Lucio Davide Spano

Lucio Davide Spano è un ricercatore e docente del Dipartimento di Matematica e Informatica dell’Università di Cagliari. Ha conseguito il titolo di Dottore di Ricerca nel 2013 presso l’Università di Pisa. Ha lavorato dal 2008 al 2012 presso l’Istituto di Scienza e Tecnologie dell’Informazione del CNR di Pisa. Il suo principale interesse di ricerca è l’interazione uomo-macchina, edè co-autore di numerosi articoli su tecniche innovative di interazione e di visualizzazione, in particolare per quella gestuale, interfacce visuali avanzate, realtà virtuale e aumentata applicata ai beni culturali e l’insegnamento delle lingue, guide mobili per musei ed end-user development. Ha collaborato a diversi progetti finanziati dalla Commissione Europea (Serenoa FP7 STREP p.n. 258030, ServFace FP STREP 216699, Artemis Smarcos p.n. 100249). È stato membro del Model-Based User Interface Working Group del World Wide Web Consortium (W3C).

Insegna Interazione Uomo Macchina e Programmazione Web all’Università di Cagliari.

An Interactive Editor for Curve-Skeletons: SkeletonLab.

Abstract: Curve-skeletons are powerful shape descriptors able to provide higher level information on topology, structure and semantics of a given digital object. Their range of application is wide and encompasses computer animation, shape matching, modelling and remeshing. While a universally accepted definition of curve-skeleton is still lacking, there are currently many algorithms for the curve-skeleton computation (or skeletonization) as well as different techniques for building a mesh around a given curve-skeleton (inverse skeletonization). Despite their widespread use, automatically extracted skeletons usually need to be processed in order to be used in further stages of any pipeline, due to different requirements. We present here an advanced tool, named SkeletonLab, that provides simple interactive techniques to rapidly and automatically edit and repair curve skeletons generated using different techniques proposed in literature, as well as handcrafting them. The aim of the tool is to allow trained practitioners to manipulate the curve-skeletons obtained with skeletonization algorithms in order to fit their specific pipelines or to explore the requirements of newly developed techniques.

Authors: S. Barbieri, P. Meloni, F. Usai, L. D. Spano, R. Scateni.
An Interactive Editor for Curve-Skeletons: SkeletonLab.
Computers & Graphics, 60:23-33.
Elsevier, 2016.

Internet Of T(eachi)ngs: Assessing Children’s Learning In The IoT Era.

Abstract: This paper discusses an early prototype aiming at providing teachers with means for configuring connected objects that can be used for assessing the understanding and the creative reworking of children’s learning. In order to do that, we support teachers in defining the information flow between the connected objects and the interactive manipulation events considered relevant for the assessment. Considering that in the last years classrooms have been more and more equipped with different technological supports, we propose to use them in a more customisable way, helping both teachers and students in making lessons more enjoyable and pleasant. We focus on already available and low cost technologies, since more advanced ones may have a high impact on school budgets. Due to this, we propose an approach that uses modular and low cost components that could be embedded in different physical objects and easily replicated by schools with a low investment.

Authors: F. Sorrentino, L. D. Spano, R. Scateni.
Internet Of T(eachi)ngs: Assessing Children’s Learning In The IoT Era.
SERVE 2016, part of AVI 2016, 31-35.
Bari, Italia, Giugno 2016.

Fitmersive Games: Fitness Gamification through Immersive VR.

Abstract: The decreasing hardware cost makes it affordable to pair Immersive Virtual Environments (IVR) visors with treadmills and exercise bikes. In this paper, we discuss the application of different gamification techniques in IVR for supporting physical exercise. We describe both the hardware setting and the design of Rift-a-bike, a cycling fitmersive game (immersive games for fitness). We evaluate the effectiveness of such techniques through a user study, which provides different insights on their effectiveness in designing such applications.

Authors: E. Tuveri, L. Macis, F. Sorrentino, L. D. Spano, R. Scateni.
Fitmersive Games: Fitness Gamification through Immersive VR.
AVI 2016, 212-215.
Bari, Italia, Giugno 2016.

Shape Retrieval and 3D Gestural Interaction

Abstract: Despite the emerging importance of Virtual Reality and immersive interaction research, no papers on application of 3D shape retrieval to this topic have been presented in recent 3D Object Retrieval workshops. In this paper we discuss how geometric processing and geometric shape retrieval methods could be extremely useful to implement effective natural interaction systems for 3D immersive virtual environments. In particular, we will discuss how the reduction of complex gesture recognition tasks to simple geometric retrieval ones could be useful to solve open issue in gestural interaction. Algorithms for robust point description in trajectories data with learning of inter-subject invariant features could, for example, solve relevant issues of direct manipulation algorithms, and 3D object retrieval methods could be used as well to build dictionaries and implement guidance system to maximize usability of natural gestural interfaces.

Authors: A. Giachetti, F.M. Caputo, A. Carcangiu, R. Scateni, L. D. Spano.
Shape Retrieval and 3D Gestural Interaction.
EG 3DOR 2016, part of Eurographics 2016, position paper, 1-4.
Lisbona, Portogallo, Maggio 2016.