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Publication
Featured researches published by Daniele De Luca.
Computers in Human Behavior | 2015
Raffaella Nori; Laura Piccardi; Matteo Migliori; Antonella Guidazzoli; Francesca Frasca; Daniele De Luca; Fiorella Giusberti
The WalCT virtual reality test was developed to assess topographical memory.Studying the presence of gender-related differences in the virtual or real WalCT.The peoples performance in virtual and real WalCT did not differ.Men outperformed women both in real and virtual WalCT.Gender differences are explained as VSWM load needed to complete the tasks. We compared the performance of men and women on a modified and a virtual version of the Walking Corsi Test (WalCT). The WalCT is a large version of the Corsi Block-Tapping Task that requires learning a path and then recalling it. It has been proved to measure topographical memory. The main aim of the study was to compare the effects of real and virtual reality learning environment on the acquisition of spatial information. A secondary aim was to detect the presence of gender-related differences in the two environments. Specifically, we expected that men would perform better in both environments. Eighty college students (40 men) were assigned to real or virtual environments and had to learn four different paths. Gender differences emerged in both environments: men outperformed women in both the real and the virtual reality environment. Results did not show difference in virtual and real environment supporting the equivalence of the two tests to measure topographical memory. Gender-related differences are interpreted in light of Coluccia and Louses model, according to which men outperform women when tasks require a high visuo-spatial working memory load and the different spatial strategy used by men and women.
digital heritage international congress | 2013
Antonio Baglivo; Francesca Delli Ponti; Daniele De Luca; Antonella Guidazzoli; Maria Chiara Liguori; Bruno Fanini
Cultural Heritage applications have often exploited 3D reconstructions in order to better convey contents, but virtual environments need also new solutions to be accessed in a flexible as possible way. X3DOM, Blender Game Engine and OSG4WEB are three different tools able to perform on-line, mobile and desktop visualisations, each one with pros and cons. Do they meet the requirements raised by Cultural Heritage curators? This paper will be offering an overview of these navigation tools by means of some case studies in order to better highlight problems and opportunities.
virtual reality international conference | 2016
Antonella Guidazzoli; Silvano Imboden; Daniele De Luca; Luigi Verri; Maria Chiara Liguori; Giovanni Bellavia; Antonio Baglivo
Cultural Heritage cross-media applications can greatly benefit by the use of the Blender open framework in terms of flexibility, content reuse capacity, character design up to on-line 3D model browsing and social virtual sharing of cultural virtual worlds. Through different case-study projects, carried on at Cineca VisitLab, several Blender key features will be outlined in the present paper.
international conference on computer graphics and interactive techniques | 2016
Antonella Guidazzoli; Maria Chiara Liguori; Silvano Imboden; Daniele De Luca; Giovanni Bellavia; Luigi Verri
Ati the Etruscan is a 3D character developed in Blender at VisitLab Cineca. It can be considered as a versatile mascot of the Etruscan civilization, part of the recent efforts sustained in Italy by different cultural institutions to promote knowledge about the Etruscans. It can also be seen as an example of a methodology in educational video making, based on open source, multiple re-use and sharing of 3D assets opened towards new cross-media applications.
eurographics | 2016
Antonella Guidazzoli; Giovanni Bellavia; Daniele De Luca; Maria Chiara Liguori; Lorenzo Castiello; Alessandro Pirotti
Experience Etruria aims at promoting the Italian Latium, Tuscany and Umbria regions starting from their common Etruscan roots, their landscape and food and wine wonders. The project includes a web portal, a downloadable and printable map with 4 sensory routes, related to local food and Etruscan sites and museums, and an emotional video. The video merges Computer Graphics and real-life shootings, joining a trend that is spreading among the educational productions.
Computers in Human Behavior | 2015
Raffaella Nori; Laura Piccardi; Agnese Pelosi; Daniele De Luca; Francesca Frasca; Fiorella Giusberti
Archeomatica | 2015
Alfonsina Russo; Maria Anna De Lucia; Rita Cosentino; Antonella Guidazzoli; Silvano Imboden; Daniele De Luca; Maria Chiara Liguori; Luigi Verri; Giovanni Bellavia
2015 Digital Heritage | 2015
Antonella Guidazzoli; Silvano Imboden; Daniele De Luca; Maria Chiara Liguori; Luigi Verri; Giovanni Bellavia; Alfonsina Russo; Rita Cosentino; Maria Anna De Lucia
Storicamente | 2013
Daniele De Luca; Antonella Guidazzoli; Maria Chiara Liguori; Micaela Spigarolo
Virtual Archaeology Review | 2012
Laura Bentini; Daniele De Luca; Cristina Donati; Paola Giovetti; Antonella Guidazzoli; Federica Guidi; Marinella Marchesi; Alessandro Pirotti; Micaela Spigarolo