Paolo Buono

Prof. Dr. Paolo Buono

University of Bari Aldo Moro
orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

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

Representative Publications

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2 September 2011 in Information Visualization
Verified
Journal Article
Closed access
SKSean Kandel
Sean Kandel
JHJeffrey Heer
Jeffrey Heer
CPCatherine Plaisant
Catherine Plaisant
JKJessie Kennedy
Jessie Kennedy
FHFrank van Ham
Frank van Ham
Paolo BuonoPaolo Buono
Paolo Buono
In spite of advances in technologies for working with data, analysts still spend an inordinate amount of time diagnosing data quality issues and manipulating data into a usable form. This process of ‘data wrangling’ often constitutes the most tedious and time-consuming aspect of analysis. Though data cleaning and integration arelongstanding issues in the database community, relatively little research has explored how interactive visualization can advance the state of the art. In this article, we review the challenges and opportunities associated with addressing data quality issues. We argue that analysts might more effectively wrangle data through new interactive systems that integrate data verification, transformation, and visualization. We identify a number of outstanding research questions, including how appropriate visual encodings can facilitate apprehension of missing data, discrepant values, and uncertainty; how interactive visualizations might facilitate data transform specification; and how recorded provenance and social interaction might enable wider reuse, verification, and modification of data transformations.

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

11 May 2024
Verified
Conference Paper
Open access
DEDon Samitha Elvitigala
Don Samitha Elvitigala
AKArmağan Karahanoğlu
Armağan Karahanoğlu
Andrii MatviienkoAndrii Matviienko
Andrii Matviienko
LVLaia Turmo Vidal
Laia Turmo Vidal
DPDees Postma
Dees Postma
FMFlorian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being.

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.

24 October 2022 in Multimedia Tools and Applications
Verified
Journal Article
Open access
PDF file
Paolo BuonoPaolo Buono
Paolo Buono
BCBERARDINA DE CAROLIS
BERARDINA DE CAROLIS
Francesca D'ErricoFrancesca D'Errico
Francesca D'Errico
NMNicola Macchiarulo
Nicola Macchiarulo
GPGiuseppe Palestra
Giuseppe Palestra
The automatic monitoring and assessment of the engagement level of learners in distance education may help in understanding problems and providing personalized support during the learning process. This article presents a research aiming to investigate how student engagement level can be assessed from facial behavior and proposes a model based on Long Short-Term Memory (LSTM) networks to predict the level of engagement from facial action units, gaze, and head poses. The dataset used to learn the model is the one of the EmotiW 2019 challenge datasets. In order to test its performance in learning contexts, an experiment, involving students attending an online lecture, was performed. The aim of the study was to compare the self-evaluation of the engagement perceived by the students with the one assessed by the model. During the experiment we collected videos of students behavior and, at the end of each session, we asked students to answer a questionnaire for assessing their perceived engagement. Then, the collected videos were analyzed automatically with a software that implements the model and provides an interface for the visual analysis of the model outcome. Results show that, globally, engagement prediction from students’ facial behavior was weakly correlated to their subjective answers. However, when considering only the emotional dimension of engagement, this correlation is stronger and the analysis of facial action units and head pose (facial movements) are positively correlated with it, while there is an inverse correlation with the gaze, meaning that the more the student’s feels engaged the less are the gaze movements.

6 August 2019 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
PVPaola Valdivia
Paola Valdivia
Paolo BuonoPaolo Buono
Paolo Buono
CPCatherine Plaisant
Catherine Plaisant
NDNicole Dufournaud
Nicole Dufournaud
JFJean-Daniel Fekete
Jean-Daniel Fekete
Parallel Aggregated Ordered Hypergraph (PAOH) is a novel technique to visualize dynamic hypergraphs. Hypergraphs are a generalization of graphs where edges can connect several vertices. Hypergraphs can be used to model networks of business partners or co-authorship networks with multiple authors per article. A dynamic hypergraph evolves over discrete time slots. PAOH represents vertices as parallel horizontal bars and hyperedges as vertical lines, using dots to depict the connections to one or more vertices. We describe a prototype implementation of Parallel Aggregated Ordered Hypergraph, report on a usability study with 9 participants analyzing publication data, and summarize the improvements made. Two case studies and several examples are provided. We believe that PAOH is the first technique to provide a highly readable representation of dynamic hypergraphs. It is easy to learn and well suited for medium size dynamic hypergraphs (50-500 vertices) such as those commonly generated by digital humanities projects-our driving application domain.