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Michael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. 2021, 1 .
AMA StyleMichael Joseph Messina, Simon Teves, Giulia Wally Scurati, Marina Carulli, Francesco Ferrise. Development of Virtual Reality Training Scenario for Avalanche Rescue. . 2021; ():1.
Chicago/Turabian StyleMichael Joseph Messina; Simon Teves; Giulia Wally Scurati; Marina Carulli; Francesco Ferrise. 2021. "Development of Virtual Reality Training Scenario for Avalanche Rescue." , no. : 1.
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.
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 StyleLoukia 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 StyleLoukia 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.
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.
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 StyleGiulia 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 StyleGiulia 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.
Aviation strives today to include environmental and social considerations as drivers for decision making in design. This paper proposes a serious game to raise awareness of the value and cost implications of being ‘sustainability compliant’ when developing aerospace sub-systems and components. After describing the development of the game, from needfinding to prototyping and testing, the paper discusses the results from verification activities with practitioners, revealing the ability of the game to raise sustainability awareness and support negotiation across disciplinary boundaries in design.
G. W. Scurati; J. W. Nylander; S. I. Hallstedt; F. Ferrise; M. Bertoni. RAISING VALUE AND SUSTAINABILITY AWARENESS FOR CRITICAL MATERIALS: A SERIOUS GAME FOR THE AEROSPACE SECTOR. Proceedings of the Design Society: DESIGN Conference 2020, 1, 737 -746.
AMA StyleG. W. Scurati, J. W. Nylander, S. I. Hallstedt, F. Ferrise, M. Bertoni. RAISING VALUE AND SUSTAINABILITY AWARENESS FOR CRITICAL MATERIALS: A SERIOUS GAME FOR THE AEROSPACE SECTOR. Proceedings of the Design Society: DESIGN Conference. 2020; 1 ():737-746.
Chicago/Turabian StyleG. W. Scurati; J. W. Nylander; S. I. Hallstedt; F. Ferrise; M. Bertoni. 2020. "RAISING VALUE AND SUSTAINABILITY AWARENESS FOR CRITICAL MATERIALS: A SERIOUS GAME FOR THE AEROSPACE SECTOR." Proceedings of the Design Society: DESIGN Conference 1, no. : 737-746.
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.
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 StyleMichele 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 StyleMichele 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.
The design of large dams is a collaborative activity with relevant social and political implications. Planning such large infrastructures requires involving all the interested stakeholders, making shared decisions, tracing the design process. There are currently not many Virtual Prototyping tools to support this collaborative design process. In this paper, we propose a participated planning support system based on mobile and Augmented Reality technologies which allows different stakeholders to take part in the review of a large dam project through an application that automatically acquires information available online, allows all stakeholders to share information, and finally records everything for a subsequent analysis. The development of the application, as well as its use in two case studies and a user study, are described in the paper.
Alessandro Ros; Matteo Giuliani; Giulia Wally Scurati; Serena Graziosi; Francesco Ferrise; Monica Bordegoni. Participated Planning of Large Water Infrastructures through Virtual Prototyping Technologies. Technologies 2018, 6, 68 .
AMA StyleAlessandro Ros, Matteo Giuliani, Giulia Wally Scurati, Serena Graziosi, Francesco Ferrise, Monica Bordegoni. Participated Planning of Large Water Infrastructures through Virtual Prototyping Technologies. Technologies. 2018; 6 (3):68.
Chicago/Turabian StyleAlessandro Ros; Matteo Giuliani; Giulia Wally Scurati; Serena Graziosi; Francesco Ferrise; Monica Bordegoni. 2018. "Participated Planning of Large Water Infrastructures through Virtual Prototyping Technologies." Technologies 6, no. 3: 68.
Giulia Wally Scurati; Michele Gattullo; Michele Fiorentino; Francesco Ferrise; Monica Bordegoni; Antonio Uva. Converting maintenance actions into standard symbols for Augmented Reality applications in Industry 4.0. Computers in Industry 2018, 98, 68 -79.
AMA StyleGiulia Wally Scurati, Michele Gattullo, Michele Fiorentino, Francesco Ferrise, Monica Bordegoni, Antonio Uva. Converting maintenance actions into standard symbols for Augmented Reality applications in Industry 4.0. Computers in Industry. 2018; 98 ():68-79.
Chicago/Turabian StyleGiulia Wally Scurati; Michele Gattullo; Michele Fiorentino; Francesco Ferrise; Monica Bordegoni; Antonio Uva. 2018. "Converting maintenance actions into standard symbols for Augmented Reality applications in Industry 4.0." Computers in Industry 98, no. : 68-79.
In this work, we proposed a method to reduce text in technical documentation, aiming at Augmented Reality manuals, where text must be reduced as much as possible. In fact, most of technical information is conveyed through other means such as CAD models, graphic signs, images, etc. The method classifies technical instructions into two categories: instructions that can be presented with graphic symbols and instructions that should be presented with text. It is based on the analysis of the action verbs used in the instruction, and makes use of ASD Simplified Technical English (STE) for remaining text instructions and let them easier to translate into other languages
Michele Gattullo; Antonio Uva; Michele Fiorentino; Giulia Wally Scurati; Francesco Ferrise. From Paper Manual to AR Manual: Do We Still Need Text? Procedia Manufacturing 2017, 11, 1303 -1310.
AMA StyleMichele Gattullo, Antonio Uva, Michele Fiorentino, Giulia Wally Scurati, Francesco Ferrise. From Paper Manual to AR Manual: Do We Still Need Text? Procedia Manufacturing. 2017; 11 ():1303-1310.
Chicago/Turabian StyleMichele Gattullo; Antonio Uva; Michele Fiorentino; Giulia Wally Scurati; Francesco Ferrise. 2017. "From Paper Manual to AR Manual: Do We Still Need Text?" Procedia Manufacturing 11, no. : 1303-1310.