Andrea Brogni
Istituto Italiano di Tecnologia
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Publication
Featured researches published by Andrea Brogni.
Presence: Teleoperators & Virtual Environments | 2006
Mel Slater; Christoph Guger; Guenter Edlinger; Robert Leeb; Gert Pfurtscheller; Angus Antley; Maia Garau; Andrea Brogni; Doron Friedman
An experiment was conducted in a Cave-like environment to explore the relationship between physiological responses and breaks in presence and utterances by virtual characters towards the participants. Twenty people explored a virtual environment (VE) that depicted a virtual bar scenario. The experiment was divided into a training and an experimental phase. During the experimental phase breaks in presence (BIPs) in the form of whiteouts of the VE scenario were induced for 2 s at four equally spaced times during the approximately 5 min in the bar scenario. Additionally, five virtual characters addressed remarks to the subjects. Physiological measures including electrocardiagram (ECG) and galvanic skin response (GSR) were recorded throughout the whole experiment. The heart rate, the heart rate variability, and the event-related heart rate changes were calculated from the acquired ECG data. The frequency response of the GSR signal was calculated with a wavelet analysis. The study shows that the heart rate and heart rate variability parameters vary significantly between the training and experimental phase. GSR parameters and event-related heart rate changes show the occurrence of breaks in presence. Event-related heart rate changes also signified the virtual character utterances. There were also differences in response between participants who report more or less socially anxious.
virtual reality software and technology | 2006
Andrea Brogni; Vinoba Vinayagamoorthy; Anthony Steed; Mel Slater
This paper presents a study of the fine grain physiological responses of participants to an immersive virtual simulation of an urban environment. The analysis of differences in participant responses at various stages of the experiment (baseline recordings, training, first half and second half of the urban simulation) are examined in detail. It was found that participants typically show a stress response during the training phase and a stress response towards the end of the simulation of the urban experience.There is also some evidence that variations in the level of visual realism based the texture strategy used was associated with changes in mental stress.
Presence: Teleoperators & Virtual Environments | 2006
Doron Friedman; Andrea Brogni; Christoph Guger; Angus Antley; Anthony Steed; Mel Slater
Presence research relies heavily on empirical experiments involving subjects in mediated environments. Since presence is a complex, multidimensional concept, experiments on presence can be extremely resource intensive and produce large amounts of data of different types. As the presence community matures, we would like to suggest that data collected in experiments be made publicly available to the community. This will allow the verification of experimental results, comparison of results of experiments carried out in different laboratories, and evaluation of new data-analysis methods. This will, eventually, lead to consistency in approaches and increased confidence in results. In this paper we present the complete dataset from a large-scale experiment that we have carried out in highly immersive virtual reality. We describe the data we have gathered and give examples of the types of analysis that can be made based on that data.
intelligent robots and systems | 2013
Giacinto Barresi; Nikhil Deshpande; Leonardo S. Mattos; Andrea Brogni; Luca Guastini; Giorgio Peretti; Darwin G. Caldwell
Robot-assisted surgical procedures, such as Laser Phonomicrosurgery (LP), suffer from susceptibility to variation in surgeon skill and equipment characteristics. Ergonomic and human-centered approaches acquire increased importance in the design of surgeon-machine interfaces. This paper proposes a protocol for comparative evaluation of surgeon-machine interfaces based on two criteria: (i) the subjective evaluation of their usability using questionnaires, and (ii) the objective evaluation of their performance using an imaging-based feature extraction method. Two interfaces in LP, the traditional (“AcuBlade”) interface and the novel (“Virtual Scalpel”) interface, were evaluated to demonstrate the effectiveness of the proposed scheme. A series of experimental trials were conducted using the interfaces in surgery-like tasks in a controlled environment. The subjective evaluation pointed to the superiority of the Virtual Scalpel interface (score: 83.06) in terms of confidence and ease of use, and learnability, over the AcuBlade interface (score: 65.56). The objective evaluation showed the Virtual Scalpel interface having an overall score (55.96) significantly superior to the AcuBlade (51.37). It is thus shown that the multidimensional evaluation approach allowed to clearly distinguish between levels of perceived usability and effective performance of surgeon-machine interfaces from a user-centered perspective.
International Journal of Space-Based and Situated Computing | 2012
Mauro Migliardi; Marco Gaudina; Andrea Brogni
A service capable of supporting human memory requires complex computational tasks that are still unavailable in mobile devices; however, broadband connectivity allows weaving together server side computational power with client side rich content delivery. In this paper, we provide a complete description of the 4W (what-where-when-who) project and its current prototype. The system aims at providing a service that mitigates the negative effects of stress or aging on the memorisation capability of humans leveraging both client side and server side state of the art solutions. The prototype is capable of capturing user needs/to-dos, reasoning to identify where those needs/tasks can be fulfilled/performed efficiently and providing timely and localised hints about the identified sweet-spots. We have tested with real users both the general efficacy of the system and the different level of efficiency of several hint-notification modes: we present our results and we provide a discussion of our findings.
international conference on robotics and automation | 2013
Nikhil Deshpande; Leonardo S. Mattos; Giacinto Barresi; Andrea Brogni; Giulio Dagnino; Luca Guastini; Giorgio Peretti; Darwin G. Caldwell
State-of-the-art laser phonomicrosurgery (LP) used for the treatment of laryngeal abnormalities involves complex otolaryngological surgical techniques. It relies heavily on surgeon dexterity, requiring significant psychomotor skills. Equipment scale and size, laser operative distance, and the anatomically small nature of the vocal folds all combine to compound the surgical challenges. An objective measurement is therefore necessary to understand the impact of equipment design, its usability, surgeon skill, and learning, on performing LP effectively. This paper introduces imaging based feature extraction as a method to establish metrics to assess surgical performance in LP. Experimental analysis demonstrates the utility of these metrics in measuring surgical task execution vis-à-vis the task objectives. The metrics also provide for a combined rating scale giving a robust quantitative classification of the levels of surgical performance.
broadband and wireless computing, communication and applications | 2011
Mauro Migliardi; Marco Gaudina; Andrea Brogni
The recent developments in pervasive services offer incredible opportunities to provide a host of efficiency enhancement to human users. In fact, although complex computational tasks still require server side resources, combination of rich content delivering devices, such as smart phones, together with wearable I/O devices and wireless broadband networking, can be used to seamlessly weave a mesh of client side and server side services. In this paper we describe how we leveraged such a set up to design and build a system capable of mitigating the negative effects of stress on the memorization capability of humans. Our system is able to capture user needs and to-dos, to infer where those needs and tasks can be efficiently fulfilled/performed and to provide timely and localized hints about the identified sweet-spots. Furthermore we evaluated innovative ways to drive the user to the most convenient site. We describe our system and a modular design both on the client and on the server sides, illustrating preliminary experiments performed both in laboratory and with real users, and we analyze the results.
international conference on human-computer interaction | 2011
Andrea Brogni; Darwin G. Caldwell; Mel Slater
Top down perceptual processing implies that much of what we perceive is based on prior knowledge and expectation. It has been argued that such processing is why Virtual Reality works at all - the brain filling in missing information based on expectation. We investigated this with respect to touch. Seventeen participants were asked to touch different objects seen in a Virtual Reality system. Although no haptic feedback was provided, questionnaire results show that sharpness was experienced when touching a virtual cone and scissors, but not when touching a virtual sphere. Skin conductance responses separate out the sphere as different to the remaining objects. Such exploitation of expectationbased illusory sensory feedback could be useful in the design of plausible virtual environments.
complex, intelligent and software intensive systems | 2013
Giacinto Barresi; Dario Mazzanti; Darwin G. Caldwell; Andrea Brogni
Innovative design features of user interfaces could assist a patient during the accomplishment of repetitive physical exercises in training and rehabilitation. Dual task paradigms can induce a change in attentional focus allocation, moving focus away from a body part which is affected by fatigue. This study proposes an interface which integrates the motion tracking capabilities of a Kinect with the touch screen input data and vibration feedback of a smart phone. This interface is exploited to design and evaluate a dual task paradigm tested through an experimental study. Purpose of such paradigm is to support upper arm rehabilitation, by generating a distraction from the target area of the limb during repetitive tasks. The data collected during the experiments and the interface itself will be analyzed and discussed.
international conference on haptic and audio interaction design | 2010
Victor Zappi; Marco Gaudina; Andrea Brogni; Darwin G. Caldwell
Since the beginning of Virtual Reality many artistic applications were developed, showing how this technology could be exploited not only from a technical point of view, but also in the field of feelings and emotions. Nowadays music is one of the most interesting field of application for Virtual Reality, and many environments provide the user with means to express her/himself; our work follows this direction, aiming at developing a set of multimodal musical interfaces. In this paper we present a first simple virtual sequencer combined with a low cost tactile feedback device: some preliminary experiments were done to analyze how skilled musicians approach this unusual way of making music.