AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Logothetis, I.; Diakogiannis, K.; Vidakis, N.
Interactive Learning Through Conversational Avatars and Immersive VR: Enhancing Diabetes Education and Self-Management Proceedings Article
In: X., Fang (Ed.): Lect. Notes Comput. Sci., pp. 415–429, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303192577-1 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Chronic disease, Computer aided instruction, Diabetes Education, Diagnosis, E-Learning, Education management, Engineering education, Gamification, Immersive virtual reality, Interactive computer graphics, Interactive learning, Large population, Learning systems, NUI, Self management, Serious game, Serious games, simulation, Virtual Reality
@inproceedings{logothetis_interactive_2025,
title = {Interactive Learning Through Conversational Avatars and Immersive VR: Enhancing Diabetes Education and Self-Management},
author = {I. Logothetis and K. Diakogiannis and N. Vidakis},
editor = {Fang X.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105008266480&doi=10.1007%2f978-3-031-92578-8_27&partnerID=40&md5=451274dfa3ef0b3f1b39c7d5a665ee3b},
doi = {10.1007/978-3-031-92578-8_27},
isbn = {03029743 (ISSN); 978-303192577-1 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15816 LNCS},
pages = {415–429},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Diabetes is a chronic disease affecting a large population of the world. Education and self-management of diabetes are crucial. Technologies such as Virtual Reality (VR) have presented promising results in healthcare education, while studies suggest that Artificial Intelligence (AI) can help in learning by further engaging the learner. This study aims to educate users on the entire routine of managing diabetes. The serious game utilizes VR for realistic interaction with diabetes tools and generative AI through a conversational avatar that acts as an assistant instructor. In this way, it allows users to practice diagnostic and therapeutic interventions in a controlled virtual environment, helping to build their understanding and confidence in diabetes management. To measure the effects of the proposed serious game, presence, and perceived agency were measured. Preliminary results indicate that this setup aids in the engagement and immersion of learners, while the avatar can provide helpful information during gameplay. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Artificial intelligence, Chronic disease, Computer aided instruction, Diabetes Education, Diagnosis, E-Learning, Education management, Engineering education, Gamification, Immersive virtual reality, Interactive computer graphics, Interactive learning, Large population, Learning systems, NUI, Self management, Serious game, Serious games, simulation, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2024
Gaudi, T.; Kapralos, B.; Quevedo, A.
Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments Proceedings Article
In: IEEE Gaming, Entertain., Media Conf., GEM, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835037453-7 (ISBN).
Abstract | Links | BibTeX | Tags: 3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations
@inproceedings{gaudi_structural_2024,
title = {Structural and Functional Fidelity of Virtual Humans in Immersive Virtual Learning Environments},
author = {T. Gaudi and B. Kapralos and A. Quevedo},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85199517136&doi=10.1109%2fGEM61861.2024.10585535&partnerID=40&md5=bf271019e077b5e464bcd62b1b28312b},
doi = {10.1109/GEM61861.2024.10585535},
isbn = {979-835037453-7 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Gaming, Entertain., Media Conf., GEM},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Central to many immersive virtual learning environments (iVLEs) are virtual humans, or characters that are digital representations, which can serve as virtual instructors to facilitate learning. Current technology is allowing the production of photo-realistic (high fidelity/highly realistic) avatars, whether using traditional approaches relying on 3D modeling, or modern tools leveraging generative AI and virtual character creation tools. However, fidelity (i.e., level of realism) is complex as it can be analyzed from various points of view referring to its structure, function, interactivity, and behavior among others. Given its relevance, fidelity can influence various aspects of iVLEs including engagement and ultimately learning outcomes. In this work-in-progress paper, we propose a study that will examine the effect of structural and functional fidelity of a virtual human assistant on engagement within a virtual simulation designed to teach the cognitive aspects (e.g., the steps of a procedure) of the heart auscultation procedure. © 2024 IEEE.},
keywords = {3D modeling, Computer aided instruction, Digital representations, E-Learning, Engagement, fidelity, Immersive, Immersive virtual learning environment, Serious game, Serious games, Three dimensional computer graphics, Virtual character, virtual human, Virtual humans, Virtual instructors, Virtual learning environments, Virtual Reality, virtual simulation, Virtual simulations},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Vacca, Rosa Anna; Gallo, Luigi; Grutta, Stefania La; Scala, Iris
I Serious game nella gestione delle alterazioni neuro-comportamentali Journal Article
In: PHARMASTAR Digital Medicine, vol. 3, no. 2, pp. 63–66, 2023.
Abstract | Links | BibTeX | Tags: Healthcare, Serious games
@article{vacca_i_2023,
title = {I Serious game nella gestione delle alterazioni neuro-comportamentali},
author = {Rosa Anna Vacca and Luigi Gallo and Stefania La Grutta and Iris Scala},
url = {https://www.pharmastar.it/downloads/downloadclickcounter.inc.html?from=6021782O&field=downloads&id=39285246O},
year = {2023},
date = {2023-08-01},
journal = {PHARMASTAR Digital Medicine},
volume = {3},
number = {2},
pages = {63–66},
abstract = {Lo sviluppo tecnologico in tema di videogiochi interattivi didattici digitali, Serious Games (SG), è cresciuto esponenzialmente negli ultimi anni dopo il rilascio nel 2010 del primo dispositivo in grado di tracciare con precisione i movimenti umani nello spazio 3D. Moltissimi ricercatori interessati allo sviluppo di nuovi interventi terapeutici digitali hanno rivolto il loro interesse scientifico alla progettazione di sempre più sofisticati SG e nella ricerca della dimostrazione della loro efficacia in ambito medico. L’articolo di cui forniamo una breve sintesi e di recente pubblicato nella prestigiosa rivista Neuroscience and Biobehavioral Reviews, è stato concepito nell’ambito del progetto SMILER (Serious gaMes as emerging e-health Interventions for young people with neurologicaL or rEspiratory disoRders) finanziato dal Consiglio Nazionale delle Ricerche (bando progetti@cnr 1/2020) in corso di svolgimento dal nostro team multidisciplinare composto da ricercatori di vari Istituti del CNR con la collaborazioni di colleghi dell’Università Federico II di Napoli e la Sapienza di Roma. In questa nostra recente pubblicazione, abbiamo cercato di fornire una panoramica delle attuali conoscenze sul funzionamento dei Serious Game come terapie digitali, offrendo un’interpretazione critica e soffermandoci sugli studi che hanno suggerito i Serious Games come interventi innovativi e promettenti nella gestione dei disturbi neurocomportamentali e cognitivi nei bambini e negli adolescenti con malattie nel neurosviluppo. I disturbi del neurosviluppo sono determinati da una compromissione dello sviluppo e del funzionamento del cervello che si verifica durante la finestra di sviluppo fetale/neonatale. Le cause possono essere varie come aberrazioni genetiche, monogenetiche o cromosomiche, che determinano anche alterazioni sistemiche, come accade nelle sindromi dell’X-Fragile e di Rett, oppure nella sindrome di Down. Ma anche bambini e gli adolescenti con disturbi dello spettro autistico e con disturbo da deficit di attenzione e iperattività (ADHD), in cui un profilo eziologico è complesso e non ancora ben identificato, presentano disturbi del neurosviluppo. In queste malattie si osservano precocemente compromissioni nella sfera delle capacità adattive, cognitive e motorie associate a problemi comportamentali, ovvero alterazioni dell'attenzione, della regolazione dell'ansia e dello stress. Queste alterazioni riguardano sia la sfera delle emozioni personali che delle relazioni sociali, e limitano fortemente la qualità di vita dei pazienti e delle loro famiglie. In un’ottica olistica e in assenza di terapie specifiche, la progettazione di interventi terapeutici digitali mirati ai sintomi cognitivo-comportamentali, a sostituzione o a supporto delle terapie psico-farmacologiche, è una sfida che lo sviluppo tecnologico sta affrontando.},
keywords = {Healthcare, Serious games},
pubstate = {published},
tppubtype = {article}
}
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, Digital therapeutics, Down syndrome, Fragile X syndrome, Human-Machine Communication, Neurodevelopmental disorders, Serious games
@article{vaccaSeriousGamesNew2023a,
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},
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, Digital therapeutics, Down syndrome, Fragile X syndrome, Human-Machine Communication, Neurodevelopmental disorders, Serious games},
pubstate = {published},
tppubtype = {article}
}
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}
}