Massimo Zancanaro

Dr. Massimo Zancanaro

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Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

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

Representative Publications

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21 June 2019 in IEEE Transactions on Human-Machine Systems
Verified
Journal Article
Closed access
EMEleonora Mencarini
Eleonora Mencarini
Amon RappAmon Rapp
Amon Rapp
LTLIA TIRABENI
LIA TIRABENI
MZMassimo Zancanaro
Massimo Zancanaro
This paper presents a literature review of human–computer interaction works on wearable systems for sports. We selected a corpus of 57 papers and analyzed them through the grounded theory for literature review approach. We identified five themes across the papers: the different research perspectives, the type of sports and sportspeople, the roles of wearables in sports, their wearability, and the different types of feedback. These themes helped us in delineating opportunities for future research: the investigation of different form factors and types of feedback; the consideration of different sportspeople and collaborative tasks; the need of pushing the boundaries of the sports domain; the exploration of the evolution of sports; the interconnection of different devices; and the increase of methodological rigor.

25 April 2007 in User Modeling and User-Adapted Interaction
Verified
Journal Article
Closed access
PDF file
OSOliviero Stock
Oliviero Stock
MZMassimo Zancanaro
Massimo Zancanaro
PBPaolo Busetta
Paolo Busetta
CCCharles Callaway
Charles Callaway
AKAntonio Krüger
Antonio Krüger
CRCesare Rocchi
Cesare Rocchi

20 October 2008
Verified
Conference Paper
Open access
PDF file
FPFabio Pianesi
Fabio Pianesi
NMNadia Mana
Nadia Mana
ACAlessandro Cappelletti
Alessandro Cappelletti
BLBruno Lepri
Bruno Lepri
MZMassimo Zancanaro
Massimo Zancanaro
This paper targets the automatic detection of personality traits in a meeting environment by means of audio and visual features; information about the relational context is captured by means of acoustic features designed to that purpose. Two personality traits are considered: Extraversion (from the Big Five) and the Locus of Control. The classification task is applied to thin slices of behaviour, in the form of 1-minute sequences. SVM were used to test the performances of several training and testing instance setups, including a restricted set of audio features obtained through feature selection. The outcomes improve considerably over existing results, provide evidence about the feasibility of the multimodal analysis of personality, the role of social context, and pave the way to further studies addressing different features setups and/or targeting different personality traits.

11 February 2011 in Journal on Computing and Cultural Heritage
Verified
Journal Article
Open access
TKTsvi Kuflik
Tsvi Kuflik
OSOliviero Stock
Oliviero Stock
MZMassimo Zancanaro
Massimo Zancanaro
AGAriel Gorfinkel
Ariel Gorfinkel
SJSadek Jbara
Sadek Jbara
NKNadav Kashtan
Nadav Kashtan
Technology can play a crucial role in supporting museum visitors and enhancing their overall museum visit experiences. Visitors coming to a museum do not want to be overloaded with information, but to receive the relevant information, learn, and have an overall interesting experience. To serve this goal, a user-friendly and flexible system is needed. The design of such a system poses several challenges that need to be addressed in parallel. The user interface should be intuitive and let the visitors focus on the exhibits, not on the technology. Content and delivery must provide relevant information and at the same time allow visitors to get the level of detail and the perspectives in which they are interested. Personalization may play a key role in providing relevant information to individuals. Yet, since visitors tend to visit the museum in small groups, technology should also contribute to and facilitate during-the-visit communication or post-visit group interaction. The PIL project applied at the Hecht museum extended the research results of the PEACH project and tried to address all of these considerations. Evaluation involving users substantiated several aspects of the design.

24 April 2013 in Autism
Verified
Journal Article
Closed access
NBNirit Bauminger-Zviely
Nirit Bauminger-Zviely
SESigal Eden
Sigal Eden
MZMassimo Zancanaro
Massimo Zancanaro
PWPatrice L Weiss
Patrice L Weiss
EGEynat Gal
Eynat Gal
This study examined the effectiveness of a school-based, collaborative technology intervention combined with cognitive behavioral therapy to teach the concepts of social collaboration and social conversation to children with high-functioning autism spectrum disorders (n = 22) as well as to enhance their actual social engagement behaviors (collaboration and social conversation) with peers. Two computer programs were included in the intervention: “Join-In” to teach collaboration and “No-Problem” to teach conversation. Assessment in the socio-cognitive area included concept perception measures, problem solving, Theory of Mind, and a dyadic drawing collaborative task to examine change in children’s social engagement. Results demonstrated improvement in the socio-cognitive area with children providing more active social solutions to social problems and revealing more appropriate understanding of collaboration and social conversation after intervention, with some improvement in Theory of Mind. Improvement in actual social engagement was more scattered.