AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can expand the Abstract, Links and BibTex record for each paper.
2025
Gatti, E.; Giunchi, D.; Numan, N.; Steed, A.
Around the Virtual Campfire: Early UX Insights into AI-Generated Stories in VR Proceedings Article
In: Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR, pp. 136–141, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 979-833152157-8 (ISBN).
Abstract | Links | BibTeX | Tags: Generative AI, Images synthesis, Immersive, Interactive Environments, Language Model, Large language model, Storytelling, User input, User study, Users' experiences, Virtual environments, VR
@inproceedings{gatti_around_2025,
title = {Around the Virtual Campfire: Early UX Insights into AI-Generated Stories in VR},
author = {E. Gatti and D. Giunchi and N. Numan and A. Steed},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105000263662&doi=10.1109%2fAIxVR63409.2025.00027&partnerID=40&md5=cd804d892d45554e936d0221508b3447},
doi = {10.1109/AIxVR63409.2025.00027},
isbn = {979-833152157-8 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Proc. - IEEE Int. Conf. Artif. Intell. Ext. Virtual Real., AIxVR},
pages = {136–141},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Virtual Reality (VR) presents an immersive platform for storytelling, allowing narratives to unfold in highly engaging, interactive environments. Leveraging AI capabilities and image synthesis offers new possibilities for creating scalable, generative VR content. In this work, we use an LLM-driven VR storytelling platform to explore how AI-generated visuals and narrative elements impact the user experience in VR storytelling. Previously, we presented AIsop, a system to integrate LLM-generated text and images and TTS audio into a storytelling experience, where the narrative unfolds based on user input. In this paper, we present two user studies focusing on how AI-generated visuals influence narrative perception and the overall VR experience. Our findings highlight the positive impact of AI-generated pictorial content on the storytelling experience, highlighting areas for enhancement and further research in interactive narrative design. © 2025 IEEE.},
keywords = {Generative AI, Images synthesis, Immersive, Interactive Environments, Language Model, Large language model, Storytelling, User input, User study, Users' experiences, Virtual environments, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Fuchs, A.; Appel, S.; Grimm, P.
Immersive Spaces for Creativity: Smart Working Environments Proceedings Article
In: A.A., Yunanto; A.D., Ramadhani; Y.R., Prayogi; P.A.M., Putra; M., Ruswiansari; M., Ridwan; F., Gamar; W.M., Rahmawati; M.R., Rusli; F.M., Humaira; A.F., Adila (Ed.): IES - Int. Electron. Symp.: Unlocking Potential Immersive Technol. Live Better Life, Proceeding, pp. 610–617, Institute of Electrical and Electronics Engineers Inc., 2023, ISBN: 979-835031473-1 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Generative AI, Human computer interaction, Immersive, Innovative approaches, Intelligent systems, Interactive Environments, Language Model, Language processing, Large language model, large language models, Learning algorithms, machine learning, Natural language processing systems, Natural languages, User behaviors, User interfaces, Virtual Reality, Working environment
@inproceedings{fuchs_immersive_2023,
title = {Immersive Spaces for Creativity: Smart Working Environments},
author = {A. Fuchs and S. Appel and P. Grimm},
editor = {Yunanto A.A. and Ramadhani A.D. and Prayogi Y.R. and Putra P.A.M. and Ruswiansari M. and Ridwan M. and Gamar F. and Rahmawati W.M. and Rusli M.R. and Humaira F.M. and Adila A.F.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85173627291&doi=10.1109%2fIES59143.2023.10242458&partnerID=40&md5=6ab1796f68c29d7747574272314a2e9d},
doi = {10.1109/IES59143.2023.10242458},
isbn = {979-835031473-1 (ISBN)},
year = {2023},
date = {2023-01-01},
booktitle = {IES - Int. Electron. Symp.: Unlocking Potential Immersive Technol. Live Better Life, Proceeding},
pages = {610–617},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {This paper presents an innovative approach to designing an immersive space that dynamically supports users (inter-)action based on users' behavior, voice, and mood, providing a personalized experience. The objective of this research is to explore how a space can communicate with users in a seamless, engaging, and interactive environment. Therefore, it integrates natural language processing (NLP), generative artificial intelligence applications and human computer interaction that utilizes a combination of sensors, microphones, and cameras to collect real-time data on users' behavior, voice, and mood. This data is then processed and analyzed by an intelligent system that employs machine learning algorithms to identify patterns and adapt the environment accordingly. The adaptive features include changes in lighting, sound, and visual elements to facilitate creativity, focus, relaxation, or socialization, depending on the user's topics and emotional state. The paper discusses the technical aspects of implementing such a system. Additionally, it highlights the potential applications of this technology in various domains such as education, entertainment, and workplace settings. In conclusion, the immersive creative space represents a paradigm shift in human-environment interaction, offering a dynamic and personalized space that caters to the diverse needs of users. The research findings suggest that this innovative approach holds great promise for enhancing user experiences, fostering creativity, and promoting overall well-being. © 2023 IEEE.},
keywords = {Artificial intelligence, Generative AI, Human computer interaction, Immersive, Innovative approaches, Intelligent systems, Interactive Environments, Language Model, Language processing, Large language model, large language models, Learning algorithms, machine learning, Natural language processing systems, Natural languages, User behaviors, User interfaces, Virtual Reality, Working environment},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Scianna, Andrea; Guardia, Marcello La
Globe Based 3D GIS Solutions for Virtual Heritage Proceedings Article
In: G., Stoter J. Labetski A. Koeva M. Arroyo Ohori K. Agugiaro (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 171–177, International Society for Photogrammetry and Remote Sensing, 2018.
Abstract | Links | BibTeX | Tags: Cultural heritage, Geo-Spatial Informations, Interactive Environments, Virtual Reality, WebGL
@inproceedings{sciannaGlobeBased3D2018a,
title = {Globe Based 3D GIS Solutions for Virtual Heritage},
author = { Andrea Scianna and Marcello La Guardia},
editor = { Stoter J. Labetski A. Koeva M. Arroyo Ohori K. Agugiaro G.},
doi = {10.5194/isprs-archives-XLII-4-W10-171-2018},
year = {2018},
date = {2018-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {171--177},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {During the last years, many solutions have been proposed for 3D Virtual Heritage representations. Recently, also new technologies for online gaming evolved, based on javascript libraries (WebGL), used to create and publish virtual interactive environments. They are based on recent Web browser's functionalities, surpassing some limitations of VRML technologies. On the side of geospatial information, technology has evolved from desktop GIS to 2D WebGIS and globe applications. The use of globe applications is, today, very diffused due to its immediate and at the same time impressive representation of the earth surface and territories. These technologies have been, also, applied to Virtual Heritage 3D reconstructions, to improve the fruition of Cultural Heritage (CH), with the achievement of interesting results. The topic of this paper is the experimentation on the fusion between globe based and gaming technologies (in our case WebGL) that allow achieving a more user-centric and powerful solution useful for publishing 3D geospatial information of CH on Web. This choice allows obtaining GIS oriented 3D models, typical of globe applications, and, at the same time, a more immersive exploration of CH and its surrounding environment. In particular, it also gives complementary text and multimedia information on the history, architectural features of each cultural good, based on querying of semantic information. The test field of the research is the construction of the 3D GIS virtual globe model of the Manfredonic Castle of Mussomeli (Sicily-Italy), developed for PON-NEPTIS EU Project, to compare open-source technologies and commercial proprietary applications. textcopyright Authors 2018. CC BY 4.0 License.},
keywords = {Cultural heritage, Geo-Spatial Informations, Interactive Environments, Virtual Reality, WebGL},
pubstate = {published},
tppubtype = {inproceedings}
}
Scianna, Andrea; Guardia, Marcello La
Globe Based 3D GIS solutions for Virtual Heritage Proceedings Article
In: G., Labetski A. Stoter J. Agugiaro (Ed.): International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives, pp. 171–177, International Society for Photogrammetry and Remote Sensing, 2018, (Issue: 4/W10).
Abstract | Links | BibTeX | Tags: Cultural heritage, Cultural heritages, Digital libraries, Geo-Spatial Informations, History, Interactive Environments, Multimedia information, Semantics, Surrounding environment, Three dimensional computer graphics, Virtual heritage, Virtual Reality, Web-GIS, WebGL
@inproceedings{scianna_globe_2018,
title = {Globe Based 3D GIS solutions for Virtual Heritage},
author = {Andrea Scianna and Marcello La Guardia},
editor = {Labetski A. Stoter J. Agugiaro G.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85056179414&doi=10.5194%2fisprs-archives-XLII-4-W10-171-2018&partnerID=40&md5=14439e37d85e8ca3c5b53ef4ba9f6491},
doi = {10.5194/isprs-archives-XLII-4-W10-171-2018},
year = {2018},
date = {2018-01-01},
booktitle = {International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives},
volume = {42},
pages = {171–177},
publisher = {International Society for Photogrammetry and Remote Sensing},
abstract = {During the last years, many solutions have been proposed for 3D Virtual Heritage representations. Recently, also new technologies for online gaming evolved, based on javascript libraries (WebGL), used to create and publish virtual interactive environments. They are based on recent Web browser's functionalities, surpassing some limitations of VRML technologies. On the side of geospatial information, technology has evolved from desktop GIS to 2D WebGIS and globe applications. The use of globe applications is, today, very diffused due to its immediate and at the same time impressive representation of the earth surface and territories. These technologies have been, also, applied to Virtual Heritage 3D reconstructions, to improve the fruition of Cultural Heritage (CH), with the achievement of interesting results. The topic of this paper is the experimentation on the fusion between globe based and gaming technologies (in our case WebGL) that allow achieving a more user-centric and powerful solution useful for publishing 3D geospatial information of CH on Web. This choice allows obtaining GIS oriented 3D models, typical of globe applications, and, at the same time, a more immersive exploration of CH and its surrounding environment. In particular, it also gives complementary text and multimedia information on the history, architectural features of each cultural good, based on querying of semantic information. The test field of the research is the construction of the 3D GIS virtual globe model of the Manfredonic Castle of Mussomeli (Sicily-Italy), developed for PON-NEPTIS EU Project, to compare open-source technologies and commercial proprietary applications. © Authors 2018. CC BY 4.0 License.},
note = {Issue: 4/W10},
keywords = {Cultural heritage, Cultural heritages, Digital libraries, Geo-Spatial Informations, History, Interactive Environments, Multimedia information, Semantics, Surrounding environment, Three dimensional computer graphics, Virtual heritage, Virtual Reality, Web-GIS, WebGL},
pubstate = {published},
tppubtype = {inproceedings}
}