AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
How to
You can use the tag cloud to select only the papers dealing with specific research topics.
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); 15581756 (ISSN), (Publisher: IEEE Computer Society).
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=9fafa25e4b6ddc9d2fe32d813fbabb20},
doi = {10.1109/MCG.2025.3553780},
issn = {02721716 (ISSN); 15581756 (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. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: IEEE Computer Society},
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}
}
Liu, Y.; Li, Z.
Research on the Design System of Bamboo-Woven Products Based on Traditional Bamboo-Weaving Craft VR Experience Journal Article
In: Forest Products Journal, vol. 75, no. 3, pp. 238–250, 2025, ISSN: 00157473 (ISSN), (Publisher: Forest Products Society).
Abstract | Links | BibTeX | Tags: 3D modeling, Artificial intelligence, Bamboo, Design models, Design systems, evaluation, Experience design, Function evaluation, Human computer interaction, Learn+, Low-costs, Novel techniques, Product design, Product experience, Products, Reliability analysis, Systems analysis, Systems Engineering, Techniques, user experience, User interfaces, Virtual Reality, Virtual reality experiences, Weaving, Weaving technique, Woven products
@article{liu_research_2025,
title = {Research on the Design System of Bamboo-Woven Products Based on Traditional Bamboo-Weaving Craft VR Experience},
author = {Y. Liu and Z. Li},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105013654324&doi=10.13073%2FFPJ-D-25-00005&partnerID=40&md5=d03d78771ee8194ffc8450d259b5f129},
doi = {10.13073/FPJ-D-25-00005},
issn = {00157473 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Forest Products Journal},
volume = {75},
number = {3},
pages = {238–250},
abstract = {Virtual reality (VR) is a simulated experience capable of replicating or creating an entirely new environment. Through VR experience, designers can learn bamboo-weaving techniques at a low cost and showcase their design models of bamboo-woven products virtually, allowing these products to be put into production after experience and evaluation. This study introduces novel techniques to transform and innovate traditional bamboo-woven products to establish a comprehensive VR-based product experience design system. This system follows a pioneering pathway, including the following steps: VR weaving skill experience, generative artificial intelligence design (AIGC)–driven bamboo design creativity, 3D modeling technology support, and VR product evaluation. Moreover, the framework conducts user experience research from three dimensions: visual design, system function design, and human–computer interaction design. Usability assessments and statistical analysis were employed before and after the VR experience to assess the system’s reliability. The findings indicate that designers and users can remarkably use and evaluate the new system, offering a practical technical pathway for the modern design exploration of traditional bamboo products. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Forest Products Society},
keywords = {3D modeling, Artificial intelligence, Bamboo, Design models, Design systems, evaluation, Experience design, Function evaluation, Human computer interaction, Learn+, Low-costs, Novel techniques, Product design, Product experience, Products, Reliability analysis, Systems analysis, Systems Engineering, Techniques, user experience, User interfaces, Virtual Reality, Virtual reality experiences, Weaving, Weaving technique, Woven products},
pubstate = {published},
tppubtype = {article}
}
2024
Bayat, R.; Maio, E.; 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: 9798350374537 (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. 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=ced2ae6561acc66c71806ccf609ac9d1},
doi = {10.1109/GEM61861.2024.10585452},
isbn = {9798350374537 (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 Elsevier B.V., All rights reserved.},
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}
}