Valerio De Luca

Dr. Valerio De Luca

Dipartimento di Ingegneria dell'Innovazione, Università of Salento, Complesso Ecotekne, Via per Monteroni, 73100, Lecce, Italy
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Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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15 November 2022 in Virtual Reality
Verified
Journal Article
Open access
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Lucio Tommaso De PaolisLucio Tommaso De Paolis
Lucio Tommaso De Paolis
CGCarola Gatto
Carola Gatto
LCLaura Corchia
Laura Corchia
VLValerio De Luca
Valerio De Luca
Augmented Reality (AR) has become an increasingly used technology to support and enhance the enjoyment of cultural heritage. Particularly relevant is its importance for digital storytelling: by framing a portion of a fresco or painting with a smartphone, an AR mobile application can provide contextually relevant information, also in the form of multimedia content, that can help the user to understand the story and meaning behind the images. In this type of application, human factors are of fundamental importance for the effectiveness of the narrative: a mobile AR application must avoid distracting the user’s attention from the content in order to encourage a good level of concentration and immersion. The case study presented in this paper deals with a mobile AR application developed to guide visitors in the interpretation of the frescoes inside the Basilica of Saint Catherina of Alexandria in Galatina. The aim of the study is the analysis of the relations among usability, user experience and mental workload factors in AR-based digital storytelling.

9 January 2023 in Information
Verified
Journal Article
Open access
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VLValerio De Luca
Valerio De Luca
CGCarola Gatto
Carola Gatto
SLSilvia Liaci
Silvia Liaci
LCLaura Corchia
Laura Corchia
SCSofia Chiarello
Sofia Chiarello
Lucio Tommaso De PaolisLucio Tommaso De Paolis
Lucio Tommaso De Paolis
Extended Reality (XR) technology represents an innovative tool to address the challenges of the present, as it allows for experimentation with new solutions in terms of content creation and its fruition by different types of users. The potential to modulate the experience based on the target audience’s needs and the project’s objectives makes XR suitable for creating new accessibility solutions. The “Includiamoci” project was carried out with the aim of creating workshops on social inclusion through the combination of art and technology. Specifically, the experimentation involved ten young people between the ages of 28 and 50, with cognitive disabilities, who participated in Extended Reality workshops and Art Therapy workshops. In the course of these activities, the outputs obtained were two: a virtual museum, populated by the participants’ works, and a digital set design for a theatrical performance. Through two tests, one on user experience (UX) and one on the degree of well-being, the effectiveness of the entire project was evaluated. In conclusion, the project demonstrated how the adopted solutions were appropriate to the objectives, increasing our knowledge of UX for a target audience with specific user needs and using XR in the context of social inclusion.

8 August 2023 in Virtual Reality
Verified
Journal Article
Open access
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VLValerio De Luca
Valerio De Luca
MBMaria Cristina Barba
Maria Cristina Barba
Giovanni D'ErricoGiovanni D'Errico
Giovanni D'Errico
BNBenito Luigi Nuzzo
Benito Luigi Nuzzo
Lucio Tommaso De PaolisLucio Tommaso De Paolis
Lucio Tommaso De Paolis
Mixed Reality has emerged as a valuable tool for the promotion of cultural heritage. In this context, in particular, the metaphor of virtual portals allows the virtual visit of monuments that are inaccessible or no longer exist in their original form, integrating them into the real environment. This paper presents the development of a Mixed Reality mobile application that proposes a virtual reconstruction of the church of Sant’Elia in Ruggiano, in the southern province of Lecce (Italy). By placing the virtual portal in the same place where the entrance of the church was located, the user can cross this threshold to enter inside and make a virtual journey into the past. The user experience was evaluated by administering a questionnaire to 60 users who tried the application. From the data collected, four user experience factors were identified (interest, focus of attention, presence and usability), which were compared between young and old, male and female users, and between users who had already visited the church in person and all other users. In general, the scores reveal a total independence of the other three factors from usability and a very high level of interest.

21 November 2019 in Virtual Reality
Verified
Journal Article
Closed access
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LPLucio Tommaso De Paolis
Lucio Tommaso De Paolis
VLValerio De Luca
Valerio De Luca

13 July 2022 in Information
Verified
Journal Article
Open access
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VLValerio De Luca
Valerio De Luca
GMGiorgia Marcantonio
Giorgia Marcantonio
MBMaria Cristina Barba
Maria Cristina Barba
Lucio Tommaso De PaolisLucio Tommaso De Paolis
Lucio Tommaso De Paolis
The use of information technology in the field of cultural heritage makes it possible to involve more and more people in the promotion of cultural heritage, fostering social, cultural, economic and community growth. This work stems from the interest in using Virtual Reality (VR) in the field of cultural heritage, creating a tour of the city of Bari that tells its evolution over the years. To this end, a low-cost VR360 application has been developed which, by means of a cardboard, allows the user to experience a virtual journey through time. It tells the story of the city, focusing on its urban expansion and the evolution of its architectural styles, influenced by various dominations over the centuries, up to the current state. The virtual environment was created from spherical images of the city, captured through 360° cameras and enriched with various types of information content. The user experience was assessed by means of a questionnaire derived from previous work that was generalised and adapted to the considered scenario: the results showed a very good level of satisfaction, usability, engagement, immersion and sense of presence; the highest score was obtained for the visual quality of the images of the virtual environment.

23 April 2022 in Virtual Reality
Verified
Journal Article
Open access
PDF file
Lucio Tommaso De PaolisLucio Tommaso De Paolis
Lucio Tommaso De Paolis
VLValerio De Luca
Valerio De Luca
For software applications with a significant level of user involvement, the traditional concept of usability has evolved into the more complex idea of user experience, which also covers emotional, cognitive or physical responses. In virtual reality, user experience also depends on the user perception related to some peculiarities of immersive environments, where also the devices employed for user interaction play a determinant role. This has led to the design of the Presence Questionnaire (PQ) for the evaluation of the effectiveness of virtual environments. This work analyzes the effects of two different interaction modalities on usability and sense of presence: in particular, the Myo armband, a gesture-based device for touchless interaction, is compared with the Vive handheld controller bundled with the HTC Vive headset. A total of 84 subjects were recruited to test the virtual environment and asked them to fill in a questionnaire obtained by combining the Usability Metric for User eXperience (UMUX) questionnaire, the System Usability Scale (SUS) and the presence questionnaire (PQ), which was specifically designed for virtual environments. A comparison between the scores obtained for the two interaction modalities revealed which questionnaire items are significantly influenced by the input interface and deduce some insights about the consequences on human factors.