AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can expand the Abstract, Links and BibTex record for each paper.
2025
AlJadaan, O.; Ibrahim, O.; Ani, N. N. Al; Jabas, A.; Alfaress, M.
Navigating Intellectual Property Rights in the Age of AI and the Metaverse Book Section
In: Studies in Systems, Decision and Control, vol. 234, pp. 219–228, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 21984182 (ISSN).
Abstract | Links | BibTeX | Tags: AI-generated content, Artificial intelligence, Authorship, Blockchain, Copyright law, Creative industries, Cross-jurisdictional issues, Digital assets, Ethical implications, Intellectual property, IP enforcement, Legal frameworks, Metaverse, Non-fungible tokens (NFTs), Ownership, Patent law, Smart contracts, Virtual goods
@incollection{aljadaan_navigating_2025,
title = {Navigating Intellectual Property Rights in the Age of AI and the Metaverse},
author = {O. AlJadaan and O. Ibrahim and N. N. Al Ani and A. Jabas and M. Alfaress},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003758740&doi=10.1007%2f978-3-031-84636-6_18&partnerID=40&md5=f23526f6ff8a70c783074256ca6351a8},
doi = {10.1007/978-3-031-84636-6_18},
isbn = {21984182 (ISSN)},
year = {2025},
date = {2025-01-01},
booktitle = {Studies in Systems, Decision and Control},
volume = {234},
pages = {219–228},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {The paper examines the challenges that Intellectual Property (IP) rights pose within artificial intelligence (AI) and further into the Metaverse, the constantly developing virtual world wherein one is allowed to create, trade, and own digital assets. The increasing development of AI-generated content and virtual environments has also challenged the traditional notion of authorship and ownership and, thus, to the existing regimes regulating IP. This paper discusses the current legal framework, case studies on AI-generated content, and IP use in Metaverse through smart contracts and blockchain technology. Moreover, this paper examines the ethics involved in such development and public policy reforms that can be implemented in the IP law relating to this evolving technology. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {AI-generated content, Artificial intelligence, Authorship, Blockchain, Copyright law, Creative industries, Cross-jurisdictional issues, Digital assets, Ethical implications, Intellectual property, IP enforcement, Legal frameworks, Metaverse, Non-fungible tokens (NFTs), Ownership, Patent law, Smart contracts, Virtual goods},
pubstate = {published},
tppubtype = {incollection}
}
Azzarelli, A.; Anantrasirichai, N.; Bull, D. R.
Intelligent Cinematography: a review of AI research for cinematographic production Journal Article
In: Artificial Intelligence Review, vol. 58, no. 4, 2025, ISSN: 02692821 (ISSN).
Abstract | Links | BibTeX | Tags: Artificial intelligence research, Computer vision, Content acquisition, Creative industries, Holistic view, machine learning, Machine-learning, Mergers and acquisitions, Review papers, Three dimensional computer graphics, Video applications, Video processing, Video processing and applications, Virtual production, Virtual Reality, Vision research
@article{azzarelli_intelligent_2025,
title = {Intelligent Cinematography: a review of AI research for cinematographic production},
author = {A. Azzarelli and N. Anantrasirichai and D. R. Bull},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217373428&doi=10.1007%2fs10462-024-11089-3&partnerID=40&md5=360923b5ba8f63b6edfa1b7fd135c926},
doi = {10.1007/s10462-024-11089-3},
issn = {02692821 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Artificial Intelligence Review},
volume = {58},
number = {4},
abstract = {This paper offers the first comprehensive review of artificial intelligence (AI) research in the context of real camera content acquisition for entertainment purposes and is aimed at both researchers and cinematographers. Addressing the lack of review papers in the field of intelligent cinematography (IC) and the breadth of related computer vision research, we present a holistic view of the IC landscape while providing technical insight, important for experts across disciplines. We provide technical background on generative AI, object detection, automated camera calibration and 3-D content acquisition, with references to assist non-technical readers. The application sections categorize work in terms of four production types: General Production, Virtual Production, Live Production and Aerial Production. Within each application section, we (1) sub-classify work according to research topic and (2) describe the trends and challenges relevant to each type of production. In the final chapter, we address the greater scope of IC research and summarize the significant potential of this area to influence the creative industries sector. We suggest that work relating to virtual production has the greatest potential to impact other mediums of production, driven by the growing interest in LED volumes/stages for in-camera virtual effects (ICVFX) and automated 3-D capture for virtual modeling of real world scenes and actors. We also address ethical and legal concerns regarding the use of creative AI that impact on artists, actors, technologists and the general public. © The Author(s) 2025.},
keywords = {Artificial intelligence research, Computer vision, Content acquisition, Creative industries, Holistic view, machine learning, Machine-learning, Mergers and acquisitions, Review papers, Three dimensional computer graphics, Video applications, Video processing, Video processing and applications, Virtual production, Virtual Reality, Vision research},
pubstate = {published},
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}
2023
Stacchio, L.; Scorolli, C.; Marfia, G.
Evaluating Human Aesthetic and Emotional Aspects of 3D generated content through eXtended Reality Proceedings Article
In: A., De Filippo; M., Milano; V., Presutti; A., Saffiotti (Ed.): CEUR Workshop Proc., pp. 38–49, CEUR-WS, 2023, ISBN: 16130073 (ISSN).
Abstract | Links | BibTeX | Tags: aesthetic evaluation, Creative industries, Deep learning, Effective tool, Emotional aspect, Entertainment industry, Esthetic evaluation, Extended reality, generative artificial intelligence, Human-in-the-loop, Learning systems, Metaverses, Multimedia contents, Production efficiency, Three dimensional computer graphics, Virtual Reality
@inproceedings{stacchio_evaluating_2023,
title = {Evaluating Human Aesthetic and Emotional Aspects of 3D generated content through eXtended Reality},
author = {L. Stacchio and C. Scorolli and G. Marfia},
editor = {De Filippo A. and Milano M. and Presutti V. and Saffiotti A.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85176617276&partnerID=40&md5=14d9d23320d6ed236cbb4b0c562bec06},
isbn = {16130073 (ISSN)},
year = {2023},
date = {2023-01-01},
booktitle = {CEUR Workshop Proc.},
volume = {3519},
pages = {38–49},
publisher = {CEUR-WS},
abstract = {The Metaverse era is rapidly shaping novel and effective tools particularly useful in the entertainment and creative industry. A fundamental role is played by modern generative deep learning models, that can be used to provide varied and high-quality multimedia content, considerably lowering costs while increasing production efficiency. The goodness of such models is usually evaluated quantitatively with established metrics on data and humans using simple constructs such as the Mean Opinion Score. However, these scales and scores don't take into account the aesthetical and emotional components, which could play a role in positively controlling the automatic generation of multimedia content while at the same time introducing novel forms of human-in-the-loop in generative deep learning. Furthermore, considering data such as 3D models/scenes, and 360° panorama images and videos, conventional display hardware may not be the most effective means for human evaluation. A first solution to such a problem could consist of employing eXtendend Reality paradigms and devices. Considering all such aspects, we here discuss a recent contribution that adopted a well-known scale to evaluate the aesthetic and emotional experience of watching a 360° video of a musical concert in Virtual Reality (VR) compared to a classical 2D webstream, showing that adopting fully immersive VR experience could be a possible path to follow. © 2023 CEUR-WS. All rights reserved.},
keywords = {aesthetic evaluation, Creative industries, Deep learning, Effective tool, Emotional aspect, Entertainment industry, Esthetic evaluation, Extended reality, generative artificial intelligence, Human-in-the-loop, Learning systems, Metaverses, Multimedia contents, Production efficiency, Three dimensional computer graphics, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}