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.
2023
Vacca, Rosa Anna; Augello, Agnese; Gallo, Luigi; Caggianese, Giuseppe; Malizia, Velia; Grutta, Stefania La; Murero, Monica; Valenti, Daniela; Tullo, Apollonia; Balech, Bachir; Marzano, Flaviana; Ghezzo, Alessandro; Tancredi, Giancarlo; Turchetta, Attilio; Riccio, Maria Pia; Bravaccio, Carmela; Scala, Iris
In: Neuroscience & Biobehavioral Reviews, vol. 149, pp. 105156, 2023, ISSN: 0149-7634.
Abstract | Links | BibTeX | Tags: Attention-Deficit Hyperactivity Disorder, Autism spectrum disorder, Behavioral symptomatology, Cognitive disorders, Digital therapeutics, Down syndrome, Fragile X syndrome, Human-Machine Communication, Neurodevelopmental disorders, Serious game, Serious games
@article{vacca_serious_2023,
title = {Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders},
author = {Rosa Anna Vacca and Agnese Augello and Luigi Gallo and Giuseppe Caggianese and Velia Malizia and Stefania La Grutta and Monica Murero and Daniela Valenti and Apollonia Tullo and Bachir Balech and Flaviana Marzano and Alessandro Ghezzo and Giancarlo Tancredi and Attilio Turchetta and Maria Pia Riccio and Carmela Bravaccio and Iris Scala},
url = {https://www.sciencedirect.com/science/article/pii/S0149763423001252},
doi = {10.1016/j.neubiorev.2023.105156},
issn = {0149-7634},
year = {2023},
date = {2023-06-01},
urldate = {2023-04-14},
journal = {Neuroscience & Biobehavioral Reviews},
volume = {149},
pages = {105156},
abstract = {Children and adolescents with neurodevelopmental disorders generally show adaptive, cognitive and motor skills impairments associated with behavioral problems, i.e., alterations in attention, anxiety and stress regulation, emotional and social relationships, which strongly limit their quality of life. This narrative review aims at providing a critical overview of the current knowledge in the field of serious games (SGs), known as digital instructional interactive videogames, applied to neurodevelopmental disorders. Indeed, a growing number of studies is drawing attention to SGs as innovative and promising interventions in managing neurobehavioral and cognitive disturbs in children with neurodevelopmental disorders. Accordingly, we provide a literature overview of the current evidence regarding the actions and the effects of SGs. In addition, we describe neurobehavioral alterations occurring in some specific neurodevelopmental disorders for which a possible therapeutic use of SGs has been suggested. Finally, we discuss findings obtained in clinical trials using SGs as digital therapeutics in neurodevelopment disorders and suggest new directions and hypotheses for future studies to bridge the gaps between clinical research and clinical practice.},
keywords = {Attention-Deficit Hyperactivity Disorder, Autism spectrum disorder, Behavioral symptomatology, Cognitive disorders, Digital therapeutics, Down syndrome, Fragile X syndrome, Human-Machine Communication, Neurodevelopmental disorders, Serious game, Serious games},
pubstate = {published},
tppubtype = {article}
}
2022
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A New Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbanoSeriousGamesNew2022,
title = {Serious Games: A New Approach to Foster Information and Practices About Covid-19?},
author = { Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
Montalbano, Laura; Gallo, Luigi; Ferrante, Giuliana; Malizia, Velia; Cilluffo, Giovanna; Fasola, Salvatore; Alesi, Marianna; Grutta, Stefania La
Serious Games: A new Approach to Foster Information and Practices About Covid-19? Journal Article
In: Frontiers in Robotics and AI, vol. 9, pp. 830950, 2022, ISSN: 2296-9144.
Abstract | Links | BibTeX | Tags: Healthcare, Serious game
@article{montalbano_serious_2022,
title = {Serious Games: A new Approach to Foster Information and Practices About Covid-19?},
author = {Laura Montalbano and Luigi Gallo and Giuliana Ferrante and Velia Malizia and Giovanna Cilluffo and Salvatore Fasola and Marianna Alesi and Stefania La Grutta},
url = {https://www.frontiersin.org/articles/10.3389/frobt.2022.830950/full},
doi = {10.3389/frobt.2022.830950},
issn = {2296-9144},
year = {2022},
date = {2022-05-01},
urldate = {2023-05-10},
journal = {Frontiers in Robotics and AI},
volume = {9},
pages = {830950},
abstract = {The current Covid-19 pandemic poses an unprecedented global challenge in the field of education and training. As we have seen, the lack of proper information about the virus and its transmission has forced the general population and healthcare workers to rapidly acquire knowledge and learn new practices. Clearly, a well-informed population is more likely to adopt the correct precautionary measures, thus reducing the transmission of the infection; likewise, properly educated healthcare workers are better equipped to manage the emergency. However, the need to maintain physical distancing has made it impossible to provide in-presence information and training. In this regard, new technologies have proved to be an invaluable resource by facilitating distance learning. Indeed, e-learning offers significant advantages because it does not require the physical presence of learners and teachers. This innovative method applied to serious games has been considered potentially effective in enabling rapid and large-scale dissemination of information and learning through content interactivity. We will review studies that have observed the development and use of serious games to foster information and practices about Covid-19 aimed at promoting behavioral changes in the population and the healthcare personnel involved on the front line.},
keywords = {Healthcare, Serious game},
pubstate = {published},
tppubtype = {article}
}
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}
}
Gentile, Manuel; Augello, Agnese; Allegra, Mario; Citt`a, Giuseppe; Grande, Valentina Dal; Grutta, Stefania La; Pilato, Giovanni; Urso, Alfonso; Vella, Filippo; Picone, Marco; Gallitano, Giancarlo; Ruisi, Marcantonio; Fratini, Livan
Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant 'Chimica Arenellatextbackslash textbackslash' in Palermo Proceedings Article
In: 2021, ISBN: 978-84-12-08854-0.
Abstract | BibTeX | Tags: Gamification, Serious game, Urban Games
@inproceedings{gentileGamingKeyApproach2021,
title = {Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant 'Chimica Arenellatextbackslash textbackslash' in Palermo},
author = { Manuel Gentile and Agnese Augello and Mario Allegra and Giuseppe Citt{`a} and Valentina Dal Grande and Stefania La Grutta and Giovanni Pilato and Alfonso Urso and Filippo Vella and Marco Picone and Giancarlo Gallitano and Marcantonio Ruisi and Livan Fratini},
isbn = {978-84-12-08854-0},
year = {2021},
date = {2021-01-01},
abstract = {This poster describes the FORGE (FactOry of uRban GamEs) project, a proposal that our research group launched in partnership with the Municipality of Palermo (Italy) and other local stakeholders in 2019. FORGE will be hosted in what was previously a chemical plant (the former 'Chimica Arenellatextbackslash textbackslash') and is an open factory designed to collect needs and to generate interventions for urban innovation. The four key terms we have used for the project are urban, game, factory and participation. In fact, FORGE employs a participatory methodological model based on the concept of game, aimed at supporting social and economic development through a platform for participatory co-design. FORGE plays also a key role in fostering social inclusion, becoming a 'participation hubtextbackslash textbackslash' and an urban center for the whole city.},
keywords = {Gamification, Serious game, Urban Games},
pubstate = {published},
tppubtype = {inproceedings}
}
Gentile, Manuel; Augello, Agnese; Allegra, Mario; Città, Giuseppe; Grande, Valentina Dal; Grutta, Stefania La; Pilato, Giovanni; Urso, Alfonso; Vella, Filippo; Picone, Marco; Gallitano, Giancarlo; Ruisi, Marcantonio; Fratini, Livan
Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant Ćhimica Arenellatextbackslashtextbackslash' in Palermo Proceedings Article
In: 2021, ISBN: 978-84-12-08854-0.
Abstract | BibTeX | Tags: Gamification, Serious game, Urban Games
@inproceedings{gentile_gaming_2021,
title = {Gaming as a Key Approach for the Recovery Process of a Public Space: The Case Study of the Old Chemical Plant Ćhimica Arenellatextbackslashtextbackslash' in Palermo},
author = {Manuel Gentile and Agnese Augello and Mario Allegra and Giuseppe Città and Valentina Dal Grande and Stefania La Grutta and Giovanni Pilato and Alfonso Urso and Filippo Vella and Marco Picone and Giancarlo Gallitano and Marcantonio Ruisi and Livan Fratini},
isbn = {978-84-12-08854-0},
year = {2021},
date = {2021-01-01},
abstract = {This poster describes the FORGE (FactOry of uRban GamEs) project, a proposal that our research group launched in partnership with the Municipality of Palermo (Italy) and other local stakeholders in 2019. FORGE will be hosted in what was previously a chemical plant (the former Ćhimica Arenellatextbackslashtextbackslash') and is an open factory designed to collect needs and to generate interventions for urban innovation. The four key terms we have used for the project are urban, game, factory and participation. In fact, FORGE employs a participatory methodological model based on the concept of game, aimed at supporting social and economic development through a platform for participatory co-design. FORGE plays also a key role in fostering social inclusion, becoming a ṕarticipation hubtextbackslashtextbackslash' and an urban center for the whole city.},
keywords = {Gamification, Serious game, Urban Games},
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}
}
2019
Caggianese, Giuseppe; Cuomo, Salvatore; Esposito, Massimo; Franceschini, Marco; Gallo, Luigi; Infarinato, Francesco; Minutolo, Aniello; Piccialli, Francesco; Romano, Paola
Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments Journal Article
In: IEEE Transactions on Industrial Informatics, vol. 15, no. 1, pp. 517–526, 2019, ISSN: 1941-0050.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Healthcare, Natural User Interfaces, Rehabilitation, Serious game, Stroke
@article{caggianeseSeriousGamesInCloud2019,
title = {Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments},
author = { Giuseppe Caggianese and Salvatore Cuomo and Massimo Esposito and Marco Franceschini and Luigi Gallo and Francesco Infarinato and Aniello Minutolo and Francesco Piccialli and Paola Romano},
doi = {10.1109/TII.2018.2856097},
issn = {1941-0050},
year = {2019},
date = {2019-01-01},
journal = {IEEE Transactions on Industrial Informatics},
volume = {15},
number = {1},
pages = {517--526},
abstract = {During the last years, the significant increase in the number of patients in need of rehabilitation has generated an unsustainable economic impact on healthcare systems, implying a reduction in therapeutic supervision and support for each patient. To address this problem, this paper proposes a telerehabilitation system based on serious games and in-cloud data analytics services, in accordance with Industry 4.0 design principles regarding modularity, service orientation, decentralization, virtualization, and real-time capability. The system, specialized for poststroke patients, comprises components for real-time acquisition of patient's motor data and a decision support service for their analysis. Raw data, reports, and recommendations are made available on the cloud to clinical operators to remotely assess rehabilitation outcomes and dynamically improve therapies. Furthermore, the results of a pilot study on the clinical impact deriving from the adoption of the proposed solution, and of a qualitative analysis about its acceptance, are presented and discussed.},
keywords = {Artificial intelligence, Healthcare, Natural User Interfaces, Rehabilitation, Serious game, Stroke},
pubstate = {published},
tppubtype = {article}
}
Caggianese, Giuseppe; Cuomo, Salvatore; Esposito, Massimo; Franceschini, Marco; Gallo, Luigi; Infarinato, Francesco; Minutolo, Aniello; Piccialli, Francesco; Romano, Paola
Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments Journal Article
In: IEEE Transactions on Industrial Informatics, vol. 15, no. 1, pp. 517–526, 2019, ISSN: 1941-0050.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Healthcare, Natural User Interfaces, Rehabilitation, Serious game, Stroke
@article{caggianese_serious_2019,
title = {Serious Games and In-Cloud Data Analytics for the Virtualization and Personalization of Rehabilitation Treatments},
author = {Giuseppe Caggianese and Salvatore Cuomo and Massimo Esposito and Marco Franceschini and Luigi Gallo and Francesco Infarinato and Aniello Minutolo and Francesco Piccialli and Paola Romano},
doi = {10.1109/TII.2018.2856097},
issn = {1941-0050},
year = {2019},
date = {2019-01-01},
journal = {IEEE Transactions on Industrial Informatics},
volume = {15},
number = {1},
pages = {517–526},
abstract = {During the last years, the significant increase in the number of patients in need of rehabilitation has generated an unsustainable economic impact on healthcare systems, implying a reduction in therapeutic supervision and support for each patient. To address this problem, this paper proposes a telerehabilitation system based on serious games and in-cloud data analytics services, in accordance with Industry 4.0 design principles regarding modularity, service orientation, decentralization, virtualization, and real-time capability. The system, specialized for poststroke patients, comprises components for real-time acquisition of patient's motor data and a decision support service for their analysis. Raw data, reports, and recommendations are made available on the cloud to clinical operators to remotely assess rehabilitation outcomes and dynamically improve therapies. Furthermore, the results of a pilot study on the clinical impact deriving from the adoption of the proposed solution, and of a qualitative analysis about its acceptance, are presented and discussed.},
keywords = {Artificial intelligence, Healthcare, Natural User Interfaces, Rehabilitation, Serious game, Stroke},
pubstate = {published},
tppubtype = {article}
}
2017
Caggianese, Giuseppe; Calabrese, Mariaconsiglia; Maio, Vincenzo De; Pietro, Giuseppe De; Faggiano, Armando; Gallo, Luigi; Sannino, Giovanna; Vecchione, Carmine
A Rehabilitation System for Post-operative Heart Surgery Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2017, pp. 554–564, Springer International Publishing, 2017, ISBN: 978-3-319-59480-4.
Abstract | Links | BibTeX | Tags: Healthcare, Microsoft kinect, Rehabilitation, Serious game, Telemonitoring, Unity 3D
@inproceedings{caggianeseRehabilitationSystemPostoperative2017,
title = {A Rehabilitation System for Post-operative Heart Surgery},
author = { Giuseppe Caggianese and Mariaconsiglia Calabrese and Vincenzo De Maio and Giuseppe De Pietro and Armando Faggiano and Luigi Gallo and Giovanna Sannino and Carmine Vecchione},
editor = { Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-59480-4_55},
isbn = {978-3-319-59480-4},
year = {2017},
date = {2017-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2017},
pages = {554--564},
publisher = {Springer International Publishing},
series = {Smart Innovation, Systems and Technologies},
abstract = {Supervised exercise programs are an important aspect of the rehabilitation process of patients after heart surgery. A large number of factors must be taken into account before implementing a rehabilitation program. These mainly consist in the patient's cognitive and physical capabilities after the operation and the expectations of recovery. A rehabilitation program should also be designed in relation to the stage of the healing process, with the therapist selecting the best sequence of exercises while taking into account the most appropriate effort level for the patient. This paper describes a customizable rehabilitation system for the early post-operative period, useful for the performance of an assessment of the patients, through an evaluation of their cognitive and motor abilities, and for a dynamic personalization of the therapy sessions focused on patient needs.},
keywords = {Healthcare, Microsoft kinect, Rehabilitation, Serious game, Telemonitoring, Unity 3D},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Calabrese, Mariaconsiglia; Maio, Vincenzo De; Pietro, Giuseppe De; Faggiano, Armando; Gallo, Luigi; Sannino, Giovanna; Vecchione, Carmine
A Rehabilitation System for Post-operative Heart Surgery Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2017, pp. 554–564, Springer International Publishing, 2017, ISBN: 978-3-319-59480-4, (event-place: Cham).
Abstract | Links | BibTeX | Tags: Healthcare, Microsoft kinect, Rehabilitation, Serious game, Telemonitoring, Unity 3D
@inproceedings{caggianese_rehabilitation_2017,
title = {A Rehabilitation System for Post-operative Heart Surgery},
author = {Giuseppe Caggianese and Mariaconsiglia Calabrese and Vincenzo De Maio and Giuseppe De Pietro and Armando Faggiano and Luigi Gallo and Giovanna Sannino and Carmine Vecchione},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-59480-4_55},
isbn = {978-3-319-59480-4},
year = {2017},
date = {2017-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2017},
pages = {554–564},
publisher = {Springer International Publishing},
series = {Smart Innovation, Systems and Technologies},
abstract = {Supervised exercise programs are an important aspect of the rehabilitation process of patients after heart surgery. A large number of factors must be taken into account before implementing a rehabilitation program. These mainly consist in the patient’s cognitive and physical capabilities after the operation and the expectations of recovery. A rehabilitation program should also be designed in relation to the stage of the healing process, with the therapist selecting the best sequence of exercises while taking into account the most appropriate effort level for the patient. This paper describes a customizable rehabilitation system for the early post-operative period, useful for the performance of an assessment of the patients, through an evaluation of their cognitive and motor abilities, and for a dynamic personalization of the therapy sessions focused on patient needs.},
note = {event-place: Cham},
keywords = {Healthcare, Microsoft kinect, Rehabilitation, Serious game, Telemonitoring, Unity 3D},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Adinolfi, Francesco; Caggianese, Giuseppe; Gallo, Luigi; Grosso, Juan; Infarinato, Francesco; Marchese, Nazzareno; Sale, Patrizio; Spaltro, Emiliano
SmartCARE - An ICT Platform in the Domain of Stroke Pathology to Manage Rehabilitation Treatment and Telemonitoring at Home Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2016, pp. 39–49, Springer International Publishing Switzerland, 2016, ISBN: 978-3-319-39344-5 978-3-319-39345-2.
Abstract | Links | BibTeX | Tags: Healthcare, Microsoft band, Microsoft kinect, Rehabilitation, Serious game, Stroke, Telemonitoring, Unity 3D, Wearable devices
@inproceedings{adinolfiSmartCAREICTPlatform2016,
title = {SmartCARE - An ICT Platform in the Domain of Stroke Pathology to Manage Rehabilitation Treatment and Telemonitoring at Home},
author = { Francesco Adinolfi and Giuseppe Caggianese and Luigi Gallo and Juan Grosso and Francesco Infarinato and Nazzareno Marchese and Patrizio Sale and Emiliano Spaltro},
editor = { Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-39345-2_4},
isbn = {978-3-319-39344-5 978-3-319-39345-2},
year = {2016},
date = {2016-06-01},
urldate = {2016-12-06},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2016},
volume = {55},
pages = {39--49},
publisher = {Springer International Publishing Switzerland},
series = {Smart Innovation, Systems and Technologies},
abstract = {This paper describes the SmartCARE ICT eco-system, which goal is to deliver advanced health collaboration services in the rehabilitation domain. The system provides a set of tools that enable the continuity of care at home to patients affected by stroke diseases. Moreover, by taking advantage of motion sensing-based serious games and virtual companions, the system can stimulate the patient at being more reactive both at neuro-motorial and neuro-cognitive levels.},
keywords = {Healthcare, Microsoft band, Microsoft kinect, Rehabilitation, Serious game, Stroke, Telemonitoring, Unity 3D, Wearable devices},
pubstate = {published},
tppubtype = {inproceedings}
}
Adinolfi, Francesco; Caggianese, Giuseppe; Gallo, Luigi; Grosso, Juan; Infarinato, Francesco; Marchese, Nazzareno; Sale, Patrizio; Spaltro, Emiliano
SmartCARE - An ICT Platform in the Domain of Stroke Pathology to Manage Rehabilitation Treatment and Telemonitoring at Home Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): Intelligent Interactive Multimedia Systems and Services 2016, pp. 39–49, Springer International Publishing Switzerland, 2016, ISBN: 978-3-319-39344-5 978-3-319-39345-2, (event-place: Puerto de la Cruz, Tenerife, Spain).
Abstract | Links | BibTeX | Tags: Healthcare, Microsoft band, Microsoft kinect, Rehabilitation, Serious game, Stroke, Telemonitoring, Unity 3D, Wearable devices
@inproceedings{adinolfi_smartcare_2016,
title = {SmartCARE - An ICT Platform in the Domain of Stroke Pathology to Manage Rehabilitation Treatment and Telemonitoring at Home},
author = {Francesco Adinolfi and Giuseppe Caggianese and Luigi Gallo and Juan Grosso and Francesco Infarinato and Nazzareno Marchese and Patrizio Sale and Emiliano Spaltro},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
url = {http://link.springer.com/10.1007/978-3-319-39345-2_4},
doi = {10.1007/978-3-319-39345-2_4},
isbn = {978-3-319-39344-5 978-3-319-39345-2},
year = {2016},
date = {2016-06-01},
urldate = {2016-12-06},
booktitle = {Intelligent Interactive Multimedia Systems and Services 2016},
volume = {55},
pages = {39–49},
publisher = {Springer International Publishing Switzerland},
series = {Smart Innovation, Systems and Technologies},
abstract = {This paper describes the SmartCARE ICT eco-system, which goal is to deliver advanced health collaboration services in the rehabilitation domain. The system provides a set of tools that enable the continuity of care at home to patients affected by stroke diseases. Moreover, by taking advantage of motion sensing-based serious games and virtual companions, the system can stimulate the patient at being more reactive both at neuro-motorial and neuro-cognitive levels.},
note = {event-place: Puerto de la Cruz, Tenerife, Spain},
keywords = {Healthcare, Microsoft band, Microsoft kinect, Rehabilitation, Serious game, Stroke, Telemonitoring, Unity 3D, Wearable devices},
pubstate = {published},
tppubtype = {inproceedings}
}
Augello, Agnese; Gentile, Manuel; Weideveld, Lucas; Dignum, Frank
Dialogues as Social Practices for Serious Games Journal Article
In: Frontiers in Artificial Intelligence and Applications, vol. 285, pp. 1732–1733, 2016, ISSN: 09226389.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chatbots, Conversational Agents, Gamification, Serious game, Social Practices
@article{augelloDialoguesSocialPractices2016,
title = {Dialogues as Social Practices for Serious Games},
author = { Agnese Augello and Manuel Gentile and Lucas Weideveld and Frank Dignum},
editor = { Dignum F. Hullermeier E. Bouquet P. Dignum V. Fox M. van Harmelen F. Kaminka G.A.},
doi = {10.3233/978-1-61499-672-9-1732},
issn = {09226389},
year = {2016},
date = {2016-01-01},
journal = {Frontiers in Artificial Intelligence and Applications},
volume = {285},
pages = {1732--1733},
abstract = {The paper describes an architecture for a social conversational agent. The aim is to use the agent in a serious game to improve the social and communicative skills of the players, showing the social effects of conversational choices on the emotions and behavioural changes of the interlocutors.},
keywords = {Artificial intelligence, Chatbots, Conversational Agents, Gamification, Serious game, Social Practices},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Gentile, Manuel; Weideveld, Lucas; Dignum, Frank
A Model of a Social Chatbot Proceedings Article
In: DePietro, G; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): INTELLIGENT INTERACTIVE MULTIMEDIA SYSTEMS AND SERVICES 2016, pp. 637–647, 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: Chatbots, Serious game, Social Practices
@inproceedings{augelloModelSocialChatbot2016,
title = {A Model of a Social Chatbot},
author = { Agnese Augello and Manuel Gentile and Lucas Weideveld and Frank Dignum},
editor = { G DePietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-39345-2_57},
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 = {637--647},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Smart Innovation Systems and Technologies},
abstract = {Traditional chatbots lack the capability to correctly manage conversations according to the social context. However a dialogue is a joint activity that must consider both individual and social processes. In this work we propose a model of a social chatbot able to choose the most suitable dialogue plans according to what in sociological literature is called a ``social practice''. The proposed model is discussed considering a case study of a work in progress aimed at the development of a serious game for communicative skills learning.},
keywords = {Chatbots, Serious game, Social Practices},
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.},
keywords = {Conversational Agents, E-Learning, Education, IVA, Serious game, Social Agents, Social Context, Social Practices, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
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.},
keywords = {Artificial intelligence, Chatbots, Conversational Agents, Education, Serious game, Social Practices},
pubstate = {published},
tppubtype = {article}
}
Augello, Agnese; Gentile, Manuel; Weideveld, Lucas; Dignum, Frank
A Model of a Social Chatbot Proceedings Article
In: DePietro, G; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C. (Ed.): IN℡LIGENT INTERACTIVE MULTIMEDIA SYSTEMS AND SERVICES 2016, pp. 637–647, 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: Chatbots, Serious game, Social Practices
@inproceedings{augello_model_2016,
title = {A Model of a Social Chatbot},
author = {Agnese Augello and Manuel Gentile and Lucas Weideveld and Frank Dignum},
editor = {G DePietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain},
doi = {10.1007/978-3-319-39345-2_57},
isbn = {978-3-319-39345-2 978-3-319-39344-5},
year = {2016},
date = {2016-01-01},
booktitle = {IN℡LIGENT INTERACTIVE MULTIMEDIA SYSTEMS AND SERVICES 2016},
volume = {55},
pages = {637–647},
publisher = {SPRINGER INTERNATIONAL PUBLISHING AG},
address = {GEWERBESTRASSE 11, CHAM, CH-6330, SWITZERLAND},
series = {Smart Innovation Systems and Technologies},
abstract = {Traditional chatbots lack the capability to correctly manage conversations according to the social context. However a dialogue is a joint activity that must consider both individual and social processes. In this work we propose a model of a social chatbot able to choose the most suitable dialogue plans according to what in sociological literature is called a “social practice”. The proposed model is discussed considering a case study of a work in progress aimed at the development of a serious game for communicative skills learning.},
keywords = {Chatbots, Serious game, Social Practices},
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.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85006036432&doi=10.1007%2f978-3-319-50182-6_12&partnerID=40&md5=e7d1d4e46a92c9cf9d943639fc5dbbc9},
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. © 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}
}
Augello, Agnese; Gentile, Manuel; Weideveld, Lucas; Dignum, Frank
Dialogues as social practices for serious games Journal Article
In: Frontiers in Artificial Intelligence and Applications, vol. 285, pp. 1732–1733, 2016, ISSN: 09226389.
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chatbots, Conversational Agents, Gamification, Serious game, Social Practices
@article{augello_dialogues_2016,
title = {Dialogues as social practices for serious games},
author = {Agnese Augello and Manuel Gentile and Lucas Weideveld and Frank Dignum},
editor = {Hullermeier E. Dignum F. Kaminka G.A.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85013030288&doi=10.3233%2f978-1-61499-672-9-1732&partnerID=40&md5=74ecb65d76d015d983181d4f99fdf159},
doi = {10.3233/978-1-61499-672-9-1732},
issn = {09226389},
year = {2016},
date = {2016-01-01},
journal = {Frontiers in Artificial Intelligence and Applications},
volume = {285},
pages = {1732–1733},
abstract = {The paper describes an architecture for a social conversational agent. The aim is to use the agent in a serious game to improve the social and communicative skills of the players, showing the social effects of conversational choices on the emotions and behavioural changes of the interlocutors.},
keywords = {Artificial intelligence, Chatbots, Conversational Agents, Gamification, Serious game, Social Practices},
pubstate = {published},
tppubtype = {article}
}
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},
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. © Springer International Publishing Switzerland 2016.},
keywords = {Artificial intelligence, Chatbots, Conversational Agents, Education, Serious game, Social Practices},
pubstate = {published},
tppubtype = {article}
}