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Dive into the research topics where Luciano Gamberini is active.

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Featured researches published by Luciano Gamberini.


Neurorehabilitation and Neural Repair | 2010

Controlling memory impairment in elderly adults using virtual reality memory training: a randomized controlled pilot study.

Gabriele Optale; Cosimo Urgesi; Valentina Busato; Silvia Marin; Lamberto Piron; Konstantinos Priftis; Luciano Gamberini; Salvatore Capodieci; Adalberto Bordin

Background. Memory decline is a prevalent aspect of aging but may also be the first sign of cognitive pathology. Virtual reality (VR) using immersion and interaction may provide new approaches to the treatment of memory deficits in elderly individuals. Objective. The authors implemented a VR training intervention to try to lessen cognitive decline and improve memory functions. Methods. The authors randomly assigned 36 elderly residents of a rest care facility (median age 80 years) who were impaired on the Verbal Story Recall Test either to the experimental group (EG) or the control group (CG). The EG underwent 6 months of VR memory training (VRMT) that involved auditory stimulation and VR experiences in path finding. The initial training phase lasted 3 months (3 auditory and 3 VR sessions every 2 weeks), and there was a booster training phase during the following 3 months (1 auditory and 1 VR session per week). The CG underwent equivalent face-to-face training sessions using music therapy. Both groups participated in social and creative and assisted-mobility activities. Neuropsychological and functional evaluations were performed at baseline, after the initial training phase, and after the booster training phase. Results.The EG showed significant improvements in memory tests, especially in long-term recall with an effect size of 0.7 and in several other aspects of cognition. In contrast, the CG showed progressive decline. Conclusions . The authors suggest that VRMT may improve memory function in elderly adults by enhancing focused attention.


Neuropsychologia | 2008

Processing of peripersonal and extrapersonal space using tools: Evidence from visual line bisection in real and virtual environments

Luciano Gamberini; Bruno Seraglia; Konstantinos Priftis

The dissociation between peripersonal space (within reaching) and extrapersonal space (beyond reaching) has been reported in studies using the line bisection task in left neglect patients and in healthy participants. Furthermore, this dissociation can be modulated by tool use. We conducted two experiments to compare line bisection in peripersonal (i.e., 30, 60cm) and extrapersonal space (i.e., 90, 120cm). Healthy participants bisected visual lines using sticks and a laser pointer, according to the experimental paradigm of Longo and Lourenco [On the nature of near space: Effects of tool use and the transition to far space. Neuropsychologia, 44, 977-981, 2006]. In Experiment 1 participants performed line bisection in a real environment, whereas in Experiment 2 participants performed line bisection in a virtual environment. Results from both experiments revealed an abrupt midpoint shift from the peripersonal to the extrapersonal space but only when a laser pointer was used. In addition, we confirmed that peripersonal space can be extended to extrapersonal space when participants used a stick. Notably, virtual reality can be a useful technique for studying the dissociation between peripersonal and extrapersonal space and their interaction by means of tool use.


NeuroImage | 2008

Selective activation of the superior frontal gyrus in task-switching: an event-related fNIRS study.

Simone Cutini; Pietro Scatturin; Enrica Menon; Patrizia Bisiacchi; Luciano Gamberini; Marco Zorzi; Roberto Dell'Acqua

In the task-switching paradigm, reaction time is longer and accuracy is worse in switch trials relative to repetition trials. This so-called switch cost has been ascribed to the engagement of control processes required to alternate between distinct stimulus-response mapping rules. Neuroimaging studies have reported an enhanced activation of the human lateral prefrontal cortex and the superior frontal gyrus during the task-switching paradigm. Whether neural activation in these regions is dissociable and associated with separable cognitive components of task switching has been a matter of recent debate. We used multi-channel near-infrared spectroscopy (fNIRS) to measure brain cortical activity in a task-switching paradigm designed to avoid task differences, order predictability, and frequency effects. The results showed a generalized bilateral activation of the lateral prefrontal cortex and the superior frontal gyrus in both switch trials and repetition trials. To isolate the activity selectively associated with the task-switch, the overall activity recorded during repetition trials was subtracted from the activity recorded during switch trials. Following subtraction, the remaining activity was entirely confined to the left portion of the superior frontal gyrus. The present results suggest that factors associated with load and maintenance of distinct stimulus-response mapping rules in working memory are likely contributors to the activation of the lateral prefrontal cortex, whereas only activity in the left superior frontal gyrus can be linked unequivocally to switching between distinct cognitive tasks.


Telemedicine Journal and E-health | 2000

Virtual Reality in Telemedicine

Giuseppe Riva; Luciano Gamberini

Virtual reality (VR) can be considered as the leading edge of a general evolution of present communication interfaces involving the television, computer, and telephone. The main characteristic of this evolution is the full immersion of the human sensorimotor channels into a vivid and global communication experience. Because telemedicine principally focuses on transmitting medical information, VR has the potential to enhance this function. Particularly, VR can be used in telemedicine as an advanced communication interface, which enables a more intuitive mode of interacting with information, and as a flexible environment that enhances the feeling of physical presence during the interaction. In this article, the state of the art in VR-based telemedicine applications is described. This technology is now used in remote or augmented surgery as well as surgical training, which are critically dependent on eye-hand coordination. Recently, however, different researchers have tried to use virtual environments in medical visualization and for assessment and rehabilitation in neuropsychology. This article also discusses technological, ergonomical, and human factor issues, and specific guidelines are presented for expanding the use of VR in telemedicine.


IEEE Computer | 2011

Eco-Feedback on the Go: Motivating Energy Awareness

Anna Spagnolli; Nicola Corradi; Luciano Gamberini; Eve E. Hoggan; Giulio Jacucci; Cecilia Katzeff; Loove Broms; Li Jönsson

The EnergyLife mobile interface incorporates lessons from environmental psychology and feedback intervention to relay information from appliance sensors, offering a gaming environment that rewards users for decreased electricity consumption.


British Journal of Social Psychology | 2007

Interacting via SMS: Practices of social closeness and reciprocation

Anna Spagnolli; Luciano Gamberini

This paper deals with the sequential structure of communication via short message service (SMS) among adults and young adults, aged 25-35 and 50-65, respectively. A collection of 173 SMS exchanges for personal communication, spontaneously composed by participants, was gathered. Each exchange was photographed from the display of the participants mobile phone and then analysed with the approach of conversation analysis. A questionnaire was also administered during the collection procedure. The analysis of the practices organizing the action sequence reveals that exchanges frequently lack openings and closures, show an effort towards reciprocation and use implicit or anticipated actions. Social presence seems then characterized by a sense of constant availability, symmetric commitment and shared understanding. It is concluded that the sequential structure of mediated communication may give insightful details on the nature of the social presence thereby constituted and may provide a criterion to compare different communication modes.


Cyberpsychology, Behavior, and Social Networking | 2001

The Vepsy Updated Project: Virtual Reality in Clinical Psychology

Giuseppe Riva; Mariano Alcañiz; Luigi Anolli; Monica Bacchetta; Rosa M. Baños; Francesco Beltrame; Cristina Botella; Carlo Galimberti; Luciano Gamberini; Andrea Gaggioli; E. Molinari; Giuseppe Mantovani; Pierre Nugues; G. Optale; Orsi G; Conxa Perpiñá; R. Troiani

Many of us grew up with the naive assumption that couches are the best used therapeutic tools in psychotherapy. But tools for psychotherapy are evolving in a much more complex environment than a designers chaise lounge. In particular, virtual reality (VR) devices have the potential for appearing soon in many consulting rooms. The use of VR in medicine is not a novelty. Applications of virtual environments for health care have been developed in the following areas: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery, and planning and simulation of procedures before surgery); preventive medicine and patient education; medical education and training; visualization of massive medical databases; and architectural design for health care facilities. However, there is a growing recognition that VR can play an important role in clinical psychology, too. To exploit and understand this potential is the main goal of the Telemedicine and Portable Virtual Environment in Clinical Psychology--VEPSY Updated--a European Community-funded research project (IST-2000-25323, http://www.vepsy.com). The project will provide innovative tools-telemedicine and portable-for the treatment of patients, clinical trials to verify their viability, and action plans for dissemination of its results to an extended audience-potential users and influential groups. The project will also develop different personal computer (PC)-based virtual reality modules to be used in clinical assessment and treatment. In particular, the developed modules will address the following pathologies: anxiety disorders; male impotence and premature ejaculation; and obesity, bulimia, and binge-eating disorders.


human factors in computing systems | 2010

Improving social game engagement on facebook through enhanced socio-contextual information

Ben Kirman; Shaun W. Lawson; Conor Linehan; Francesco Martino; Luciano Gamberini; Andrea Gaggioli

In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments.


conference on human system interactions | 2009

Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people

Luciano Gamberini; Francesco Martino; Bruno Seraglia; Anna Spagnolli; Malena Fabregat; Francisco Ibañez; Mariano Alcañiz; Javier Andres

Advances in new technologies can provide solutions to prevent impairments associated with normal aging, track performance at specific tasks, and provide an entertaining experience to elderly people. Based on these premises we present Eldergames, an EU funded project that aims at creating an interactive tool for preserving cognitive functions impaired by aging and affording sociability. A first prototype has recently been created and its acceptance has been tested on groups of elderly users. The prototype proved able to provide a pleasant social cognitive training because of its simplicity, usability of the interface, and multiplayer architecture.


International Workshop on Symbiotic Interaction | 2014

Symbiotic Interaction: A Critical Definition and Comparison to other Human-Computer Paradigms

Giulio Jacucci; Anna Spagnolli; Jonathan Freeman; Luciano Gamberini

We propose a definition of symbiotic interaction that is informed by current developments in computing. We clearly distinguish this definition from previous ones and from selected paradigms that address the human-computer relationship. The definition is also informed by a variety of human-centered frameworks in human-computer interaction, including embodied interactions, situationist frameworks, and participatory and work-oriented design perspectives. Symbiotic interactions can be achieved by combining computation, sensing technology, and interaction design to realize deep perception, awareness, and understanding between humans and computers. Important aspects to implement are transparency, reciprocity, and collaborative use of resources for both computers and humans. The symbiotic relationship is also characterized by goals and agency independence of humans and computers. The definition sets the premise to discuss in a critical way future research agendas for symbiotic interactions that are sensitive to human-centered values.

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Mariano Alcañiz

Polytechnic University of Valencia

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Andrea Gaggioli

Catholic University of the Sacred Heart

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