Luciano Gamberini

According to our database1, Luciano Gamberini authored at least 102 papers between 1999 and 2019.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2019
Developing hand-worn input and haptic support for real-world target finding.
Personal and Ubiquitous Computing, 2019

Integrating neurophysiologic relevance feedback in intent modeling for information retrieval.
JASIST, 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

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

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.
Multimedia Tools Appl., 2017

Overlaying social information: The effects on users' search and information-selection behavior.
Inf. Process. Manage., 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
Follow the vibes: A comparison between two tactile displays in a navigation task in the field.
PsychNology Journal, 2016

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

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

The Persuasive Effect of Social Network Feedback on Mediated Communication: A Case Study in a Real Organization.
Cyberpsy., Behavior, and Soc. Networking, 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.
Computers in Human Behavior, 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, 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.
Personal and Ubiquitous Computing, 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 Journal, 2012

How tool use and arm position affect peripersonal space representation.
Cognitive Processing, 2012

Using an Eye-Tracker to Assess the Effectiveness of a Three-Dimensional Riding Simulator in Increasing Hazard Perception.
Cyberpsy., Behavior, and Soc. Networking, 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 Journal, 2011

Eco-Feedback on the Go: Motivating Energy Awareness.
IEEE 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 Reality, 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 Reality, 2009

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

Preface.
PsychNology Journal, 2009

Designing Effective Feedback of Electricity Consumption for Mobile User Interfaces.
PsychNology Journal, 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 Journal, 2007

Preface.
PsychNology Journal, 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 Journal, 2006

Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project.
PsychNology Journal, 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 Journal, 2005

Preface.
PsychNology Journal, 2005

Preface.
PsychNology Journal, 2005

Preface.
PsychNology Journal, 2005

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

Preface.
PsychNology Journal, 2004

Preface.
PsychNology Journal, 2004

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

2003
Breakdown analysis.
PsychNology Journal, 2003

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

Preface.
PsychNology Journal, 2003

Preface.
PsychNology Journal, 2003

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

The VEPSY UPDATED Project: Clinical Rationale and Technical Approach.
Cyberpsy., Behavior, and Soc. Networking, 2003

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

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

The VEPSY Updated Project: Virtual Reality in Clinical Psychology.
Cyberpsy., Behavior, and Soc. Networking, 2001

Human Navigation in Electronic Environments.
Cyberpsy., Behavior, and Soc. Networking, 2001

2000
Virtual Reality as a New Research Tool for the Study of Human Memory.
Cyberpsy., Behavior, and Soc. Networking, 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.
Cyberpsy., Behavior, and Soc. Networking, 1999


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