AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2021
Augello, Agnese; Gentile, Manuel; Picone, Marco
Mind Games Proceedings Article
In: pp. 84–93, 2021.
Abstract | BibTeX | Tags: Education, Mental Maps, Natural Language Processing, Serious game
@inproceedings{augelloMindGames2021,
title = {Mind Games},
author = { Agnese Augello and Manuel Gentile and Marco Picone},
year = {2021},
date = {2021-01-01},
pages = {84--93},
abstract = {This paper describes the preliminary stages and the theoretical and methodological inspiration for the design of UrbanCraft, a gamified activity based on Kevin Lynch's mental maps and aiming at enhancing youth participation and inclusion in urban co-design and governance. This activity draws on previous local experiences on participation and social inclusion, held in the Southern Italian city of Palermo, in an attempt to mix urban studies, serious games and artificial intelligence methodologies. In this experiment, we designed a gamified activity conceived for nine- to twelve-year-old primary and secondary school children, due to our previous cooperation with several primary and secondary schools in Palermo. Overall, the goal of this proposal is to adapt Lynch's notions of imageability and public images to a serious game and lead the players to an enhanced spatial awareness of their neighborhood and the entire city. Although UrbanCraft is still in its early design stages, the existing network of public institutions, research centers and schools provides a fertile ground for developing the project.},
keywords = {Education, Mental Maps, Natural Language Processing, Serious game},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Gentile, Manuel; Picone, Marco
Mind Games Proceedings Article
In: pp. 84–93, 2021.
Abstract | BibTeX | Tags: Education, Mental Maps, Natural Language Processing, Serious game
@inproceedings{augello_mind_2021,
title = {Mind Games},
author = {Agnese Augello and Manuel Gentile and Marco Picone},
year = {2021},
date = {2021-01-01},
pages = {84–93},
abstract = {This paper describes the preliminary stages and the theoretical and methodological inspiration for the design of UrbanCraft, a gamified activity based on Kevin Lynchś mental maps and aiming at enhancing youth participation and inclusion in urban co-design and governance. This activity draws on previous local experiences on participation and social inclusion, held in the Southern Italian city of Palermo, in an attempt to mix urban studies, serious games and artificial intelligence methodologies. In this experiment, we designed a gamified activity conceived for nine- to twelve-year-old primary and secondary school children, due to our previous cooperation with several primary and secondary schools in Palermo. Overall, the goal of this proposal is to adapt Lynchś notions of imageability and public images to a serious game and lead the players to an enhanced spatial awareness of their neighborhood and the entire city. Although UrbanCraft is still in its early design stages, the existing network of public institutions, research centers and schools provides a fertile ground for developing the project.},
keywords = {Education, Mental Maps, Natural Language Processing, Serious game},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Augello, Agnese; Daniela, Linda; Gentile, Manuel; Ifenthaler, Dirk; Pilato, Giovanni
Editorial: Robot-Assisted Learning and Education Journal Article
In: Frontiers in Robotics and AI, vol. 7, 2020, ISSN: 22969144.
Links | BibTeX | Tags: Education, Robotics
@article{augelloEditorialRobotAssistedLearning2020,
title = {Editorial: Robot-Assisted Learning and Education},
author = { Agnese Augello and Linda Daniela and Manuel Gentile and Dirk Ifenthaler and Giovanni Pilato},
doi = {10.3389/frobt.2020.591319},
issn = {22969144},
year = {2020},
date = {2020-01-01},
journal = {Frontiers in Robotics and AI},
volume = {7},
keywords = {Education, Robotics},
pubstate = {published},
tppubtype = {article}
}
Bono, Adriana; Augello, Agnese; Pilato, Giovanni; Vella, Filippo; Gaglio, Salvatore
An ACT-R Based Humanoid Social Robot to Manage Storytelling Activities Journal Article
In: Robotics, vol. 9, no. 2, 2020, ISSN: 22186581.
Abstract | Links | BibTeX | Tags: ACT-R, Cognitive Architectures, Education, Humanoid Robots, Introspective Dialogs, Social Practices, Social Robots, Storytelling Robots
@article{bonoACTRBasedHumanoid2020,
title = {An ACT-R Based Humanoid Social Robot to Manage Storytelling Activities},
author = { Adriana Bono and Agnese Augello and Giovanni Pilato and Filippo Vella and Salvatore Gaglio},
doi = {10.3390/ROBOTICS9020025},
issn = {22186581},
year = {2020},
date = {2020-01-01},
journal = {Robotics},
volume = {9},
number = {2},
abstract = {This paper describes an interactive storytelling system, accessible through the SoftBank robotic platforms NAO and Pepper. The main contribution consists of the interpretation of the story characters by humanoid robots, obtained through the definition of appropriate cognitive models, relying on the ACT-R cognitive architecture. The reasoning processes leading to the story evolution are based on the represented knowledge and the suggestions of the listener in critical points of the story. They are disclosed during the narration, to make clear the dynamics of the story and the feelings of the characters. We analyzed the impact of such externalization of the internal status of the characters to set the basis for future experimentation with primary school children. textcopyright 2020 by the authors.},
keywords = {ACT-R, Cognitive Architectures, Education, Humanoid Robots, Introspective Dialogs, Social Practices, Social Robots, Storytelling Robots},
pubstate = {published},
tppubtype = {article}
}
Bono, Adriana; Augello, Agnese; Pilato, Giovanni; Gaglio, Salvatore
Exploiting Cognitive Architectures to Design Storytelling Activities for NarRob Proceedings Article
In: Proceedings - 4th IEEE International Conference on Robotic Computing, IRC 2020, pp. 428–429, Institute of Electrical and Electronics Engineers Inc., 2020, ISBN: 978-1-72815-237-0.
Abstract | Links | BibTeX | Tags: Cognitive Architectures, Cognitive Process, Education, Interactive Storytelling, Social Robots, Storytelling Robots
@inproceedings{bonoExploitingCognitiveArchitectures2020,
title = {Exploiting Cognitive Architectures to Design Storytelling Activities for NarRob},
author = { Adriana Bono and Agnese Augello and Giovanni Pilato and Salvatore Gaglio},
doi = {10.1109/IRC.2020.00078},
isbn = {978-1-72815-237-0},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings - 4th IEEE International Conference on Robotic Computing, IRC 2020},
pages = {428--429},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {In this work, we exploited the potential of a cognitive architecture to model the characters of a story in an interactive storytelling system. The system is accessible through NarRob, a humanoid storyteller robot. Our main goal was to implement the cognitive processes of the agents played by the robot within a narrative context environment. textcopyright 2020 IEEE.},
keywords = {Cognitive Architectures, Cognitive Process, Education, Interactive Storytelling, Social Robots, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Bono, Adriana; Augello, Agnese; Gentile, Manuel; Gaglio, Salvatore
Social Practices Based Characters in a Robotic Storytelling System Proceedings Article
In: 29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020, pp. 90–95, Institute of Electrical and Electronics Engineers Inc., 2020, ISBN: 978-1-72816-075-7.
Abstract | Links | BibTeX | Tags: ACT-R, Cognitive Architectures, Cognitive Systems, Education, Reasoning, Robotics, Social Practices
@inproceedings{bonoSocialPracticesBased2020,
title = {Social Practices Based Characters in a Robotic Storytelling System},
author = { Adriana Bono and Agnese Augello and Manuel Gentile and Salvatore Gaglio},
doi = {10.1109/RO-MAN47096.2020.9223501},
isbn = {978-1-72816-075-7},
year = {2020},
date = {2020-01-01},
booktitle = {29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020},
pages = {90--95},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {In this work, we present a robotic storytelling system, where the characters have been modelled as cognitive agents embodied in Pepper and NAO robots. The characters have been designed by exploiting the ACT-R architecture, taking into account knowledge, behaviours, norms, and expectations typical of social practices and desires resulting from their personality. The characters explain their reasoning processes during the narration, through a sort of internal dialogue that generate a high level of credibility experienced over the audience. textcopyright 2020 IEEE.},
keywords = {ACT-R, Cognitive Architectures, Cognitive Systems, Education, Reasoning, Robotics, Social Practices},
pubstate = {published},
tppubtype = {inproceedings}
}
Bono, Adriana; Augello, Agnese; Pilato, Giovanni; Vella, Filippo; Gaglio, Salvatore
An ACT-R based humanoid social robot to manage storytelling activities Journal Article
In: Robotics, vol. 9, no. 2, 2020, ISSN: 22186581.
Abstract | Links | BibTeX | Tags: ACT-R, Cognitive Architectures, Education, Humanoid Robots, Introspective Dialogs, Social Practices, Social Robots, Storytelling Robots
@article{bono_act-r_2020,
title = {An ACT-R based humanoid social robot to manage storytelling activities},
author = {Adriana Bono and Agnese Augello and Giovanni Pilato and Filippo Vella and Salvatore Gaglio},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85084653724&doi=10.3390%2fROBOTICS9020025&partnerID=40&md5=162460403d4d2af558ef40d18cf47957},
doi = {10.3390/ROBOTICS9020025},
issn = {22186581},
year = {2020},
date = {2020-01-01},
journal = {Robotics},
volume = {9},
number = {2},
abstract = {This paper describes an interactive storytelling system, accessible through the SoftBank robotic platforms NAO and Pepper. The main contribution consists of the interpretation of the story characters by humanoid robots, obtained through the definition of appropriate cognitive models, relying on the ACT-R cognitive architecture. The reasoning processes leading to the story evolution are based on the represented knowledge and the suggestions of the listener in critical points of the story. They are disclosed during the narration, to make clear the dynamics of the story and the feelings of the characters. We analyzed the impact of such externalization of the internal status of the characters to set the basis for future experimentation with primary school children. © 2020 by the authors.},
keywords = {ACT-R, Cognitive Architectures, Education, Humanoid Robots, Introspective Dialogs, Social Practices, Social Robots, Storytelling Robots},
pubstate = {published},
tppubtype = {article}
}
Bono, Adriana; Augello, Agnese; Pilato, Giovanni; Gaglio, Salvatore
Exploiting Cognitive Architectures to Design Storytelling Activities for NarRob Proceedings Article
In: Proceedings - 4th IEEE International Conference on Robotic Computing, IRC 2020, pp. 428–429, Institute of Electrical and Electronics Engineers Inc., 2020, ISBN: 978-1-72815-237-0.
Abstract | Links | BibTeX | Tags: Cognitive Architectures, Cognitive Process, Education, Interactive Storytelling, Social Robots, Storytelling Robots
@inproceedings{bono_exploiting_2020,
title = {Exploiting Cognitive Architectures to Design Storytelling Activities for NarRob},
author = {Adriana Bono and Agnese Augello and Giovanni Pilato and Salvatore Gaglio},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85099333983&doi=10.1109%2fIRC.2020.00078&partnerID=40&md5=5c30cf1f015cb14703fd67d1d0dde239},
doi = {10.1109/IRC.2020.00078},
isbn = {978-1-72815-237-0},
year = {2020},
date = {2020-01-01},
booktitle = {Proceedings - 4th IEEE International Conference on Robotic Computing, IRC 2020},
pages = {428–429},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {In this work, we exploited the potential of a cognitive architecture to model the characters of a story in an interactive storytelling system. The system is accessible through NarRob, a humanoid storyteller robot. Our main goal was to implement the cognitive processes of the agents played by the robot within a narrative context environment. © 2020 IEEE.},
keywords = {Cognitive Architectures, Cognitive Process, Education, Interactive Storytelling, Social Robots, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Daniela, Linda; Gentile, Manuel; Ifenthaler, Dirk; Pilato, Giovanni
Editorial: Robot-Assisted Learning and Education Journal Article
In: Frontiers in Robotics and AI, vol. 7, 2020, ISSN: 22969144.
Links | BibTeX | Tags: Education, Robotics
@article{augello_editorial_2020,
title = {Editorial: Robot-Assisted Learning and Education},
author = {Agnese Augello and Linda Daniela and Manuel Gentile and Dirk Ifenthaler and Giovanni Pilato},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85097213781&doi=10.3389%2ffrobt.2020.591319&partnerID=40&md5=863c99ad2164c56e093c3b847bae67df},
doi = {10.3389/frobt.2020.591319},
issn = {22969144},
year = {2020},
date = {2020-01-01},
journal = {Frontiers in Robotics and AI},
volume = {7},
keywords = {Education, Robotics},
pubstate = {published},
tppubtype = {article}
}
Bono, Adriana; Augello, Agnese; Gentile, Manuel; Gaglio, Salvatore
Social Practices based characters in a Robotic Storytelling System Proceedings Article
In: 29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020, pp. 90–95, Institute of Electrical and Electronics Engineers Inc., 2020, ISBN: 978-1-72816-075-7.
Abstract | Links | BibTeX | Tags: ACT-R, Cognitive Architectures, Cognitive Systems, Education, Reasoning, Robotics, Social Practices
@inproceedings{bono_social_2020,
title = {Social Practices based characters in a Robotic Storytelling System},
author = {Adriana Bono and Agnese Augello and Manuel Gentile and Salvatore Gaglio},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85095730937&doi=10.1109%2fRO-MAN47096.2020.9223501&partnerID=40&md5=aa487981e36f25abff7e7dd8dadef50e},
doi = {10.1109/RO-MAN47096.2020.9223501},
isbn = {978-1-72816-075-7},
year = {2020},
date = {2020-01-01},
booktitle = {29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020},
pages = {90–95},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {In this work, we present a robotic storytelling system, where the characters have been modelled as cognitive agents embodied in Pepper and NAO robots. The characters have been designed by exploiting the ACT-R architecture, taking into account knowledge, behaviours, norms, and expectations typical of social practices and desires resulting from their personality. The characters explain their reasoning processes during the narration, through a sort of internal dialogue that generate a high level of credibility experienced over the audience. © 2020 IEEE.},
keywords = {ACT-R, Cognitive Architectures, Cognitive Systems, Education, Reasoning, Robotics, Social Practices},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Augello, Agnese; Infantino, Ignazio; Maniscalco, Umberto; Pilato, Giovanni; Vella, Filippo
Introducing NarRob, a Robotic Storyteller Proceedings Article
In: Gentile, M; Allegra, M; Sobke, H (Ed.): GAMES AND LEARNING ALLIANCE, GALA 2018, pp. 387–396, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2019, ISBN: 978-3-030-11548-7 978-3-030-11547-0.
Abstract | Links | BibTeX | Tags: Bullying, Chatbots, Conversational Agents, Education, Robotics, Social Practices, Storytelling Robots
@inproceedings{augelloIntroducingNarRobRobotic2019,
title = {Introducing NarRob, a Robotic Storyteller},
author = { Agnese Augello and Ignazio Infantino and Umberto Maniscalco and Giovanni Pilato and Filippo Vella},
editor = { M Gentile and M Allegra and H Sobke},
doi = {10.1007/978-3-030-11548-7_36},
isbn = {978-3-030-11548-7 978-3-030-11547-0},
year = {2019},
date = {2019-01-01},
booktitle = {GAMES AND LEARNING ALLIANCE, GALA 2018},
volume = {11385},
pages = {387--396},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Lecture Notes in Computer Science},
abstract = {In this work we introduce NarRob, a robot able to engage in conversations and tell stories, by accompanying the speech with proper gestures. We discuss about the main components of the robot's architecture, and some possible education experiments that we are planning to carry out in real scholastic contexts.},
keywords = {Bullying, Chatbots, Conversational Agents, Education, Robotics, Social Practices, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Infantino, Ignazio; Maniscalco, Umberto; Pilato, Giovanni; Vella, Filippo
NarRob: A Humanoid Social Storyteller with Emotional Expression Capabilities Proceedings Article
In: relax AV Samsonovich, (Ed.): BIOLOGICALLY INSPIRED COGNITIVE ARCHITECTURES 2018, pp. 9–15, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2019, ISBN: 978-3-319-99316-4 978-3-319-99315-7.
Abstract | Links | BibTeX | Tags: Education, Emotion Recognition, Gestural user interfaces, Robotics, Storytelling Robots
@inproceedings{augelloNarRobHumanoidSocial2019,
title = {NarRob: A Humanoid Social Storyteller with Emotional Expression Capabilities},
author = { Agnese Augello and Ignazio Infantino and Umberto Maniscalco and Giovanni Pilato and Filippo Vella},
editor = { {relax AV} Samsonovich},
doi = {10.1007/978-3-319-99316-4_2},
isbn = {978-3-319-99316-4 978-3-319-99315-7},
year = {2019},
date = {2019-01-01},
booktitle = {BIOLOGICALLY INSPIRED COGNITIVE ARCHITECTURES 2018},
volume = {848},
pages = {9--15},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Advances in Intelligent Systems and Computing},
abstract = {In this paper we propose a model of a robotic storyteller, focusing on its abilities to select the most appropriate gestures to accompany the story, trying to manifest also emotions related to the sentence that is being told. The robot is endowed with a repository of stories together with a set of gestures, inspired by those typically used by humans, that the robot learns by observation. The gestures are annotated by a number N of subjects, according to their particular meaning and considering a specific typology. They are exploited by the robot according to the story content to provide an engaging representation of the tale.},
keywords = {Education, Emotion Recognition, Gestural user interfaces, Robotics, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Infantino, Ignazio; Maniscalco, Umberto; Pilato, Giovanni; Vella, Filippo
NarRob: A Humanoid Social Storyteller with Emotional Expression Capabilities Proceedings Article
In: Samsonovich, AV (Ed.): BIOLOGICALLY INSPIRED COGNITIVE ARCHITECTURES 2018, pp. 9–15, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2019, ISBN: 978-3-319-99316-4 978-3-319-99315-7.
Abstract | Links | BibTeX | Tags: Education, Emotion Recognition, Gestural user interfaces, Robotics, Storytelling Robots
@inproceedings{augello_narrob_2019,
title = {NarRob: A Humanoid Social Storyteller with Emotional Expression Capabilities},
author = {Agnese Augello and Ignazio Infantino and Umberto Maniscalco and Giovanni Pilato and Filippo Vella},
editor = {AV Samsonovich},
doi = {10.1007/978-3-319-99316-4_2},
isbn = {978-3-319-99316-4 978-3-319-99315-7},
year = {2019},
date = {2019-01-01},
booktitle = {BIOLOGICALLY INSPIRED COGNITIVE ARCHITECTURES 2018},
volume = {848},
pages = {9–15},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Advances in Intelligent Systems and Computing},
abstract = {In this paper we propose a model of a robotic storyteller, focusing on its abilities to select the most appropriate gestures to accompany the story, trying to manifest also emotions related to the sentence that is being told. The robot is endowed with a repository of stories together with a set of gestures, inspired by those typically used by humans, that the robot learns by observation. The gestures are annotated by a number N of subjects, according to their particular meaning and considering a specific typology. They are exploited by the robot according to the story content to provide an engaging representation of the tale.},
keywords = {Education, Emotion Recognition, Gestural user interfaces, Robotics, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Infantino, Ignazio; Maniscalco, Umberto; Pilato, Giovanni; Vella, Filippo
Introducing NarRob, a Robotic Storyteller Proceedings Article
In: Gentile, M; Allegra, M; Sobke, H (Ed.): GAMES AND LEARNING ALLIANCE, GALA 2018, pp. 387–396, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2019, ISBN: 978-3-030-11548-7 978-3-030-11547-0.
Abstract | Links | BibTeX | Tags: Bullying, Chatbots, Conversational Agents, Education, Robotics, Social Practices, Storytelling Robots
@inproceedings{augello_introducing_2019,
title = {Introducing NarRob, a Robotic Storyteller},
author = {Agnese Augello and Ignazio Infantino and Umberto Maniscalco and Giovanni Pilato and Filippo Vella},
editor = {M Gentile and M Allegra and H Sobke},
doi = {10.1007/978-3-030-11548-7_36},
isbn = {978-3-030-11548-7 978-3-030-11547-0},
year = {2019},
date = {2019-01-01},
booktitle = {GAMES AND LEARNING ALLIANCE, GALA 2018},
volume = {11385},
pages = {387–396},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Lecture Notes in Computer Science},
abstract = {In this work we introduce NarRob, a robot able to engage in conversations and tell stories, by accompanying the speech with proper gestures. We discuss about the main components of the robot's architecture, and some possible education experiments that we are planning to carry out in real scholastic contexts.},
keywords = {Bullying, Chatbots, Conversational Agents, Education, Robotics, Social Practices, Storytelling Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Citt`a, Giuseppe; Arnab, Sylvester; Augello, Agnese; Gentile, Manuel; Zielonka, Sebastian Idelsohn; Ifenthaler, Dirk; Infantino, Ignazio; Guardia, Dario La; Manfr`e, Adriano; Allegra, Mario
Move Your Mind: Creative Dancing Humanoids as Support to STEAM Activities Journal Article
In: Smart Innovation, Systems and Technologies, vol. 76, pp. 190–199, 2018, ISSN: 21903018.
Abstract | Links | BibTeX | Tags: Anthropomorphic Robots, Cognitive Architectures, Cognitive Systems, Computational Creativity, Education, Embodied Cognition, Enactivism, Human computer interaction, STEAM
@article{cittaMoveYourMind2018,
title = {Move Your Mind: Creative Dancing Humanoids as Support to STEAM Activities},
author = { Giuseppe Citt{`a} and Sylvester Arnab and Agnese Augello and Manuel Gentile and Sebastian Idelsohn Zielonka and Dirk Ifenthaler and Ignazio Infantino and Dario La Guardia and Adriano Manfr{`e} and Mario Allegra},
editor = { Robert J. Howlett and Luigi Gallo and Giuseppe De Pietro and Lakhmi C. Jain},
doi = {10.1007/978-3-319-59480-4_20},
issn = {21903018},
year = {2018},
date = {2018-01-01},
journal = {Smart Innovation, Systems and Technologies},
volume = {76},
pages = {190--199},
abstract = {Educational activities based on dance can support interest in comprehension of concepts from maths, geometry, physics, bio-mechanics and computational thinking. In this work, we discuss a possible use of a dancing humanoid robot as an innovative technology to support and enhance STEAM learning activities. textcopyright Springer International Publishing AG 2018.},
keywords = {Anthropomorphic Robots, Cognitive Architectures, Cognitive Systems, Computational Creativity, Education, Embodied Cognition, Enactivism, Human computer interaction, STEAM},
pubstate = {published},
tppubtype = {article}
}
Città, Giuseppe; Arnab, Sylvester; Augello, Agnese; Gentile, Manuel; Zielonka, Sebastian Idelsohn; Ifenthaler, Dirk; Infantino, Ignazio; Guardia, Dario La; Manfrè, Adriano; Allegra, Mario
Move your mind: Creative dancing humanoids as support to STEAM activities Journal Article
In: Smart Innovation, Systems and Technologies, vol. 76, pp. 190–199, 2018, ISSN: 21903018.
Abstract | Links | BibTeX | Tags: Anthropomorphic Robots, Cognitive Architectures, Cognitive Systems, Computational Creativity, Education, Embodied Cognition, Enactivism, Human computer interaction, STEAM
@article{citta_move_2018,
title = {Move your mind: Creative dancing humanoids as support to STEAM activities},
author = {Giuseppe Città and Sylvester Arnab and Agnese Augello and Manuel Gentile and Sebastian Idelsohn Zielonka and Dirk Ifenthaler and Ignazio Infantino and Dario La Guardia and Adriano Manfrè and Mario Allegra},
editor = {Robert J. Howlett and Luigi Gallo and Giuseppe De Pietro and Lakhmi C. Jain},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85020412823&doi=10.1007%2f978-3-319-59480-4_20&partnerID=40&md5=0dd3a32d07a98214b8c275b30f2ca49f},
doi = {10.1007/978-3-319-59480-4_20},
issn = {21903018},
year = {2018},
date = {2018-01-01},
journal = {Smart Innovation, Systems and Technologies},
volume = {76},
pages = {190–199},
abstract = {Educational activities based on dance can support interest in comprehension of concepts from maths, geometry, physics, bio-mechanics and computational thinking. In this work, we discuss a possible use of a dancing humanoid robot as an innovative technology to support and enhance STEAM learning activities. © Springer International Publishing AG 2018.},
keywords = {Anthropomorphic Robots, Cognitive Architectures, Cognitive Systems, Computational Creativity, Education, Embodied Cognition, Enactivism, Human computer interaction, STEAM},
pubstate = {published},
tppubtype = {article}
}
2016
Bovier, Fabrizia; Caggianese, Giuseppe; Pietro, Giuseppe De; Gallo, Luigi; Neroni, Pietro
An Interactive 3D Holographic Pyramid for Museum Exhibition Proceedings Article
In: 2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 428–434, 2016.
Abstract | Links | BibTeX | Tags: Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization
@inproceedings{bovierInteractive3DHolographic2016,
title = {An Interactive 3D Holographic Pyramid for Museum Exhibition},
author = { Fabrizia Bovier and Giuseppe Caggianese and Giuseppe De Pietro and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2016.73},
year = {2016},
date = {2016-11-01},
booktitle = {2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {428--434},
abstract = {In this paper, an interactive holographic system, realized with the aim of creating, exchanging, discussing and disseminating cultural heritage information, is presented. By using low-cost and off-the-shelf devices, the system provides the visitors with a 'floating' computer generated representation of a virtual cultural artefact that, unlike the real one, can be examined in detail through a touchless natural interface. The proposed system is realized in such a way that it can be easily placed in a cultural exhibition without requiring any structural intervention. As such, it could represent a useful instrument complementary to a museum visit thanks to its capacity both to convey different types of digital cultural information and especially to allow the visitor to become an active actor, able to enjoy different perspectives and all the details of the artefact sharing her/his experience with other visitors. The paper describes the system modules and the hardware design to physically realize the pyramid, and details the user interface composed of two main actions designed to obtain a simple exploration of a virtual cultural heritage artefact.},
keywords = {Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Bovier, Fabrizia; Caggianese, Giuseppe; Pietro, Giuseppe De; Gallo, Luigi; Neroni, Pietro
An Interactive 3D Holographic Pyramid for Museum Exhibition Proceedings Article
In: 2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS), pp. 428–434, 2016.
Abstract | Links | BibTeX | Tags: Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization
@inproceedings{bovier_interactive_2016,
title = {An Interactive 3D Holographic Pyramid for Museum Exhibition},
author = {Fabrizia Bovier and Giuseppe Caggianese and Giuseppe De Pietro and Luigi Gallo and Pietro Neroni},
doi = {10.1109/SITIS.2016.73},
year = {2016},
date = {2016-11-01},
booktitle = {2016 12th International Conference on Signal-Image Technology Internet-Based Systems (SITIS)},
pages = {428–434},
abstract = {In this paper, an interactive holographic system, realized with the aim of creating, exchanging, discussing and disseminating cultural heritage information, is presented. By using low-cost and off-the-shelf devices, the system provides the visitors with a 'floating' computer generated representation of a virtual cultural artefact that, unlike the real one, can be examined in detail through a touchless natural interface. The proposed system is realized in such a way that it can be easily placed in a cultural exhibition without requiring any structural intervention. As such, it could represent a useful instrument complementary to a museum visit thanks to its capacity both to convey different types of digital cultural information and especially to allow the visitor to become an active actor, able to enjoy different perspectives and all the details of the artefact sharing her/his experience with other visitors. The paper describes the system modules and the hardware design to physically realize the pyramid, and details the user interface composed of two main actions designed to obtain a simple exploration of a virtual cultural heritage artefact.},
keywords = {Cultural heritage, Education, Holograms, Prototypes, Three-dimensional displays, Touchless interaction, User interface, Virtual heritage, Virtual Reality, Visualization},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Infantino, Ignazio; Manfre, Adriano; Pilato, Giovanni; Vella, Filippo; Gentile, Manuel; Citta, Giuseppe; Crifaci, Giulia; Raso, Rossella; Allegra, Mario
A Personal Intelligent Coach for Smart Embodied Learning Environments Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2016, pp. 629–636, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2016, ISBN: 978-3-319-39345-2 978-3-319-39344-5.
Abstract | Links | BibTeX | Tags: Cognitive Architectures, Education, Embodied Cognition, Humanoid Robots, Learning Environments, Social Robots
@inproceedings{augelloPersonalIntelligentCoach2016,
title = {A Personal Intelligent Coach for Smart Embodied Learning Environments},
author = { Agnese Augello and Ignazio Infantino and Adriano Manfre and Giovanni Pilato and Filippo Vella and Manuel Gentile and Giuseppe Citta and Giulia Crifaci and Rossella Raso and Mario Allegra},
editor = { Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-39345-2_56},
isbn = {978-3-319-39345-2 978-3-319-39344-5},
year = {2016},
date = {2016-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2016},
volume = {55},
pages = {629--636},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Smart Innovation, Systems and Technologies},
abstract = {Within a Smart Learning Environment (SLE) learners are involved in a new learning process tailored to create a continuum of education by extending the current educational formal settings to real-life informal learning context. The goal of this paper is to describe the Cognitive Architecture (CA) of a Personal Intelligent Coach able tomanage learning tasks and interactions within a complex Smart Learning Environment (SLE). PICo has two possible embodiments: humanoid robot, and an avatar on mobile device. We argue that the proposed intelligent coach can adapt to the contents, to the students needs and can evolve its strategies according the learning process.},
keywords = {Cognitive Architectures, Education, Embodied Cognition, Humanoid Robots, Learning Environments, Social Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
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.},
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pubstate = {published},
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Augello, Agnese; Gentile, Manuel; Dignum, Frank
Social Practices for Social Driven Conversations in Serious Games Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 9599, pp. 100–110, 2016, ISSN: 03029743.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chatbots, Conversational Agents, Education, Serious game, Social Practices
@article{augelloSocialPracticesSocial2016,
title = {Social Practices for Social Driven Conversations in Serious Games},
author = { Agnese Augello and Manuel Gentile and Frank Dignum},
editor = { de Gloria A. Veltkamp R.},
doi = {10.1007/978-3-319-40216-1_11},
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 = {9599},
pages = {100--110},
abstract = {This paper describes the model of social practice as a theoretical framework to manage conversation with the specific goal of training physicians in communicative skills. To this aim, the domain reasoner that manages the conversation in the Communicate! [1] serious game is taken as a basis. Because the choice of a specific Social Practice to follow in a situation is non-trivial we use a probabilistic model for the selection of social practices as a step toward the implementation of an agent architecture compliant with the social practice model. textcopyright Springer International Publishing Switzerland 2016.},
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pubstate = {published},
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Augello, Agnese; Infantino, Ignazio; Manfre, Adriano; Pilato, Giovanni; Vella, Filippo; Gentile, Manuel; Citta, Giuseppe; Crifaci, Giulia; Raso, Rossella; Allegra, Mario
A Personal Intelligent Coach for Smart Embodied Learning Environments Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2016, pp. 629–636, SPRINGER INTERNATIONAL PUBLISHING AG, GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND, 2016, ISBN: 978-3-319-39345-2 978-3-319-39344-5.
Abstract | Links | BibTeX | Tags: Cognitive Architectures, Education, Embodied Cognition, Humanoid Robots, Learning Environments, Social Robots
@inproceedings{augello_personal_2016,
title = {A Personal Intelligent Coach for Smart Embodied Learning Environments},
author = {Agnese Augello and Ignazio Infantino and Adriano Manfre and Giovanni Pilato and Filippo Vella and Manuel Gentile and Giuseppe Citta and Giulia Crifaci and Rossella Raso and Mario Allegra},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-39345-2_56},
isbn = {978-3-319-39345-2 978-3-319-39344-5},
year = {2016},
date = {2016-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2016},
volume = {55},
pages = {629–636},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Smart Innovation, Systems and Technologies},
abstract = {Within a Smart Learning Environment (SLE) learners are involved in a new learning process tailored to create a continuum of education by extending the current educational formal settings to real-life informal learning context. The goal of this paper is to describe the Cognitive Architecture (CA) of a Personal Intelligent Coach able tomanage learning tasks and interactions within a complex Smart Learning Environment (SLE). PICo has two possible embodiments: humanoid robot, and an avatar on mobile device. We argue that the proposed intelligent coach can adapt to the contents, to the students needs and can evolve its strategies according the learning process.},
keywords = {Cognitive Architectures, Education, Embodied Cognition, Humanoid Robots, Learning Environments, Social Robots},
pubstate = {published},
tppubtype = {inproceedings}
}
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{augello_social_2016,
title = {Social agents for learning in virtual environments},
author = {Agnese Augello and Manuel Gentile and Frank Dignum},
editor = {Veltkamp R. C. Jeuring J. Bottino R.},
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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. © Springer International Publishing AG 2016.},
keywords = {Conversational Agents, E-Learning, Education, IVA, Serious game, Social Agents, Social Context, Social Practices, Virtual Reality},
pubstate = {published},
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Augello, Agnese; Gentile, Manuel; Dignum, Frank
Social practices for social driven conversations in serious games Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 9599, pp. 100–110, 2016, ISSN: 03029743.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chatbots, Conversational Agents, Education, Serious game, Social Practices
@article{augello_social_2016-1,
title = {Social practices for social driven conversations in serious games},
author = {Agnese Augello and Manuel Gentile and Frank Dignum},
editor = {de Gloria A. Veltkamp R.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84977111329&doi=10.1007%2f978-3-319-40216-1_11&partnerID=40&md5=40620dcce5a85b64150ee0d42f6cab35},
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journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {9599},
pages = {100–110},
abstract = {This paper describes the model of social practice as a theoretical framework to manage conversation with the specific goal of training physicians in communicative skills. To this aim, the domain reasoner that manages the conversation in the Communicate! [1] serious game is taken as a basis. Because the choice of a specific Social Practice to follow in a situation is non-trivial we use a probabilistic model for the selection of social practices as a step toward the implementation of an agent architecture compliant with the social practice model. © Springer International Publishing Switzerland 2016.},
keywords = {Artificial intelligence, Chatbots, Conversational Agents, Education, Serious game, Social Practices},
pubstate = {published},
tppubtype = {article}
}