Giovanni Avveduto
Sant'Anna School of Advanced Studies
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Publication
Featured researches published by Giovanni Avveduto.
international conference on entertainment computing | 2015
Raffaello Brondi; Leila Alem; Giovanni Avveduto; Claudia Faita; Marcello Carrozzino; Franco Tecchia; Massimo Bergamasco
Social interaction in videogames has a big impact on players experience and is often used to increase enjoyment and retention. In the current study a highly immersive setup based on the Oculus Rift and depth cameras and exploiting natural user interaction is compared with a classical Keyboard & Mouse configuration in the context of a videogame experience taking place in a shared Virtual Environment. The research aims at assessing the impact of new technologies and interaction metaphors on users engagement when playing social games. Initial findings from our study suggest that while players perform better using the classic Keyboard & Mouse setup, the new technological setup and the Natural User Interface offer higher level of engagement and facilitate user flow state.
Proceedings of the Second International Conference on Augmented and Virtual Reality - Volume 9254 | 2015
Daniele Sportillo; Giovanni Avveduto; Franco Tecchia; Marcello Carrozzino
This paper presents our ongoing work for operators training exploiting an immersive Mixed Reality system. Users, immersed in a Virtual Environment, can be trained in assembling or disassembling complex mechanical machineries. Taking input from current industry-level procedures, the training consists in guided step-by-step operations in order to teach the operators how to assemble, disassemble and maintain a certain machine. In our system the interaction is performed in a natural way: the user can see his own real hands, by means of a 3D camera placed on the HMD, and use them to grab and move the machine pieces in order to perform the training task. We believe that seeing your own hands during manipulative tasks present fundamental advantages over mediated techniques. In this paper we describe the system architecture and present our strategy as well as the results of a pilot test aiming at a preliminary evaluation of the system.
Lecture Notes in Computer Science | 2015
Raffaello Brondi; Giovanni Avveduto; Marcello Carrozzino; Franco Tecchia; Leila Alem; Massimo Bergamasco
Newly available technologies and natural interaction in video games are reshaping the role of immersion and interaction on game enjoyment. The current work aims at assessing a highly immersive setup exploiting natural user interaction, combining Head Mounted Display and a depth camera, with the objective of evaluating its use as a platform for Serious Games through a series of experiments whose results are presented and discussed. Initial findings suggest that the introduced technological setup offers high level of engagement and facilitate the achievement of the flow state.
virtual reality software and technology | 2014
Marcello Carrozzino; Giovanni Avveduto; Franco Tecchia; Pavel Gurevich; Benjamin Cohen
This paper introduces our ongoing work on the Foot Controller Device as an interface for navigation in Immersive Virtual Environments. The Foot Controller is a special, arduino-based control mat equipped with an array of pressure sensors and able to function as a touch surface for feet. What makes it special is that sensor cells can be accessed individually, allowing for a sophisticate control algorithms based on pressure distribution. The low-level software provides a set of recognition features which can be used to implement intuitive navigation metaphors. In this paper we introduce the device and its operating modes, present its use as a navigation interface, and discuss the results of a preliminary pilot user study aimed to evaluate its usability.
International Conference on Augmented Reality, Virtual Reality and Computer Graphics | 2017
Giovanni Avveduto; Camilla Tanca; Cristian Lorenzini; Franco Tecchia; Marcello Carrozzino; Massimo Bergamasco
Virtual Reality is widely regarded as an extremely promising solution for industrial training purposes, as it allows to perform simulated hands-on activities in a controlled and safe environment. In this paper we present a Virtual Reality system aimed at providing a training solution for safety inside a generic power plant environment. The system includes several scenarios in order to offer a wide range of tasks and situations. We have tested the system with a sample of users in order to compare the effectiveness of traditional training against our system in terms of theoretical and practical learning. We carried on our study with questionnaires and observing the behaviour of all the users inside the Virtual Environment. We also studied the involvement of trainees and sense of presence generated by the system, as it is an important driver of user engagement and, consequently, impacts on motivation and training efficacy.
International Conference on Augmented Reality, Virtual Reality and Computer Graphics | 2016
Giovanni Avveduto; Franco Tecchia; Marcello Carrozzino; Massimo Bergamasco
Complex virtual environments often require computational resources exceeding the capabilities of a single machine. Furthermore immersive visualization can exploit multiple displays fostering the needing of computational power. We hereby present a system, called XVR Network Renderer, allowing rendering load to be distributed throughout a cluster of workstations operating concurrently. The proposed solution consists in a set of software modules structured as a single-master multiple-slaves architecture. The master software intercepts all the graphical commands performed by an OpenGL application, without any modification of the source code. The commands are then streamed and executed individually by each slave client. The Network Renderer can be seen as a virtual OpenGL context with high capabilities. The system can be configured to work with a wide range of complex visualization setups, like CAVEs, automatically handling stereoscopy, performing perspective corrections and managing projection-related common problems. Any number of displays can be simultaneously managed by the cluster.
virtual reality software and technology | 2015
Raffaello Brondi; Giovanni Avveduto; Leila Alem; Claudia Faita; Marcello Carrozzino; Franco Tecchia; Y. Pisan; Massimo Bergamasco
Social experience can deeply impact on gaming experience and is often used to increase enjoyment and retention. In the literature two main categories of social interaction can be identified: competition and collaboration. Player engagement has been widely studied under different conditions related to the type of social interaction taking place during the game. However, rich and newly available contexts based on emerging paradigms, such as those enabled by Natural User Interfaces, have not been yet extensively addressed. In the current study the impact of collaborative and competitive goal structures on player engagement, awareness and social presence is evaluated in the context of a jigsaw puzzle game taking place in a Shared Virtual Environment using a highly immersive setup exploiting natural user interaction.
virtual reality software and technology | 2014
Franco Tecchia; Giovanni Avveduto; Raffaello Brondi; Marcello Carrozzino; Massimo Bergamasco; Leila Alem
international symposium on mixed and augmented reality | 2014
Franco Tecchia; Giovanni Avveduto; Marcello Carrozzino; Raffaello Brondi; Massimo Bergamasco; Leila Alem
virtual reality software and technology | 2017
Giovanni Avveduto; Franco Tecchia; Henry Fuchs
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Commonwealth Scientific and Industrial Research Organisation
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