combination of Darwin Information Typing Architecture (DITA) and Information Mapping (IM). We tested the proposed approach with a case study of a maintenance manual of hydraulic breakers. We validated it with a user test collecting subjective feedbacks of 22 users. The results of this experiment confirm that the manual obtained using our methodology is clearer than other templates.

ACS Style

Michele Gattullo; Giulia Wally Scurati; Michele Fiorentino; Antonio Emmanuele Uva; Francesco Ferrise; Monica Bordegoni. Towards augmented reality manuals for industry 4.0: A methodology. Robotics and Computer-Integrated Manufacturing 2018, 56, 276 -286.

AMA Style

Michele Gattullo, Giulia Wally Scurati, Michele Fiorentino, Antonio Emmanuele Uva, Francesco Ferrise, Monica Bordegoni. Towards augmented reality manuals for industry 4.0: A methodology. Robotics and Computer-Integrated Manufacturing. 2018; 56 ():276-286.

Chicago/Turabian Style

Michele Gattullo; Giulia Wally Scurati; Michele Fiorentino; Antonio Emmanuele Uva; Francesco Ferrise; Monica Bordegoni. 2018. "Towards augmented reality manuals for industry 4.0: A methodology." Robotics and Computer-Integrated Manufacturing 56, no. : 276-286.