AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2016
Augello, Agnese; Gentile, Manuel; Dignum, Frank
Social Agents for Learning in Virtual Environments Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 10056 LNCS, pp. 133–143, 2016, ISSN: 03029743.
Abstract | Links | BibTeX | Tags: Conversational Agents, E-Learning, Education, IVA, Serious game, Social Agents, Social Context, Social Practices, Virtual Reality
@article{augelloSocialAgentsLearning2016,
title = {Social Agents for Learning in Virtual Environments},
author = { Agnese Augello and Manuel Gentile and Frank Dignum},
editor = { Jeuring J. Veltkamp R.C. Bottino R.},
doi = {10.1007/978-3-319-50182-6_12},
issn = {03029743},
year = {2016},
date = {2016-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {10056 LNCS},
pages = {133--143},
abstract = {Several serious games have been proposed to practice communication strategies in formal contexts. Intelligent virtual agents (IVA) can be used to show the player the effects of a conversational move. In this paper we discuss the key role of using social context for the virtual agents in these serious games. Social practices are exploited to bundle social interactions into standard packages and as a basis to model the deliberation processes of IVAs. We describe a social practice oriented IVA architecture used in the implementation of a serious game for the practicing of communication in medical interviews. textcopyright Springer International Publishing AG 2016.},
keywords = {Conversational Agents, E-Learning, Education, IVA, Serious game, Social Agents, Social Context, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Santo, Massimo De; Gallo, Luigi
Le tecnologie DATABENC Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016, ISBN: 978-88-99130-26-8.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{desantoTecnologieDATABENC2016,
title = {Le tecnologie DATABENC},
author = { Massimo De Santo and Luigi Gallo},
isbn = {978-88-99130-26-8},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il Distretto ad alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC) `e un'aggregazione di Universit`a, Enti di Ricerca e Aziende il cui obiettivo `e rendere il Patrimonio Culturale volano di crescita civile e rilancio economico. Il Distretto vede nel Patrimonio Culturale l'occasione per costruire un valore con il quale creare sviluppo per il territorio e intende farlo promuovendo un marchio di fabbrica caratterizzato da interventi innovativi basati su servizi ed infrastrutture tecnologiche e sociali. Partendo da questo assunto, le due attuali progettualit`a DATABENC, denominate CHIS (Cultural Heritage Information System) e SNECS (Social Network delle Entit`a dei Centri Storici), puntano fortemente sull'utilizzo delle tecnologie pi`u avanzate per costruire nuovi modi di comunicare, rendendo i cittadini/turisti partecipi della gestione del Patrimonio Culturale e investendo sulla costruzione di reti di interesse intorno all'immenso patrimonio di cui il nostro Territorio `e depositario. Le tecnologie svolgono il loro ruolo di facilitatori di processi fondati sull'insieme delle competenze attive nella filiera distrettuale, costruita intorno ai temi della conoscenza integrata, del monitoraggio diagnostico, della valorizzazione e della fruizione sostenibile.},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Gallo, Luigi; Iorio, Gennaro
Oltre il visibile: un nuovo sguardo sul territorio Book Section
In: I campi flegrei oltre il visibile, Artstudiopaparo, Napoli (Italia), 2016.
Abstract | BibTeX | Tags: Cultural heritage, Virtual Reality
@incollection{galloOltreVisibileNuovo2016,
title = {Oltre il visibile: un nuovo sguardo sul territorio},
author = { Luigi Gallo and Gennaro Iorio},
year = {2016},
date = {2016-01-01},
booktitle = {I campi flegrei oltre il visibile},
publisher = {Artstudiopaparo, Napoli (Italia)},
abstract = {Il territorio dei Campi Flegrei `e segnato dalle forme particolari che la natura vi ha assunto, e, in sintonia con queste, da un immaginario mitico che ha lasciato numerose tracce nelle opere letterarie, nel patrimonio archeologico e iconografico, nei toponimi in uso. Con l'obiettivo di "mostrare" al visitatore questa tradizione mitologica e letteraria, utilizzando le potenzialit`a offerte dalle nuove tecnologie, `e stata realizzata la mostra nell'ambito delle attivit`a del progetto SNECS (Social Network delle Entit`a dei Centri Storici), integrando le competenze degli umanisti del Museo Archeologico Nazionale di Napoli (MANN) con quelle degli umanisti e dei tecnologi dei soggetti partner del Distretto ad Alta Tecnologia per i Beni Culturali della Regione Campania (DATABENC).},
keywords = {Cultural heritage, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
Scianna, Andrea; Guardi, Marcello La; Scaduto, Maria Laura
Definition of a Workflow for Web Browsing of 3D Models in Archaeology Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 10059 LNCS, pp. 41–52, 2016.
Abstract | Links | BibTeX | Tags: Archaeological Site, Cultural heritage, Historic Preservation, Virtual Reality, WebGL
@article{sciannaDefinitionWorkflowWeb2016a,
title = {Definition of a Workflow for Web Browsing of 3D Models in Archaeology},
author = { Andrea Scianna and Marcello La Guardi and Maria Laura Scaduto},
editor = { Ioannides M. Rajcic V. Hagedorn-Saupe M. Fresa A. Fink G. Moropoulou A. Liestol G. Grussenmeyer P.},
doi = {10.1007/978-3-319-48974-2_6},
year = {2016},
date = {2016-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {10059 LNCS},
pages = {41--52},
publisher = {Springer Verlag},
abstract = {The Cultural Heritage (CH) is a fundamental element of promotion of territories and of tourism development. Publishing 3D models of archaeological sites and their three-dimensional reconstruction on the Web is one of the best ways to spread their knowledge. However, many recent scientific researches in this field have highlighted the limitations and difficulties related to the networking of interactive 3D models. The main difficulties are related to the complexity and the size of models, which influence the access speed, and the cost of software and hardware needed for the publication on the WEB. In light of this background, this article describes the further advances of research activities carried out at GISLAB CNR-UNIPA for creating interactive 3D models of archaeological sites, accessible and navigable with a Web browser, fully compliant with HTML5. This system includes also the surrounding landscape, essential to analyze and understand the close relationship between human settlements and the surrounding geographical contexts. Such models don't need specific app for navigation but are accessible on the WEB via the WebGL open source libraries, compliant with the most popular Web browsers (Firefox, Safari and Chrome). The system consists of a headboard multimedia platform tested on Mokarta archaeological site (Trapani, Sicily). The user can explore the 3D model of the archaeological site in its current state, its virtual reconstruction, and the historical documentation. This application has highlighted the great potential and the limits of the sharing of complex 3D models via the Web, opening new scenarios for the purpose of valorization of the archaeological heritage through the use of effective technologies and reduction of costs, opening new themes of further research. This experimentation is also a real example of an open data application. textcopyright Springer International Publishing AG 2016.},
keywords = {Archaeological Site, Cultural heritage, Historic Preservation, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {article}
}
Scianna, Andrea; Guardia, Marcello La; Scaduto, Maria Laura
Sharing on Web 3D Models of Ancient Theatres. A Methodological Workflow Proceedings Article
In: K., Cheng T. Shi W. Tong X. Liu Y. Pettit C. Safar V. Li S. Madden M. Brovelli M. A. Coltekin A. Anton F. Stein A. Li Q. -Q. Sester M. Kawashima H. Tomkova M. Rapant P. HaeKyong K. Halounova L. Mostafavi M. A. Brazdil (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 483–490, International Society for Photogrammetry and Remote Sensing, 2016.
Abstract | Links | BibTeX | Tags: 3D Modelling, Cultural heritage, Virtual Reality, WebGL
@inproceedings{sciannaSharingWeb3D2016a,
title = {Sharing on Web 3D Models of Ancient Theatres. A Methodological Workflow},
author = { Andrea Scianna and Marcello La Guardia and Maria Laura Scaduto},
editor = { Cheng T. Shi W. Tong X. Liu Y. Pettit C. Safar V. Li S. Madden M. Brovelli M.A. Coltekin A. Anton F. Stein A. Li Q.-Q. Sester M. Kawashima H. Tomkova M. Rapant P. HaeKyong K. Halounova L. Mostafavi M.A. Brazdil K.},
doi = {10.5194/isprsarchives-XLI-B2-483-2016},
year = {2016},
date = {2016-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {41},
pages = {483--490},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {In the last few years, the need to share on the Web the knowledge of Cultural Heritage (CH) through navigable 3D models has increased. This need requires the availability of Web-based virtual reality systems and 3D WEBGIS. In order to make the information available to all stakeholders, these instruments should be powerful and at the same time very user-friendly. However, research and experiments carried out so far show that a standardized methodology doesn't exist. All this is due both to complexity and dimensions of geometric models to be published, on the one hand, and to excessive costs of hardware and software tools, on the other. In light of this background, the paper describes a methodological approach for creating 3D models of CH, freely exportable on the Web, based on HTML5 and free and open source software. HTML5, supporting the WebGL standard, allows the exploration of 3D spatial models using most used Web browsers like Chrome, Firefox, Safari, Internet Explorer. The methodological workflow here described has been tested for the construction of a multimedia geo-spatial platform developed for three-dimensional exploration and documentation of the ancient theatres of Segesta and of Carthage, and the surrounding landscapes. The experimental application has allowed us to explore the potential and limitations of sharing on the Web of 3D CH models based on WebGL standard. Sharing capabilities could be extended defining suitable geospatial Web-services based on capabilities of HTML5 and WebGL technology.},
keywords = {3D Modelling, Cultural heritage, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {inproceedings}
}
2015
Brancati, Nadia; Caggianese, Giuseppe; Pietro, Giuseppe De; Frucci, Maria; Gallo, Luigi; Neroni, Pietro
Tecnologie Indossabili di Realt`a Virtuale e Aumentata per la Fruizione Interattiva del Patrimonio Culturale Proceedings Article
In: Chianese, Angelo; Bifulco, Francesco (Ed.): Proceedings del Workshop LOSAI Laboratori Open su Scienza Arte e Innovazione, pp. 49–60, Napoli, Italy, 2015, ISBN: 978-88-99130-20-6.
Abstract | BibTeX | Tags: Augmented Reality, Ego-Vision, Touchless interaction, Virtual Reality, Wearable augmented reality
@inproceedings{brancatiTecnologieIndossabiliDi2015,
title = {Tecnologie Indossabili di Realt`a Virtuale e Aumentata per la Fruizione Interattiva del Patrimonio Culturale},
author = { Nadia Brancati and Giuseppe Caggianese and Giuseppe De Pietro and Maria Frucci and Luigi Gallo and Pietro Neroni},
editor = { Angelo Chianese and Francesco Bifulco},
isbn = {978-88-99130-20-6},
year = {2015},
date = {2015-05-01},
booktitle = {Proceedings del Workshop LOSAI Laboratori Open su Scienza Arte e Innovazione},
pages = {49--60},
address = {Napoli, Italy},
abstract = {La fruizione del patrimonio culturale, tangibile e intangibile, `e oggi in forte evoluzione. Il visitatore pu`o non solo guardare le opere, ma interagire, richiedere informazioni aggiuntive su ci`o che vede, inquadrare l'opera nel contesto socio-culturale. Le tecnologie di realt`a aumentata e virtuale stanno diventando sempre pi`u un valido strumento per rispondere a queste esigenze. Tuttavia, affinché tali tecnologie divengano un elemento efficace per la fruizione del patrimonio culturale, devono poter essere semplici da usare, non ingombranti e poter supportare il visitatore, fornendogli informazioni in qualsiasi luogo, outdoor (e.g., siti turistici, piazze), o indoor (e.g., musei, chiese). A valle di una panoramica delle nuove tecnologie e delle loro potenzialit`a, in questo articolo viene presentato un sistema prototipale che, tramite un dispositivo indossabile di realt`a aumentata adatto all'utilizzo sia indoor che outdoor, permette di interagire mediante comandi gestuali con le informazioni proiettate nel campo visivo dell'utente.},
keywords = {Augmented Reality, Ego-Vision, Touchless interaction, Virtual Reality, Wearable augmented reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2010
Ciampi, Mario; Gallo, Luigi; Coronato, Antonio; Pietro, Giuseppe De
Middleware Mechanisms for Interaction Interoperability in Collaborative Virtual Environments Journal Article
In: International Journal of Advanced Media and Communication, vol. 2, no. 4, pp. 154–166, 2010, ISSN: ISSN (Online): 1741-8003 - ISSN (Print): 1462-4613.
Abstract | Links | BibTeX | Tags: Interoperability, Middleware, Multi-agent systems, Natural User Interfaces, Virtual Reality
@article{ciampiMiddlewareMechanismsInteraction2010,
title = {Middleware Mechanisms for Interaction Interoperability in Collaborative Virtual Environments},
author = { Mario Ciampi and Luigi Gallo and Antonio Coronato and Giuseppe De Pietro},
doi = {10.1504/IJAMC.2010.032141},
issn = {ISSN (Online): 1741-8003 - ISSN (Print): 1462-4613},
year = {2010},
date = {2010-01-01},
journal = {International Journal of Advanced Media and Communication},
volume = {2},
number = {4},
pages = {154--166},
abstract = {In this paper, we discuss interaction interoperability in Collaborative Virtual Environments (CVE), intended to mean the ability of two or more users to cooperate despite the heterogeneity of their interfaces. To allow such interoperability, rather than focusing on the de-coupling of input devices from interaction techniques and from interaction tasks, we suggest integrating interactive systems at higher level through an interface standardization. To achieve this aim, we propose: i) an architectural model able to handle differences in input devices and interaction tasks; ii) an agent-based middleware that provides basic components to integrate heterogeneous user interfaces. We also present a prototype of an agent-based middleware able to support developers in the interconnection of monolithic applications and we introduce tools and languages we have used to formalize the interaction tasks considered in the case study.},
keywords = {Interoperability, Middleware, Multi-agent systems, Natural User Interfaces, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Gallo, Luigi; Minutolo, Aniello; Pietro, Giuseppe De
A User Interface for VR-ready 3D Medical Imaging by off-the-Shelf Input Devices Journal Article
In: Computers in Biology and Medicine, vol. 40, no. 3, pp. 350–358, 2010, ISSN: 0010-4825.
Abstract | Links | BibTeX | Tags: Healthcare, Interaction techniques, Medical Imaging, Mouse, Natural User Interfaces, Pointing, Rotation, User study, Virtual Reality, Wiimote
@article{galloUserInterfaceVRready2010,
title = {A User Interface for VR-ready 3D Medical Imaging by off-the-Shelf Input Devices},
author = { Luigi Gallo and Aniello Minutolo and Giuseppe De Pietro},
doi = {10.1016/j.compbiomed.2010.01.006},
issn = {0010-4825},
year = {2010},
date = {2010-01-01},
journal = {Computers in Biology and Medicine},
volume = {40},
number = {3},
pages = {350--358},
abstract = {The distinctiveness of clinical environments demands specific solutions in the design of both usable and practical user interfaces for 3D medical imaging. In this work, a novel user interface to provide a direct interaction in 3D space by off-the-shelf input devices is proposed. The interface, which has been implemented and integrated into an open-source medical image viewer, features a depth-enhanced mouse pointer and a novel rotation technique that uses the object's geometry as the rotation handle. The usability of the proposed approach is evaluated to show its effectiveness for use in professional 3D imaging applications.},
keywords = {Healthcare, Interaction techniques, Medical Imaging, Mouse, Natural User Interfaces, Pointing, Rotation, User study, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {article}
}
2009
Gallo, Luigi; Pietro, Giuseppe De
Input Devices and Interaction Techniques for VR-Enhanced Medicine Book Section
In: Damiani, Ernesto; Jeong, Jechang (Ed.): Multimedia Techniques for Device and Ambient Intelligence, pp. 115–134, Springer US, 2009, ISBN: 978-0-387-88776-0.
Abstract | BibTeX | Tags: Healthcare, Interaction metaphors, Medicine, Virtual Reality
@incollection{galloInputDevicesInteraction2009,
title = {Input Devices and Interaction Techniques for VR-Enhanced Medicine},
author = { Luigi Gallo and Giuseppe De Pietro},
editor = { Ernesto Damiani and Jechang Jeong},
isbn = {978-0-387-88776-0},
year = {2009},
date = {2009-01-01},
booktitle = {Multimedia Techniques for Device and Ambient Intelligence},
pages = {115--134},
publisher = {Springer US},
abstract = {Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds. In medicine, the application of these technologies and of the related communication interfaces could have a great impact on several fields, such as virtual endoscopy, surgical simulation and planning and medical education. Nonetheless, VR is still far away from being used in the daily clinical practice, being confined to specialist applications. In this study we try to outline the deficiencies of current VR-enhanced medical applications, focusing on field of medical imaging. We analyze the main requirements to produce effective systems suitable to be used by physicians, from the input device to the interaction techniques and metaphors. Moreover, we introduce the interactive system we are designing to allow a usable manipulation of 3D reconstructions of anatomical parts in virtual environments, which is based on the use of a handheld input device: the Wii controller.},
keywords = {Healthcare, Interaction metaphors, Medicine, Virtual Reality},
pubstate = {published},
tppubtype = {incollection}
}
2008
Gallo, Luigi; Minutolo, Aniello
A Natural Pointing Technique for Semi-Immersive Virtual Environments Proceedings Article
In: Mobiquitous '08 Proceedings of the 5th Annual International Conference on Mobile and Ubiquitous Systems: Computing, Networking, and Services, pp. 1–4, ICST, Dublin, Ireland, 2008, ISBN: 978-963-9799-27-1.
Abstract | Links | BibTeX | Tags: Healthcare, Interaction techniques, Mouse, Pointing, Virtual Reality, Wiimote
@inproceedings{galloNaturalPointingTechnique2008,
title = {A Natural Pointing Technique for Semi-Immersive Virtual Environments},
author = { Luigi Gallo and Aniello Minutolo},
doi = {10.4108/ICST.MOBIQUITOUS2008.3863},
isbn = {978-963-9799-27-1},
year = {2008},
date = {2008-07-01},
booktitle = {Mobiquitous '08 Proceedings of the 5th Annual International Conference on Mobile and Ubiquitous Systems: Computing, Networking, and Services},
pages = {1--4},
publisher = {ICST},
address = {Dublin, Ireland},
abstract = {Several interaction metaphors and techniques have been proposed to allow a natural interaction in virtual environments. Usually all these techniques are designed to be used with input devices such as wands, 3D mice or gloves. However, the availability of a new generation of auto-stereoscopic displays now makes it possible to exploit virtual experiences in new scenarios. In this paper we propose a variation of the ray-casting technique suitable for use with a standard mouse. With this proposed technique, users can move a 3D cursor in the virtual world without worrying about the third dimension and without losing the level of immersion provided by the 3D display.},
keywords = {Healthcare, Interaction techniques, Mouse, Pointing, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Coronato, Antonio; Marra, Ivana
Toward a Natural Interface to Virtual Medical Imaging Environments Proceedings Article
In: AVI '08 Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 429–432, ACM New York, NY, USA, Napoli, Italy, 2008, ISBN: 978-1-60558-141-5.
Abstract | Links | BibTeX | Tags: 3D interaction, Medical Imaging, Virtual Reality, VTK, Wireless
@inproceedings{galloNaturalInterfaceVirtual2008,
title = {Toward a Natural Interface to Virtual Medical Imaging Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Antonio Coronato and Ivana Marra},
doi = {10.1145/1385569.1385651},
isbn = {978-1-60558-141-5},
year = {2008},
date = {2008-05-01},
booktitle = {AVI '08 Proceedings of the Working Conference on Advanced Visual Interfaces},
pages = {429--432},
publisher = {ACM New York, NY, USA},
address = {Napoli, Italy},
abstract = {Immersive Virtual Reality environments are suitable to support activities related to medicine and medical practice. The immersive visualization of information-rich 3D objects, coming from patient scanned data, provides clinicians with a clear perception of depth and shapes. However, to benefit from immersive visualization in medical imaging, where inspection and manipulation of volumetric data are fundamental tasks, medical experts have to be able to act in the virtual environment by exploiting their real life abilities. In order to reach this goal, it is necessary to take into account user skills and needs so as to design and implement usable and accessible human-computer interaction interfaces. In this paper we present a natural interface for a semi-immersive virtual environment. Such interface is based on an off-the-shelf handheld wireless device and a speech recognition component, and provides clinicians with intuitive interaction modes for inspecting volumetric medical data.},
keywords = {3D interaction, Medical Imaging, Virtual Reality, VTK, Wireless},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Minutolo, Aniello
Realistic vs. Magic Interaction Metaphors in Virtual Environments Unpublished
2008.
Abstract | BibTeX | Tags: Interaction metaphors, Interaction techniques, Natural User Interfaces, Virtual Reality, Wiimote
@unpublished{galloRealisticVsMagic2008,
title = {Realistic vs. Magic Interaction Metaphors in Virtual Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Aniello Minutolo},
year = {2008},
date = {2008-03-01},
address = {Mogliano Veneto, Italy},
abstract = {Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds. In order to convey the users' knowledge to the VR context, interaction metaphors are used. They can be either realistic, i.e. based on real world rules, or magic. In this paper we discuss the subject of interaction metaphors and outline the pros and cons of realistic vs. magic approaches. We also present our experience in the development of interaction techniques in a practical scenario, and suggest an approach to design effective 3D interaction metaphors.},
keywords = {Interaction metaphors, Interaction techniques, Natural User Interfaces, Virtual Reality, Wiimote},
pubstate = {published},
tppubtype = {unpublished}
}
Gallo, Luigi; Pietro, Giuseppe De; Marra, Ivana
User-Friendly Inspection of Medical Image Data Volumes in Virtual Environments Proceedings Article
In: CISIS '08: Proceedings of the International Conference on Complex, Intelligent and Software Intensive Systems, pp. 749–754, IEEE Computer Society, Los Alamitos, CA, USA, Polytechnic University of Catalonia, Spain, 2008, ISBN: 0-7695-3109-1.
Abstract | Links | BibTeX | Tags: 3D interaction, Healthcare, Medical Imaging, Virtual Reality, VOI
@inproceedings{galloUserFriendlyInspectionMedical2008,
title = {User-Friendly Inspection of Medical Image Data Volumes in Virtual Environments},
author = { Luigi Gallo and Giuseppe De Pietro and Ivana Marra},
doi = {10.1109/CISIS.2008.33},
isbn = {0-7695-3109-1},
year = {2008},
date = {2008-03-01},
booktitle = {CISIS '08: Proceedings of the International Conference on Complex, Intelligent and Software Intensive Systems},
pages = {749--754},
publisher = {IEEE Computer Society, Los Alamitos, CA, USA},
address = {Polytechnic University of Catalonia, Spain},
abstract = {In many fields of medicine interactive virtual environments can offer enhanced visualization and manipulation of three-dimensional objects, reconstructed from high-quality scans of human organs. Stereoscopic systems provide users with a natural depth perception about the spatial nature of the structures of interest; moreover advanced user-friendly interfaces, by allowing a natural and intuitive interaction, can strengthen the feeling of being immersed, so to offer clinicians the possibility to act how they do in the real life. In order to enhance the sense of realism specially in medical computer-assisted education, training and diagnostic fields, it is necessary to have a system in which every action can be executed directly into the 3D world without switching to a 2D visualization mode. In this paper we present new interaction techniques to select and extract a volume-of-interest (VOI) in a semi-immersive interactive environment, by using a user-friendly wireless interface, suitable to implement pointing and manipulation features with 6 DOF.},
keywords = {3D interaction, Healthcare, Medical Imaging, Virtual Reality, VOI},
pubstate = {published},
tppubtype = {inproceedings}
}
Gallo, Luigi; Pietro, Giuseppe De; Marra, Ivana
3D Interaction with Volumetric Medical Data: Experiencing the Wiimote Proceedings Article
In: 2008 1st International Conference on Ambient Media and Systems (Ambi-Sys), pp. 1–6, ICST, Quebec City, Quebec, Canada, 2008, ISBN: 978-963-9799-16-5.
Abstract | Links | BibTeX | Tags: 3D interaction, Healthcare, Manipulation, Pointing, Usability, Virtual Reality, Wireless
@inproceedings{gallo3DInteractionVolumetric2008,
title = {3D Interaction with Volumetric Medical Data: Experiencing the Wiimote},
author = { Luigi Gallo and Giuseppe De Pietro and Ivana Marra},
doi = {10.4108/ICST.AMBISYS2008.2880},
isbn = {978-963-9799-16-5},
year = {2008},
date = {2008-02-01},
booktitle = {2008 1st International Conference on Ambient Media and Systems (Ambi-Sys)},
pages = {1--6},
publisher = {ICST},
address = {Quebec City, Quebec, Canada},
abstract = {Three-dimensional virtual environments are becoming more and more important for the inspection of volumetric medical data reconstructed from slices of images coming from Magnetic Resonance Imaging (MRI), Computer Tomography (CT), Positron Emission Tomography (PET) instrumentations. The possibility to visualize and interact with three-dimensional reconstructed organs while being immersed into a virtual environment, provides doctors a very naturalistic way to investigate patient's anatomy. However, most 3D user interfaces for immersive and semiimmersive virtual reality applications lack in usability or make not possible a user-friendly interaction. In this paper we present new flavors of existing 3D interaction techniques specifically designed for interacting with volumetric medical data in a semi-immersive virtual environment by using the Nintendo Wiimote controller as 3D user interface.},
keywords = {3D interaction, Healthcare, Manipulation, Pointing, Usability, Virtual Reality, Wireless},
pubstate = {published},
tppubtype = {inproceedings}
}