Valentina Nisi

According to our database1, Valentina Nisi authored at least 140 papers between 2004 and 2023.

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

Timeline

Legend:

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Bibliography

2023
The design of Tecnico GO!: catering for students' well-being during the COVID-19 pandemics.
Multim. Tools Appl., December, 2023

Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies.
ACM Journal on Computing and Cultural Heritage, June, 2023

Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists.
Multim. Tools Appl., February, 2023

"Connected to the people": Social Inclusion & Cohesion in Action through a Cultural Heritage Digital Tool.
Proc. ACM Hum. Comput. Interact., 2023

Augmenting Emerging Hospitality Services: A Playful Immersive Experience to Foster Interactions among Locals and Visitors.
Int. J. Hum. Comput. Interact., 2023

INDCOR white paper on the Design of Complexity IDNs.
CoRR, 2023

"Periodic Fable Discovery" Using Tangible Interactions and Augmented Reality to Promote STEM Subjects.
Proceedings of the Seventeenth International Conference on Tangible, 2023

Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins.
Proceedings of the Interactive Storytelling, 2023

Unusual suspects - visualizing unusual relationships of complex social phenomena with climate change.
Proceedings of the 2023 ACM Conference on Information Technology for Social Good, 2023

Harnessing the power of transient Non-fungible Tokens in support of preserving natural landscapes as heritage in the face of climate change.
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter, 2023

HCI for Climate Change: Imagining Sustainable Futures.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

"Before gentrification, we claim for habitation": Eliciting Values and Assets through Cultural Heritage Storytelling.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

Uncovering Gig Worker-Centered Design Opportunities in Food Delivery Work.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

Interactions with Climate Change: a Data Humanism Design Approach.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

2022
Passive Wi-Fi monitoring in the wild: a long-term study across multiple location typologies.
Pers. Ubiquitous Comput., 2022

Designing with teenagers: A teenage perspective on enhancing mobile museum experiences.
Int. J. Child Comput. Interact., 2022

Addressing children and caregivers' concerns in the design of child-targeted locative systems.
Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia, 2022

Using Storytelling to Teach Children Biodiversity.
Proceedings of the Interactive Storytelling, 2022

Writing with (Digital) Scissors: Designing a Text Editing Tool for Assisted Storytelling Using Crowd-Generated Content.
Proceedings of the Interactive Storytelling, 2022

Catering for Students' Well-being during COVID-19 Social Distancing: a Case Study from a University Campus.
Proceedings of the GoodIT 2022: ACM International Conference on Information Technology for Social Good, Limassol, Cyprus, September 7, 2022

Hitting the Triple Bottom Line: Widening the HCI Approach to Sustainability.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Periodic Fable Augmenting Chemistry with Technology, Characters and Storytelling.
Proceedings of the IDC '22: Interaction Design and Children, Braga, Portugal, June 27, 2022

SeaStory: An interactive narrative using collaborative features.
Proceedings of the IDC '22: Interaction Design and Children, Braga, Portugal, June 27, 2022

2021
Designing interactive infographics to stimulate environmental awareness: an exploration with a University community.
Multim. Tools Appl., 2021

Leveraging Transmedia storytelling to engage tourists in the understanding of the destination's local heritage.
Multim. Tools Appl., 2021

Sensing and making sense of tourism flows and urban data to foster sustainability awareness: a real-world experience.
J. Big Data, 2021

Amnesia in the Atlantic: An AI Driven Serious Game on Marine Biodiversity.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Addressing the Challenges of COVID-19 Social Distancing Through Passive Wi-Fi and Ubiquitous Analytics: A Real World Deployment.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Towards Identifying Augmented Reality Unique Attributes to Facilitate Chemistry Learning.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Collecting Qualitative Data During COVID-19.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Interacting with Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling.
Proceedings of the Interactive Storytelling, 2021

Promoting a Safe Return to University Campuses during the COVID-19 Pandemic: Crowdsensing Room Occupancy.
Proceedings of the GoodIT '21: Conference on Information Technology for Social Good, 2021

Can 360° VR and customization foster personal connections between tourists and locals?: An experiment in the sharing economy and hospitality frame.
Proceedings of the GoodIT '21: Conference on Information Technology for Social Good, 2021

Enhancing Children Spatial Skills with Augmented Reality Serious Games.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Square peg, round hole: A case study on using Visual Question & Answering in Games.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Dynamic Field of View Restriction in 360° Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Impalpable Narratives: How to capture intangible cultural heritage of migrant communities.
Proceedings of the C&T '21: Communities & Technologies 2021, 2021

Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling.
Proceedings of the ArtsIT, Interactivity and Game Creation, 2021

2020
Storytelling and remote-sensing playful interventions to foster biodiversity awareness.
Int. J. Arts Technol., 2020

INTERAQUATICA - Designing Interactive Aquatic Experiences with Geodesic Domes In-the-Wild.
Proceedings of the ACM International Conference on Interactive Media Experiences. IMX 2020, 2020

Staying on Track: a Comparative Study on the Use of Optical Flow in 360° Video to Mitigate VIMS.
Proceedings of the ACM International Conference on Interactive Media Experiences. IMX 2020, 2020

Let's Learn Biodiversity with a Virtual "Robot"?
Proceedings of the Social Robotics - 12th International Conference, 2020

VR Open Scores: Scores as Inspiration for VR Scenarios.
Proceedings of the 20th International Conference on New Interfaces for Musical Expression, 2020

Augmented Reality Towards Facilitating Abstract Concepts Learning.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Enhancing Whale Watching with Mobile Apps and Streaming Passive Acoustics.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

To Binge or not to Binge: Viewers' Moods and Behaviors During the Consumption of Subscribed Video Streaming.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

Tell a Tail: Leveraging XR for a Transmedia on Animal Welfare.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

A data visualization interactive exploration of human mobility data during the COVID-19 outbreak: a case study.
Proceedings of the IEEE Symposium on Computers and Communications, 2020

Tale of T(r)ails: The Design of an AR Comic Book for an Animal Welfare Transmedia.
Proceedings of the Interactive Storytelling, 2020

A Natural History Museum Experience: Memories of Carvalhal's Palace - Turning Point.
Proceedings of the Interactive Storytelling, 2020

Tell a Tail 360$^{\circ }$: Immersive Storytelling on Animal Welfare.
Proceedings of the Interactive Storytelling, 2020

Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

A visual immersive participatory platform to foster dialogue between locals and tourists.
Proceedings of the IEEE 17th Annual Consumer Communications & Networking Conference, 2020

Immersion in Desktop-Based Web Browsing: A Framework.
Proceedings of the AVI '20: International Conference on Advanced Visual Interfaces, Island of Ischia, Italy, September 28, 2020

Blue whale street art as a landmark: extracting landmarks from children's cognitive maps for the design of locative systems.
Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

2019
Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components.
Int. J. Creative Interfaces Comput. Graph., 2019

Augmented Reality Museum's Gaming for Digital Natives: Haunted Encounters in the Carvalhal's Palace.
Proceedings of the Entertainment Computing and Serious Games, 2019

Fostering Interaction Between Locals and Visitors by Designing a Community-Based Tourism Platform on a Touristic Island.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Memories of Carvalhal's Palace: Haunted Encounters, a Museum Experience to Engage Teenagers.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Word Association: Engagement of Teenagers in a Co-design Process.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

On exploiting acoustic sensing and citizen science in a game for biodiversity monitoring and awareness.
Proceedings of the IEEE INFOCOM 2019, 2019

A participatory platform supporting awareness and empathy building between tourists and locals: the Há-Vita case study.
Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction, 2019

"This Is Nice but That Is Childish": Teenagers Evaluate Museum-Based Digital Experiences Developed by Cultural Heritage Professionals.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

"When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Towards Locative Systems for, and by, Children: A Cognitive Map Study of Children's Perceptions and Design Suggestions.
Proceedings of the 2019 ACM SIGCHI Conference on Creativity and Cognition, 2019

See the World Through the Eyes of a Child: Learning from children's cognitive maps for the design of child-targeted locative systems.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

Roam-IO: Engaging with People Tracking Data through an Interactive Physical Data Installation.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS.
Sci. Eng. Ethics, 2018

Watt-I-See: Design and Evaluation of an Interactive Installation Using Eco-feedforward Strategies.
Interact. Comput., 2018

A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions.
Entertain. Comput., 2018

On designing a way-finding system to assist users with respiratory ailments and track symptoms.
Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2018

Visually Induced Motion Sickness in 360° Videos: Comparing and Combining Visual Optimization Techniques.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2018

Leveraging on Transmedia Entertainment Education to Augment Tourists' Awareness Towards Social Issues.
Proceedings of the Interactive Storytelling, 2018

Cue Control: Interactive Sound Spatialization for 360° Videos.
Proceedings of the Interactive Storytelling, 2018

Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

Co-designing Gaming Experiences for Museums with Teenagers.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

POSEIDON - Passive-acoustic Ocean Sensor for Entertainment and Interactive Data-gathering in Opportunistic Nautical-activities.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

2017
Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design.
Multim. Tools Appl., 2017

Placing Location-Based Narratives in Context Through a Narrator and Visual Markers.
Interact. Comput., 2017

Fragments of laura: incorporating mobile virtual reality in location aware mobile storytelling experiences.
Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, 2017

Evaluating the influence of location and medium applied to mobile VR storytelling.
Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, 2017

Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Há-Vita: A transmedia platform about Madeira's nature and culture.
Proceedings of the 2017 Sustainable Internet and ICT for Sustainability, 2017

Enhancing sustainable mobility awareness by exploiting multi-sourced data: The case study of the Madeira islands.
Proceedings of the 2017 Sustainable Internet and ICT for Sustainability, 2017

Gaming Versus Storytelling: Understanding Children's Interactive Experiences in a Museum Setting.
Proceedings of the Interactive Storytelling, 2017

Learning and Teaching Biodiversity Through a Storyteller Robot.
Proceedings of the Interactive Storytelling, 2017

Leveraging on Transmedia Entertainment-Education to Offer Tourists a Meaningful Experience.
Proceedings of the Interactive Storytelling, 2017

Enhancing Museums' Experiences Through Games and Stories for Young Audiences.
Proceedings of the Interactive Storytelling, 2017

Evaluating User Experience in 360º Storytelling Through Analytics.
Proceedings of the Interactive Storytelling, 2017

Beanstalk: a community based passive wi-fi tracking system for analysing tourism dynamics.
Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2017

Bus Stops as Interactive Touchpoints: Improving Engagement and Use of Public Transport.
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter, 2017

Audio Guides and Human Tour Guides: Measuring Children's Engagement & Learning at a Museum Setting.
Proceedings of the Doctoral Consortium, 2017

The Ocean Game: Assessing Children's Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Share yourself first: exploring strategies for the creation of locative content for and by low-literacy communities: Full paper.
Proceedings of the 8th International Conference on Communities and Technologies, Troyes, France, June 26, 2017

Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Madeira Story Generator: Prospecting serendipitous storytelling in public spaces.
Entertain. Comput., 2016

ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children.
Proceedings of the Serious Games, Interaction and Simulation, 2016

Transmedia Storytelling for Exposing Natural Capital and Promoting Ecotourism.
Proceedings of the Interactive Storytelling, 2016

IVRUX: A Tool for Analyzing Immersive Narratives in Virtual Reality.
Proceedings of the Interactive Storytelling, 2016

Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing.
Proceedings of the 2016 International Conference on Computing, 2016

beEco: Co-designing a Game with Children to Promote Environmental Awareness - A Case Study.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

What-I-See: A Tangible Visualization of Energy.
Proceedings of the International Working Conference on Advanced Visual Interfaces, 2016

Crescendo: Routine Learning App for Children with Autism Spectrum Disorders.
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

Children's Books: Paper VS Digital, What Do They Prefer?
Proceedings of the The 15th International Conference on Interaction Design and Children, 2016

2015
Mapping urban accessibility: gamifying the citizens' experience.
EAI Endorsed Trans. Ambient Syst., 2015

DreamScope Catcher: A Touch Sensitive Interface to Catch Dreams.
Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, 2015

Yasmine's Adventures: An Interactive Urban Experience Exploring the Sociocultural Potential of Digital Entertainment.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

MStoryG: Exploring Serendipitous Storytelling Within High Anxiety Public Spaces.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

What-a-Watt: exploring electricity production literacy through a long term eco-feedback study.
Proceedings of the 2015 Sustainable Internet and ICT for Sustainability, 2015

Exploring the dimensions of eco-feedback in the wild.
Proceedings of the 2015 Sustainable Internet and ICT for Sustainability, 2015

Evaluation of Yasmine's Adventures: Exploring the Socio-Cultural Potential of Location Aware Multimedia Stories.
Proceedings of the Interactive Storytelling, 2015

Crowdsourcing Urban Accessibility: : Some Preliminary Experiences with Results.
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

From gamification to pervasive game in mapping urban accessibility.
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

Rethinking User Generated Location Rating: Where Does the Lion Get its Share?
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, 2015

Lucid Peninsula: DreamScope - An Interactive Physical Installation.
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, 2015

2014
Hug a tree in Africa.
Proceedings of the Participatory Design Conference, 2014

Yarn: a product for unraveling stories.
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, 2014

2013
WATTSBurning: Design and Evaluation of an Innovative Eco-Feedback System.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

WattsBurning on My Mailbox: A Tangible Art Inspired Eco-feedback Visualization for Sharing Energy Consumption.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Performing Online and Offline: How DJs Use Social Networks.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Storytelling and the Use of Social Media in Digital Art Installations.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

Uses & gratifications of a facebook media sharing group.
Proceedings of the Computer Supported Cooperative Work, 2013

SINAIS from Fanal: design and evaluation of an art-inspired eco-feedback system.
Proceedings of the Biannual conference of the Italian chapter of SIGCHI, 2013

Towards persuasive sociometric technologies for inclusive educational settings.
Proceedings of the Biannual conference of the Italian chapter of SIGCHI, 2013

Fostering ambiguity: decontextualizing and repurposing a familiar public display.
Proceedings of the Biannual conference of the Italian chapter of SIGCHI, 2013

Ambiguity in design: an airport split-flap display storytelling installation.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Engaging children in longitudinal behavioral studies through playful technologies.
Proceedings of the Interaction Design and Children 2013, 2013

Eat&Travel: A New Immersive Dining Experience for Restaurants.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Does locality make a difference? Assessing the effectiveness of location-aware narratives.
Interact. Comput., 2012

Digital art, HCI and environmental awareness evaluating play with fire.
Proceedings of the Nordic Conference on Human-Computer Interaction, 2012

HomeTree - An Art Inspired Mobile Eco-feedback Visualization.
Proceedings of the Advances in Computer Entertainment - 9th International Conference, 2012

2011
iLand: a tangible location aware narrative experience.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Beyond Eco-feedback: using art and emotional attachment to express energy consumption.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Play with fire.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
The iLand of Madeira Location Aware Multimedia Stories.
Proceedings of the Interactive Storytelling, 2010

2009
Glaze: A Visualization Framework for Mobile Devices.
Proceedings of the Human-Computer Interaction, 2009

2004
Hopstory: An Interactive, Location-Based Narrative Distributed in Space and Time.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2004


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