Carmelo Ardito

Prof. Dr. Carmelo Ardito

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Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

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

Representative Publications

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8 December 2005 in Universal Access in the Information Society
Verified
Journal Article
Closed access
PDF file
CACarmelo Ardito
Carmelo Ardito
MCM. F. Costabile
M. F. Costabile
MMM. De Marsico
M. De Marsico
RLR. Lanzilotti
R. Lanzilotti
SLS. Levialdi
S. Levialdi
RVROSSANO VERONICA
ROSSANO VERONICA

27 April 2017 in ACM Transactions on Computer-Human Interaction
Verified
Journal Article
Open access
GDGiuseppe Desolda
Giuseppe Desolda
CACarmelo Ardito
Carmelo Ardito
MMMaristella Matera
Maristella Matera
Research on the Internet of Things (IoT) has devoted many efforts to technological aspects. Little social and practical benefits have emerged so far. IoT devices, so-called smart objects , are becoming even more pervasive and social, leading to the need to provide non-technical users with innovative interaction strategies for controlling their behavior. In other words, the opportunities offered by IoT can be amplified if new approaches are conceived to enable non-technical users to be directly involved in “composing” their smart objects by synchronizing their behavior. To fulfill this goal, this article introduces a model that includes new operators for defining rules combining multiple events and conditions exposed by smart objects, and for defining temporal and spatial constraints on rule activation. The article also presents the results of an elicitation study that was conducted to identify possible visual paradigms for expressing composition rules. Prototypes implementing the resulting visual paradigms were compared during a controlled experiment and the one that resulted most relevant for our goals was used in a study that involved home-automation experts. Finally, the article discusses some design implications that came out from the performed studies and presents the architecture of a platform supporting rule definition and execution.

17 February 2015 in ACM Computing Surveys
Verified
Journal Article
Open access
CACarmelo Ardito
Carmelo Ardito
PBPaolo Buono
Paolo Buono
MCMaria Francesca Costabile
Maria Francesca Costabile
GDGiuseppe Desolda
Giuseppe Desolda
Large interactive displays are increasingly placed in public (or semipublic) locations, including museums, shops, various city settings, and offices. This article discusses the evolution of such displays by looking at their use and analyzing how they are changing the concept of human-computer interaction through new modalities. By surveying the literature on systems using these displays, relevant features were identified and used as classification dimensions. The analysis provided may inform the design and development of future installations. A discussion on research challenges concludes the article.

1 June 2014 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
CACarmelo Ardito
Carmelo Ardito
Paolo BuonoPaolo Buono
Paolo Buono
DCDanilo Caivano
Danilo Caivano
MCMaria Francesca Costabile
Maria Francesca Costabile
RLRosa Lanzilotti
Rosa Lanzilotti

1 June 2018 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
CACarmelo Ardito
Carmelo Ardito
PBPaolo Buono
Paolo Buono
GDGiuseppe Desolda
Giuseppe Desolda
MMMaristella Matera
Maristella Matera

6 April 2008
Verified
Conference Paper
Open access
PDF file
MCMaria F. Costabile
Maria F. Costabile
AAAntonella De Angeli
Antonella De Angeli
RLRosa Lanzilotti
Rosa Lanzilotti
CACarmelo Ardito
Carmelo Ardito
Paolo BuonoPaolo Buono
Paolo Buono
TPThomas Pederson
Thomas Pederson
This paper reports the experimental studies we have performed to evaluate Explore!, an m-learning system that supports middle school students during a visit to an archaeological park. It exploits a learning technique called excursion-game, whose aim is to help students to acquire historical notions while playing and to make archaeological visits more effective and exciting. In order to understand the potentials and limitations of Explore!, our studies compare the experience of playing the excursion-game with and without technological support. The design and evaluation of Explore! have provided knowledge on the advantages and pitfalls of m-learning that may be instrumental in informing the current debate on e-learning.