Luigi Gallo

Prof. Dr. Luigi Gallo

Department of Science and Information Technology, Pegaso University, Naples, Campania, Italy
orcid
Professor, UniPegaso | Associate Researcher, CNR

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

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1 September 2018 in The Clinical Journal of Pain
Verified
Journal Article
Closed access
PDF file
Paola IndovinaPaola Indovina
Paola Indovina
DBDaniela Barone
Daniela Barone
Luigi GalloLuigi Gallo
Luigi Gallo
ACAndrea Chirico
Andrea Chirico
GPGiuseppe De Pietro
Giuseppe De Pietro
Antonio GiordanoAntonio Giordano
Antonio Giordano
Objectives: This review aims to provide a framework for evaluating the utility of virtual reality (VR) as a distraction intervention to alleviate pain and distress during medical procedures. We first describe the theoretical bases underlying the VR analgesic and anxiolytic effects and define the main factors contributing to its efficacy, which largely emerged from studies on healthy volunteers. Then, we provide a comprehensive overview of the clinical trials using VR distraction during different medical procedures, such as burn injury treatments, chemotherapy, surgery, dental treatment, and other diagnostic and therapeutic procedures. Methods: A broad literature search was performed using as main terms “virtual reality,” “distraction,” and “pain.” No date limit was applied and all the retrieved studies on immersive VR distraction during medical procedures were selected. Results: VR has proven to be effective in reducing procedural pain, as almost invariably observed even in patients subjected to extremely painful procedures, such as patients with burn injuries undergoing wound care, and physical therapy. Moreover, VR seemed to decrease cancer-related symptoms in different settings, including during chemotherapy. Only mild and infrequent side effects were observed. Discussion: Despite these promising results, future long-term randomized controlled trials with larger sample sizes and evaluating not only self-report measures but also physiological variables are needed. Further studies are also required both to establish predictive factors to select patients who can benefit from VR distraction and to design hardware/software systems tailored to the specific needs of different patients and able to provide the greatest distraction at the lowest cost.

20 January 2020 in Journal of Cellular Physiology
Verified
Journal Article
Closed access
PDF file
ACAndrea Chirico
Andrea Chirico
PMPatrizia Maiorano
Patrizia Maiorano
Paola IndovinaPaola Indovina
Paola Indovina
CMCarla Milanese
Carla Milanese
GGGiovan Giacomo Giordano
Giovan Giacomo Giordano
Antonio GiordanoAntonio Giordano
Antonio Giordano

1 June 2011
Verified
Conference Paper
Closed access
Luigi GalloLuigi Gallo
Luigi Gallo
APAlessio Pierluigi Placitelli
Alessio Pierluigi Placitelli
Mario CiampiMario Ciampi
Mario Ciampi
In this paper, an open-source system for a controller-free, highly interactive exploration of medical images is presented. By using a Microsoft Xbox Kinect™ as the only input device, the system's user interface allows users to interact at a distance through hand and arm gestures. The paper also details the interaction techniques we have designed specifically for the deviceless exploration of medical imaging data. Since the user interface is touch-free and does not require complex calibration steps, it is suitable for use in operating rooms, where non-sterilizable devices cannot be used.

3 April 2023 in Neuroscience & Biobehavioral Reviews
Verified
Journal Article
Open access
RVRosa Anna Vacca
Rosa Anna Vacca
AAAgnese Augello
Agnese Augello
Luigi GalloLuigi Gallo
Luigi Gallo
GCGiuseppe Caggianese
Giuseppe Caggianese
VMVelia Malizia
Velia Malizia
ISIris Scala
Iris Scala
Children and adolescents with neurodevelopmental disorders generally show adaptive, cognitive and motor skills impairments associated with behavioral problems, i.e., alterations in attention, anxiety and stress regulation, emotional and social relationships, which strongly limit their quality of life. This narrative review aims at providing a critical overview of the current knowledge in the field of serious games (SGs), known as digital instructional interactive videogames, applied to neurodevelopmental disorders. Indeed, a growing number of studies is drawing attention to SGs as innovative and promising interventions in managing neurobehavioral and cognitive disturbs in children with neurodevelopmental disorders. Accordingly, we provide a literature overview of the current evidence regarding the actions and the effects of SGs. In addition, we describe neurobehavioral alterations occurring in some specific neurodevelopmental disorders for which a possible therapeutic use of SGs has been suggested. Finally, we discuss findings obtained in clinical trials using SGs as digital therapeutics in neurodevelopment disorders and suggest new directions and hypotheses for future studies to bridge the gaps between clinical research and clinical practice.

1 April 2018 in Future Generation Computer Systems
Verified
Journal Article
Closed access
Giuseppe CaggianeseGiuseppe Caggianese
Giuseppe Caggianese
Luigi GalloLuigi Gallo
Luigi Gallo
PNPietro Neroni
Pietro Neroni

1 February 2017 in Computer Vision and Image Understanding
Verified
Journal Article
Closed access
NBNadia Brancati
Nadia Brancati
GPGiuseppe De Pietro
Giuseppe De Pietro
Maria FrucciMaria Frucci
Maria Frucci
Luigi GalloLuigi Gallo
Luigi Gallo