RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality.

Abstract: The recent development in consumer hardware lowers the cost barrier for adopting immersive Virtual Reality (VR) solutions, which could be an option for classroom use in the near future. In this paper, we introduce RiftArt, a VR tool for supporting the teaching and studying of Art History. Using riftArt the teachers can configure virtual museum rooms, with artwork models inside, and enhance them with multimodal annotation. The environment supports both the teachers during the lesson and the students during rehearsal. The application, implemented completely using Web technologies, can be visualized on large screens and head mounted displays. Via the user test results we can say that the immersive VR visualization increases the motivation of high-school students towards studying Art History.

Authors: A. Casu, L. D. Spano, F. Sorrentino, R. Scateni.
RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality.
EuroGraphics Italian Chapter 2015, 77-84.
Verona, Italia, Ottobre 2015.

Interactive shops: how the customer can deal with them both from inside and outside

Abstract: We present here a proof-of-concept of an integrated system for enhancing the shopping experience in a shoes’ shop. The system uses two modules: (i) one internal to the shop using an interactive totem; (ii) one external to the shop based on the customer’s mobile device and the interactive external shop surface. We describe the technical architecture of the two modules and two different scenarios of the user experience.

Authors: F. Sorrentino, L. D. Spano, R. Scateni.
Interactive shops: how the customer can deal with them both from inside and outside.
ACM SIGCHI Italian Chapter (CHItaly 2015), 78-81.
Roma, Italia, Settembre 2015.

Smart mirror where I stand, who is the leanest in the sand?

Abstract: In this paper we introduce the Virtuoso project, which aims at creating a seamless interactive support for fitness and wellness activities in touristic resorts. The overall idea is to evaluate the current physical state of the user through a technology-enhanced mirror. We describe thes tate of the art technologies for building a smart mirror prototype. In addition, we compare different parameters for evaluating the user’s physical state, considering the user’s impact, the contact requirements and their cost. Finally we depict the planned setup and evaluation setting for the Virtuoso project.

Authors: M. Saba, R. Scateni, F. Sorrentino, L. D. Spano, S. Colantonio, D. Giorgi, M. Magrini, O. Salvetti, N. Buonaccorsi, I. Vitali.
Smart mirror where I stand, who is the leanest in the sand?
UAHCI 2015, Part of HCI International 2015, 364-373.
Los Angeles, CA, USA, Agosto 2015.

WoBo: Multisensorial travels through Oculus Rift

Abstract: WoBo (World in a Box) aims to provide a new experience for travellers, allowing them to visit distant or hardly reachable places through the exploitation of consumer cameras and a head mounted display. The experience consists in watching a 360-degrees video with 3D audio in a dedicated cabin. The user can select videos shot in different places, which have been created with six consumer cameras. We describe the proposed experience, the hardware and the software used for a first prototype.

Authors: S. Fibbi, F. Sorrentino, L. D. Spano, R. Scateni.
WoBo: Multisensorial travels through Oculus Rift.
CHI 2015 Interactivity, 299-302.
Seul, Corea del Sud, Aprile 2015.

Click and Share: a face recognition tool for the mobile community

Abstract: In this paper, we describe an Android based application for mobile devices that allows users to quickly and easily identify faces in pictures, recognizing persons, and, thus, sharing pictures with them. Each identified person matches against a contact registered in the phone directory, and, if no match is found, the detected face can be used for the creation of a new contact. We discuss how face recognition in a mobile setting increases the efficiency of the users while sharing content created with the mobile device, automatically suggesting the people identified in a photo or a video. We show the effectiveness of the approach through a user test on a photo sharing task, showing that it reduces the need for tedious, in particular on mobile devices, user input (e.g., compared to Facebook). By this means, we envision an increase of the quality of the user experience when interacting with the components of her social network.

Authors: S. Casti, F. Sorrentino, L. D. Spano, R. Scateni.
Click and Share: a face recognition tool for the mobile community.
IEEE International Conference on Image Processing (ICIP 2014), 1952-1956.
Parigi, Francia, Ottobre 2014.