Francesco Ferrise

Prof. Dr. Francesco Ferrise

Department of Mechanical Engineering, Politecnico di Milano, Milan, Lombardy, Italy
orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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22 January 2018 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
ACAlice Chirico
Alice Chirico
FFFrancesco Ferrise
Francesco Ferrise
LCLorenzo Cordella
Lorenzo Cordella
AGAndrea Gaggioli
Andrea Gaggioli
Awe is a little-studied emotion with a great transformative potential. Therefore, the interest toward the study of awe’s underlying mechanisms has been increased. Specifically, researchers have been interested in how to reproduce intense feelings of awe within laboratory conditions. It has been proposed that the use of virtual reality (VR) could be an effective way to induce awe in controlled experimental settings, thanks to its ability of providing participants with a sense of “presence,” that is, the subjective feeling of being displaced in another physical or imaginary place. However, the potential of VR as awe-inducing medium has not been fully tested yet. In the present study, we provided an evidence-based design and a validation of four immersive virtual environments (VEs) involving 36 participants in a within-subject design. Of these, three VEs were designed to induce awe, whereas the fourth VE was targeted as an emotionally neutral stimulus. Participants self-reported the extent to which they felt awe, general affect and sense of presence related to each environment. As expected, results showed that awe-VEs could induce significantly higher levels of awe and presence as compared to the neutral VE. Furthermore, these VEs induced significantly more positive than negative affect. These findings supported the potential of immersive VR for inducing awe and provide useful indications for the design of awe-inspiring virtual environments.

1 April 2019 in Robotics and Computer-Integrated Manufacturing
Verified
Journal Article
Closed access
MGMichele Gattullo
Michele Gattullo
GSGiulia Wally Scurati
Giulia Wally Scurati
Michele FiorentinoMichele Fiorentino
Michele Fiorentino
Antonio E. UvaAntonio E. Uva
Antonio E. Uva
FFFrancesco Ferrise
Francesco Ferrise
MBMonica Bordegoni
Monica Bordegoni

1 January 2017 in Procedia Manufacturing
Verified
Journal Article
Open access
RMRiccardo Masoni
Riccardo Masoni
FFFrancesco Ferrise
Francesco Ferrise
MBMonica Bordegoni
Monica Bordegoni
MGMichele Gattullo
Michele Gattullo
Antonio E. UvaAntonio E. Uva
Antonio E. Uva
MDMichele Di Donato
Michele Di Donato
Due to the Industry 4.0 initiative, Augmented Reality (AR) has started to be considered one of the most interesting technologies companies should invest in, especially to improve their maintenance services. Several technological limitations have prevented AR to become an effective industrial tool in the past. Now some of them have been overcome, some others not yet by off-the-shelf technologies. In this paper, we present a solution for remote maintenance based on off-the-shelf mobile and AR technologies. The architecture of the application allows us to remotely connect a skilled operator in a control room with an unskilled one located where the maintenance task has to be performed. This application, which has been initially described in a previous work, has been improved on the basis of feedback received by industrial partners. We describe the important features we have added and the rationale behind them to make the remote communication more effective

18 January 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
Giulia Wally ScuratiGiulia Wally Scurati
Giulia Wally Scurati
Marco BertoniMarco Bertoni
Marco Bertoni
SGSerena Graziosi
Serena Graziosi
FFFrancesco Ferrise
Francesco Ferrise
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.

12 February 2022 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
NDNicoló Dozio
Nicoló Dozio
FMFederica Marcolin
Federica Marcolin
Giulia Wally ScuratiGiulia Wally Scurati
Giulia Wally Scurati
Luca UlrichLuca Ulrich
Luca Ulrich
FNFrancesca Nonis
Francesca Nonis
FFFrancesco Ferrise
Francesco Ferrise

1 June 2018 in Computers in Industry
Verified
Journal Article
Closed access
Giulia Wally ScuratiGiulia Wally Scurati
Giulia Wally Scurati
MGMichele Gattullo
Michele Gattullo
MFMichele Fiorentino
Michele Fiorentino
FFFrancesco Ferrise
Francesco Ferrise
MBMonica Bordegoni
Monica Bordegoni
Antonio E. UvaAntonio E. Uva
Antonio E. Uva