Anna Spagnolli

Orcid: 0000-0002-7964-7186

Affiliations:
  • University of Padua, Italy


According to our database1, Anna Spagnolli authored at least 75 papers between 2001 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2023
Advanced workstations and collaborative robots: exploiting eye-tracking and cardiac activity indices to unveil senior workers' mental workload in assembly tasks.
Frontiers Robotics AI, February, 2023

Accessible and Inclusive Mobile Application for Social Support and m-Health in Forced Isolation: SAFE TALK.
Proceedings of the Universal Access in Human-Computer Interaction, 2023

The Post-pandemic Effects on IoT for Safety: The Safe Place Project.
Proceedings of the Design, Automation & Test in Europe Conference & Exhibition, 2023

Transparency is Crucial for User-Centered AI, or is it? How this Notion Manifests in the UK Press Coverage of GPT.
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, 2023

2022
Employee-centric innovation: Integrating participatory design and video-analysis to foster the transition to Industry 5.0.
Comput. Ind. Eng., 2022

Transparency of privacy notices and contextualisation: effectively conveying information without words.
Behav. Inf. Technol., 2022

How to get away with cyberattacks: An argumentative approach to cyberattacks' legitimization by common users.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Sustainable, empowering and emotional interactive multimedia.
Multim. Tools Appl., 2021

Designing for Mixed Reality Urban Exploration.
IxD&A, 2021

IoT as Non-Phaarmaceutical Interventions for the Safety of Living Environments in COVID-19 Pandemic Age.
Frontiers Comput. Sci., 2021

Facing with Collaborative Robots: The Subjective Experience in Senior and Younger Workers.
Cyberpsychology Behav. Soc. Netw., 2021

Understanding the Stakeholders' Expectations About an Adherence App: A Case Study.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

The expediency of bad habits: Why "inefficient" practices can play a positive role in transformative interventions for sustainable consumption.
Proceedings of the ECCE 2021: European Conference on Cognitive Ergonomics 2021, 2021

2020

Automation and Creativity: A Case Study of DJs' and VJs' Ambivalent Positions on Automated Visual Software.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Engaging the Audience with Biased News: An Exploratory Study on Prejudice and Engagement.
Proceedings of the Persuasive Technology: Development of Persuasive and Behavior Change Support Systems, 2019

Transparency Heuristic: Effect of Implicitness of Online Data Acquisition on Sensitivity Perception.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

2018
How to analyze ambivalence when studying technology acceptance: The case of VJ software automation.
CoRR, 2018

Designing and Testing Credibility: The Case of a Serious Game on Nightlife Risks.
Proceedings of the Persuasive Technology - 13th International Conference, 2018

The Design, Implementation and Evaluation of a Mobile App for Supporting Older Adults in the Monitoring of Food Intake.
Proceedings of the Ambient Assisted Living, 2018

Interweaving Visual and Audio-Haptic Augmented Reality for Urban Exploration.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

2017
Interactive multimedia content for older adults: the case of SeniorChannel.
Multim. Tools Appl., 2017

Transparency as an Ethical Safeguard.
Proceedings of the Symbiotic Interaction - 6th International Workshop, 2017

Contextual Consistency as an Improvement to User Experience and System Transparency: The Case of a Vibrotactile Relaxation Device with Implicit Triggers.
Proceedings of the Symbiotic Interaction - 6th International Workshop, 2017

Introducing Wearables in the Kitchen: An Assessment of User Acceptance in Younger and Older Adults.
Proceedings of the Universal Access in Human-Computer Interaction. Human and Technological Environments, 2017

A two-step, user-centered approach to personalized tourist recommendations.
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, 2017

2016
Interactive Persuasive Systems: A Perspective on Theory and Evaluation.
Int. J. Hum. Comput. Interact., 2016

Special Issue on Interactive Persuasive Systems.
Int. J. Hum. Comput. Interact., 2016

The Persuasive Effect of Social Network Feedback on Mediated Communication: A Case Study in a Real Organization.
Cyberpsychology Behav. Soc. Netw., 2016

Adapting the System to Users Based on Implicit Data: Ethical Risks and Possible Solutions.
Proceedings of the Symbiotic Interaction, 2016

Towards a Definition of Symbiotic Relations Between Humans and Machines.
Proceedings of the Symbiotic Interaction, 2016

A Gamified Solution to Brief Interventions for Nightlife Well-Being.
Proceedings of the Persuasive Technology - 11th International Conference, 2016

2015
Psychological response to an emergency in virtual reality: Effects of victim ethnicity and emergency type on helping behavior and navigation.
Comput. Hum. Behav., 2015

Comparing Input Sensors in an Immersive Mixed-Reality Environment for Human-Computer Symbiosis.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Developing a Symbiotic System for Scientific Information Seeking: The MindSee Project.
Proceedings of the Symbiotic Interaction - 4th International Workshop, 2015

Does Trigger Location Matter? The Influence of Localization and Motivation on the Persuasiveness of Mobile Purchase Recommendations.
Proceedings of the Persuasive Technology - 10th International Conference, 2015

Involving Older Adults in Designing Interactive Technology: The Case of SeniorChannel.
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

An Action-Based Approach to Presence: Foundations and Methods.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

2014
The role played by the concept of presence in validating the efficacy of a cybertherapy treatment: a literature review.
Virtual Real., 2014

Validation in cyberinterventions: an introduction to this themed issue.
Virtual Real., 2014

Measuring User Acceptance of Wearable Symbiotic Devices: Validation Study Across Application Scenarios.
Proceedings of the Symbiotic Interaction - Third International Workshop, 2014

Symbiotic Interaction: A Critical Definition and Comparison to other Human-Computer Paradigms.
Proceedings of the Symbiotic Interaction - Third International Workshop, 2014

2013
Designing a Serious Game For In-Field Interventions To Promote Nightlife Well-Being.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2013, 2013

How natural is a natural interface? An evaluation procedure based on action breakdowns.
Pers. Ubiquitous Comput., 2013

2012
Involving Elderly Users in Design: Techniques to Collect Preferences for Interactive Digital Television.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2012, 2012

Using an Eye-Tracker to Assess the Effectiveness of a Three-Dimensional Riding Simulator in Increasing Hazard Perception.
Cyberpsychology Behav. Soc. Netw., 2012

Tailoring Feedback to Users' Actions in a Persuasive Game for Household Electricity Conservation.
Proceedings of the Persuasive Technology. Design for Health and Safety, 2012

2011
Smart meters: A users' view.
PsychNology J., 2011

Eco-Feedback on the Go: Motivating Energy Awareness.
Computer, 2011

"Your Team Cohesion is Low": A Systematic Study of the Effects of Social Network Feedback on Mediated Activity.
Proceedings of the Online Communities and Social Computing, 2011

Serious games in social intervention: designing technologies to promote safe and healthy behaviors.
Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity, 2011

Saving is fun: designing a persuasive game for power conservation.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Editorial.
Virtual Real., 2010

Engaging spect-actors with multimodal digital puppetry.
Proceedings of the 6th Nordic Conference on Human-Computer Interaction 2010, 2010

2009
Designing a Serious Game for Young Users: The Case of Happy Farm.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2009, 2009

Mediated presence: virtual reality, mixed environments and social networks.
Virtual Real., 2009

Presence in the age of social networks: augmenting mediated environments with feedback on group activity.
Virtual Real., 2009

Preface.
PsychNology J., 2009

Designing Effective Feedback of Electricity Consumption for Mobile User Interfaces.
PsychNology J., 2009

Users' performance with a riding trainer: The role of the social setting.
IxD&A, 2009

Bodily Explorations in Space: Social Experience of a Multimodal Art Installation.
Proceedings of the Human-Computer Interaction, 2009

2008
Preface.
PsychNology J., 2008

2007
Embedded Persuasive Strategies to Obtain Visitors' Data: Comparing Reward and Reciprocity in an Amateur, Knowledge-Based Website.
Proceedings of the Persuasive Technology, 2007

Unveiling the Structure: Effects of Social Feedback on Communication Activity in Online Multiplayer Videogames.
Proceedings of the Online Communities and Social Computing, 2007

2006
Preface.
PsychNology J., 2006

Multimodal spatial reference in mediated environments: users' preferences and the pragmatics of pointing and talking.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
A Place for Presence. Understanding the Human Involvement in Mediated Interactive Environments.
PsychNology J., 2005

2004
Ergonomics of Virtual Environments for Clinical Use.
Proceedings of the Cybertherapy, 2004

Preface.
PsychNology J., 2004

The "presence of others" in a virtual environment: different collaborative modalities with hybrid resources.
Cogn. Technol. Work., 2004

2003
Breakdown analysis.
PsychNology J., 2003

Display Techniques and Methods for Cross-medial Data Analysis.
PsychNology J., 2003

An ethnographic, action-based approach to human experience in virtual environments.
Int. J. Hum. Comput. Stud., 2003

The VEPSY UPDATED Project: Clinical Rationale and Technical Approach.
Cyberpsychology Behav. Soc. Netw., 2003

2001
Legitimating technologies: Ambiguity as a premise for negotiation in a networked institution.
Inf. Technol. People, 2001


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