Luciano Gamberini

Orcid: 0000-0003-0461-2752

According to our database1, Luciano Gamberini authored at least 141 papers between 1999 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Getting Closer to Real-world: Monitoring Humans Working with Collaborative Industrial Robots.
Proceedings of the Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, 2024

2023
Augmented grocery shopping: fostering healthier food purchases through AR.
Virtual Real., September, 2023

Enhanced Interactivity in VR-based Telerobotics: An Eye-tracking Investigation of Human Performance and Workload.
Int. J. Hum. Comput. Stud., September, 2023

The virtualization of human-robot interactions: a user-centric workload assessment.
Virtual Real., June, 2023

Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study.
Sensors, March, 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

Human factors in cobot era: a review of modern production systems features.
J. Intell. Manuf., 2023

You Can't Hide Behind Your Headset: User Profiling in Augmented and Virtual Reality.
IEEE Access, 2023

Effects of Presence on Human Performance and Workload in Simulated VR-based Telerobotics.
Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments, 2023

Exploiting 3D Web to Enhance Online Shopping: Toward an Update of Usability Heuristics.
Proceedings of the HCI in Business, Government and Organizations, 2023

Digital Showroom in 3DWeb, the Scene Effect on Object Placement.
Proceedings of the HCI in Business, Government and Organizations, 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

Gaze-based Metrics of Cognitive Load in a Conjunctive Visual Memory Task.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Human-centric telerobotics: investigating users' performance and workload via VR-based eye-tracking measures.
CoRR, 2022

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

IoT Systems for Healthy and Safe Life Environments.
Proceedings of the 7th IEEE Forum on Research and Technologies for Society and Industry Innovation, 2022

The Influence of Gaming Experience, Gender and Other Individual Factors on Robot Teleoperations in VR.
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022

Caregivers' Perceived Usefulness of an IoT-Based Smart Bed.
Proceedings of the Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities, 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

Augmented Reality as a research tool: investigating cognitive-motor dual-task during outdoor navigation.
Int. J. Hum. Comput. Stud., 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

Virtual Morality: Using Virtual Reality to Study Moral Behavior in Extreme Accident Situations.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 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

Are Professional Kitchens Ready for Dummies? A Comparative Usability Evaluation Between Expert and Non-expert Users.
Proceedings of the Human-Computer Interaction. Design and User Experience Case Studies, 2021

PatchAi: An e-Health Application Powered by an AI Virtual Assistant to Support Patients in Their Clinical Trials.
Proceedings of the HCI International 2021 - Posters - 23rd HCI International Conference, 2021

Too Hot to Enter: Investigating Users' Attitudes Toward Thermoscanners in COVID Times.
Proceedings of the Human-Computer Interaction. Design and User Experience Case Studies, 2021

Development and Testing of a Usability Checklist for the Evaluation of Control Interfaces of Electrical Medical Beds.
Proceedings of the Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. AI, Product and Service, 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

Adaptive Assembly Workstations and cobots: a qualitative assessment involving senior and adult workers.
Proceedings of the ECCE 2021: European Conference on Cognitive Ergonomics 2021, 2021

Influence of keyboard layout and feedback type in eye-typing tasks: a comparative study.
Proceedings of the ECCE 2021: European Conference on Cognitive Ergonomics 2021, 2021

The Role of Virtual Spaces and Interactivity in Emergency Training.
Proceedings of the ECCE 2021: European Conference on Cognitive Ergonomics 2021, 2021

2020
Internet of Things for Elderly and Fragile People.
CoRR, 2020

Spotting faked 5 stars ratings in E-Commerce using mouse dynamics.
Comput. Hum. Behav., 2020


SHIP Project: Designing Inclusive, Accessible, and Sustainable Urban Parks.
Proceedings of the Ambient Assisted Living, 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
Developing hand-worn input and haptic support for real-world target finding.
Pers. Ubiquitous Comput., 2019

Integrating neurophysiologic relevance feedback in intent modeling for information retrieval.
J. Assoc. Inf. Sci. Technol., 2019

Integrating kitchen appliances to improve food quality and sustainability: the SIAF project.
Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 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

User Experience and Perceived Usability of Traditional and Multimodal Interfaces for Scientific Information Seeking.
Proceedings of the Human-Computer Interaction. Design Practice in Contemporary Societies, 2019

How Would Do that? An Agile Elicitation Technique to Explore Users' Spontaneous Gestural Commands.
Proceedings of the Ambient Assisted Living, 2019

VOICE Actuated Control Systems (VACS) for Accessible and Assistive Smart Homes. A Preliminary Investigation on Accessibility and User Experience with Disabled Users.
Proceedings of the Ambient Assisted Living, 2019

An enriched visit to the botanical garden: co-designing tools and contents.
Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction, 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

How Robots Impact Students' Beliefs about Their Learning Skills.
Proceedings of the Companion of the 2018 ACM/IEEE International Conference on Human-Robot Interaction, 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

A Cyber Secured IoT: Fostering Smart Living and Safety of Fragile Individuals in Intelligent Environments.
Proceedings of the Ambient Assisted Living, 2018

Employee-Driven Innovation for Improving Working Practices: Preliminary Findings from a Case Study.
Proceedings of the Sixth International Conference on Enterprise Systems, 2018

SearchBot: Supporting Voice Conversations with Proactive Search.
Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2018

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

Investigating Proactive Search Support in Conversations.
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

Overlaying social information: The effects on users' search and information-selection behavior.
Inf. Process. Manag., 2017

Exploring gaze-adaptive features for interacting with multi-document visualizations.
Proceedings of the 10th International Symposium on Visual Information Communication and Interaction, 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

Type Me the Truth!: Detecting Deceitful Users via Keystroke Dynamics.
Proceedings of the 12th International Conference on Availability, Reliability and Security, Reggio Calabria, Italy, August 29, 2017

2016
Biometric Authentication Methods on Smartphones: A Survey.
PsychNology J., 2016

Follow the vibes: A comparison between two tactile displays in a navigation task in the field.
PsychNology J., 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

Adaptive information density for augmented reality displays.
Proceedings of the 2016 IEEE Virtual Reality, 2016

Investigating Tactile Stimulation in Symbiotic Systems.
Proceedings of the Symbiotic Interaction, 2016

How Human-Mouse Interaction can Accurately Detect Faked Responses About Identity.
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

Designing a Willing-to-Use-in-Public Hand Gestural Interaction Technique for Smart Glasses.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 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

A Wearable Multimodal Interface for Exploring Urban Points of Interest.
Proceedings of the 2015 ACM on International Conference on Multimodal Interaction, Seattle, WA, USA, November 09, 2015

Padua Rehabilitation Tool: A Pilot Study on Patients with Dementia.
Proceedings of the Games and Learning Alliance - 4th 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
Subliminal Cueing of Selection Behavior in a Virtual Environment.
Presence Teleoperators Virtual Environ., 2014

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

How Semantic Processing of Words Evokes Changes in Pupil.
Proceedings of the Symbiotic Interaction - Third International Workshop, 2014

A Review of the Research on Subliminal Techniques for Implicit Interaction in Symbiotic Systems.
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

Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction.
Proceedings of the Persuasive Technology - 9th International Conference, 2014

The role of location-based event browsers in collaborative behaviors: an explorative study.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 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

Comparing eye and gesture pointing to drag items on large screens.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 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

Virtual Meeting Analyzer: A Web application to visualize and analyze social networks emerging in group meetings.
PsychNology J., 2012

How tool use and arm position affect peripersonal space representation.
Cogn. Process., 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

Incorporating subliminal perception in synthetic environments.
Proceedings of the 2012 ACM Conference on Ubiquitous Computing, 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

Spatial attention orienting to improve the efficacy of a brain-computer interface for communication.
Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity, 2011

Evaluating an automatic rotation feature in collaborative tabletop workspaces.
Proceedings of the International Conference on Human Factors in Computing Systems, 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

EnergyLife: pervasive energy awareness for households.
Proceedings of the UbiComp 2010: Ubiquitous Computing, 12th International Conference, 2010

Improving social game engagement on facebook through enhanced socio-contextual information.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 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

Mobile implementation of a web 3D carousel with touch input.
Proceedings of the 11th Conference on Human-Computer Interaction with Mobile Devices and Services, 2009

2008
Selective activation of the superior frontal gyrus in task-switching: An event-related fNIRS study.
NeuroImage, 2008

2007
Searching for Information on PDA in a Naturalistic Environment with or without Music.
PsychNology J., 2007

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

Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments.
Proceedings of the Virtual Reality, 2007

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

VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs Abuse Effects.
Proceedings of the Virtual Reality, 2007

Shared virtual environment (SVE): a framework for developing social games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2006
Preface.
PsychNology J., 2006

Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project.
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

Testing driver's comfort in virtual environments.
PsychNology J., 2003

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

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

2001
Music-Enhanced Immersive Virtual Reality in the Rehabilitation of Memory-Related Cognitive Processes and Functional Abilities: A Case Report.
Presence Teleoperators Virtual Environ., 2001

Exploring the Suitability of Virtual Environments for Safety Training: Signals, Norms and Ambiguity in a Simulated Emergency Escape.
Cogn. Technol. Work., 2001

The VEPSY Updated Project: Virtual Reality in Clinical Psychology.
Cyberpsychology Behav. Soc. Netw., 2001

Human Navigation in Electronic Environments.
Cyberpsychology Behav. Soc. Netw., 2001

2000
Virtual Reality as a New Research Tool for the Study of Human Memory.
Cyberpsychology Behav. Soc. Netw., 2000

1999
Virtual Environments in the Diagnosis, Prevention, and Intervention of Age-Related Diseases: A Review of VR Scenarios Proposed in the EC VETERAN Project.
Cyberpsychology Behav. Soc. Netw., 1999


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