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
Casas, L.; Hannah, S.; Mitchell, K.
HoloJig: Interactive Spoken Prompt Specified Generative AI Environments Journal Article
In: IEEE Computer Graphics and Applications, vol. 45, no. 2, pp. 69–77, 2025, ISSN: 02721716 (ISSN).
Abstract | Links | BibTeX | Tags: 3-D rendering, Article, Collaborative workspace, customer experience, Economic and social effects, generative artificial intelligence, human, Immersive, Immersive environment, parallax, Real- time, simulation, Simulation training, speech, Time based, Virtual environments, Virtual Reality, Virtual reality experiences, Virtual spaces, VR systems
@article{casas_holojig_2025,
title = {HoloJig: Interactive Spoken Prompt Specified Generative AI Environments},
author = {L. Casas and S. Hannah and K. Mitchell},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105001182100&doi=10.1109%2fMCG.2025.3553780&partnerID=40&md5=ec5dc44023314b6f9221169357d81dcd},
doi = {10.1109/MCG.2025.3553780},
issn = {02721716 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Computer Graphics and Applications},
volume = {45},
number = {2},
pages = {69–77},
abstract = {HoloJig offers an interactive, speech-to-virtual reality (VR), VR experience that generates diverse environments in real time based on live spoken descriptions. Unlike traditional VR systems that rely on prebuilt assets, HoloJig dynamically creates personalized and immersive virtual spaces with depth-based parallax 3-D rendering, allowing users to define the characteristics of their immersive environment through verbal prompts. This generative approach opens up new possibilities for interactive experiences, including simulations, training, collaborative workspaces, and entertainment. In addition to speech-to-VR environment generation, a key innovation of HoloJig is its progressive visual transition mechanism, which smoothly dissolves between previously generated and newly requested environments, mitigating the delay caused by neural computations. This feature ensures a seamless and continuous user experience, even as new scenes are being rendered on remote servers. © 1981-2012 IEEE.},
keywords = {3-D rendering, Article, Collaborative workspace, customer experience, Economic and social effects, generative artificial intelligence, human, Immersive, Immersive environment, parallax, Real- time, simulation, Simulation training, speech, Time based, Virtual environments, Virtual Reality, Virtual reality experiences, Virtual spaces, VR systems},
pubstate = {published},
tppubtype = {article}
}
2024
Bayat, R.; Maio, E. De; Fiorenza, J.; Migliorini, M.; Lamberti, F.
Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences Proceedings Article
In: IEEE Gaming, Entertain., Media Conf., GEM, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037453-7 (ISBN).
Abstract | Links | BibTeX | Tags: Cultural heritages, Meta-museum, Meta-museums, Metaverse, Metaverses, Research frontiers, Research opportunities, user experience, User experience design, User interfaces, User-Experience Design, Users' experiences, Virtual avatar, Virtual machine, Virtual museum, Virtual Reality, Virtual reality experiences
@inproceedings{bayat_exploring_2024,
title = {Exploring Methodologies to Create a Unified VR User-Experience in the Field of Virtual Museum Experiences},
author = {R. Bayat and E. De Maio and J. Fiorenza and M. Migliorini and F. Lamberti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85199517817&doi=10.1109%2fGEM61861.2024.10585452&partnerID=40&md5=203c7b426a11144acc7a2fedbbac6a98},
doi = {10.1109/GEM61861.2024.10585452},
isbn = {979-835037453-7 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Gaming, Entertain., Media Conf., GEM},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {The emergence of Virtual Reality (VR) and meta-verse have opened doors to new research opportunities and frontiers in User Experience (UX). Within the cultural heritage domain, one of the key concepts is that of the Virtual Museums (VMs), whose definition has been extended through time by many research works and applications. However, most of the studies performed so far focused on only one application, and studied its UX without taking into account the experience with other VR experiences possibly available in the VM. The purpose of this work is to give a contribution for an optimal design to create a unified UX across multiple VR experiences. More specifically, the research included the development of two applications, respectively a VM in a metaverse platform and a virtual learning workshop as an individual application. With this premise, the study will also consider two fundamental elements for an effective UX design: a Virtual Environment (VE) and an Intelligent Virtual Avatar (IVA). In particular, the latest was developed following current trends about generative AI, integrating an IVA powered by a Large Language Model (LLM). © 2024 IEEE.},
keywords = {Cultural heritages, Meta-museum, Meta-museums, Metaverse, Metaverses, Research frontiers, Research opportunities, user experience, User experience design, User interfaces, User-Experience Design, Users' experiences, Virtual avatar, Virtual machine, Virtual museum, Virtual Reality, Virtual reality experiences},
pubstate = {published},
tppubtype = {inproceedings}
}