Francesca Nonis

Dr. Francesca Nonis

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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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

18 September 2019 in Applied Sciences
Verified
Journal Article
Open access
PDF file
FNFrancesca Nonis
Francesca Nonis
NDNicole Dagnes
Nicole Dagnes
Federica MarcolinFederica Marcolin
Federica Marcolin
Enrico VezzettiEnrico Vezzetti
Enrico Vezzetti
In recent years, facial expression analysis and recognition (FER) have emerged as an active research topic with applications in several different areas, including the human-computer interaction domain. Solutions based on 2D models are not entirely satisfactory for real-world applications, as they present some problems of pose variations and illumination related to the nature of the data. Thanks to technological development, 3D facial data, both still images and video sequences, have become increasingly used to improve the accuracy of FER systems. Despite the advance in 3D algorithms, these solutions still have some drawbacks that make pure three-dimensional techniques convenient only for a set of specific applications; a viable solution to overcome such limitations is adopting a multimodal 2D+3D analysis. In this paper, we analyze the limits and strengths of traditional and deep-learning FER techniques, intending to provide the research community an overview of the results obtained looking to the next future. Furthermore, we describe in detail the most used databases to address the problem of facial expressions and emotions, highlighting the results obtained by the various authors. The different techniques used are compared, and some conclusions are drawn concerning the best recognition rates achieved.

18 April 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Chiara InnocenteChiara Innocente
Chiara Innocente
FNFrancesca Nonis
Francesca Nonis
AFAntonio Lo Faro
Antonio Lo Faro
RRRossella Ruggieri
Rossella Ruggieri
Luca UlrichLuca Ulrich
Luca Ulrich
Enrico VezzettiEnrico Vezzetti
Enrico Vezzetti
The metaverse, powered by XR technologies, enables human augmentation by enhancing physical, cognitive, and sensory capabilities. Cultural heritage sees the metaverse as a vehicle for expression and exploration, providing new methods for heritage fruition and preservation. This article proposes a metaverse application, inspired by the events of the Italian Resistance, promoting interactions between multiple users in an immersive VR experience while safeguarding intangible cultural assets according to an edutainment approach. The virtual environment, based on Ivrea’s town hall square, provides in-depth information about the partisan’s life and the historical value of its actions for the city. Furthermore, the application allows users to meet in the same virtual place and engage with one another in real time through the Spatial SDK. Before the public presentation, a heterogeneous group of thirty users underwent usability and engagement tests to assess the experience on both VR headsets and smartphones. Tests revealed statistically significant evidence that there is a genuine difference in users’ perceptions of usability and engagement with different devices and types of interaction. This study highlights the effectiveness of adopting XR as a supporting technology to complement the real experience of cultural heritage valorization.

1 August 2019 in Journal of Biomechanics
Verified
Journal Article
Closed access
NDNicole Dagnes
Nicole Dagnes
Federica MarcolinFederica Marcolin
Federica Marcolin
EVEnrico Vezzetti
Enrico Vezzetti
FSFrançois-Régis Sarhan
François-Régis Sarhan
SDStéphanie Dakpé
Stéphanie Dakpé
KMKhalil Ben Mansour
Khalil Ben Mansour

10 December 2021 in IEEE Computer Graphics and Applications
Verified
Journal Article
Closed access
Federica MarcolinFederica Marcolin
Federica Marcolin
GSGiulia Wally Scurati
Giulia Wally Scurati
Luca UlrichLuca Ulrich
Luca Ulrich
FNFrancesca Nonis
Francesca Nonis
EVEnrico Vezzetti
Enrico Vezzetti
FFFrancesco Ferrise
Francesco Ferrise
Computer graphics is—in many cases—about visualizing what you cannot see. However, virtual reality (VR), from its beginnings, aimed at stimulating all human senses: not just the visual channel. Moreover, this set of multisensory stimuli allows users to feel present and able to interact with the virtual environment. In this way, VR aims to deliver experiences that are comparable to real-life ones in their level of detail and stimulation, intensity, and impact. Hence, VR is not only a means to see, but also to feel differently. With the spreading of VR technologies, there is a growing interest in using VR to evoke emotions, including positive and negative ones. This article discusses the current possibilities and the authors’ experience collected in the field in trying to elicit emotions through VR. It explores how different design aspects and features can be used, describing their contributions and benefits in the development of affective VR experiences. This work aims at raising awareness of the necessity to consider and explore the full design space that VR technology provides in comparison to traditional media. Additionally, it provides possible tracks of VR affective applications, illustrating how they could impact our emotions and improve our life, and providing guidelines for their development.

7 December 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Luca UlrichLuca Ulrich
Luca Ulrich
FNFrancesca Nonis
Francesca Nonis
Enrico VezzettiEnrico Vezzetti
Enrico Vezzetti
Sandro MoosSandro Moos
Sandro Moos
Giandomenico CarusoGiandomenico Caruso
Giandomenico Caruso
Federica MarcolinFederica Marcolin
Federica Marcolin
Driver inattention is the primary cause of vehicle accidents; hence, manufacturers have introduced systems to support the driver and improve safety; nonetheless, advanced driver assistance systems (ADAS) must be properly designed not to become a potential source of distraction for the driver due to the provided feedback. In the present study, an experiment involving auditory and haptic ADAS has been conducted involving 11 participants, whose attention has been monitored during their driving experience. An RGB-D camera has been used to acquire the drivers’ face data. Subsequently, these images have been analyzed using a deep learning-based approach, i.e., a convolutional neural network (CNN) specifically trained to perform facial expression recognition (FER). Analyses to assess possible relationships between these results and both ADAS activations and event occurrences, i.e., accidents, have been carried out. A correlation between attention and accidents emerged, whilst facial expressions and ADAS activations resulted to be not correlated, thus no evidence that the designed ADAS are a possible source of distraction has been found. In addition to the experimental results, the proposed approach has proved to be an effective tool to monitor the driver through the usage of non-invasive techniques.