Raffaello Brondi
Sant'Anna School of Advanced Studies
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Raffaello Brondi.
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.
Procedia Computer Science | 2012
Marcello Carrozzino; Chiara Evangelista; Raffaello Brondi; Cristian Lorenzini; Massimo Bergamasco
Abstract This paper presents the concept and the work in progress of SONNA, a research project aiming to analyze the impact of social networks, web 2.0 and interactive multimedia as tools for learning. The overall architecture, the technical details of the platform and the storyboard of two samples interactive web-based serious games are also presented, highlighting challenges and current issues.
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.
International Conference on Augmented Reality, Virtual Reality and Computer Graphics | 2016
Marcello Carrozzino; Cristian Lorenzini; Mihai Duguleana; Chiara Evangelista; Raffaello Brondi; Franco Tecchia; Massimo Bergamasco
This paper presents the AMICA VR system, aiming at exploiting immersive visualization paradigms enabling visitors to be physically and emotionally involved in a virtual experience conceived for the dissemination of the activities related to craftsmanship of printmaking. The developed platform aims at spreading a better knowledge about printmaking by appropriately using Interactive Digital Storytelling and Immersive Virtual Environments, exploiting their features in terms of presence, immersion, interaction and multi-modality.
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.
workshops on enabling technologies: infrastracture for collaborative enterprises | 2014
Raffaello Brondi; Marcello Carrozzino
Augmented Reality (AR) has proven to provide effective tools to assist the human work in a wide range of sectors. Many examples can be found in literature of innovative AR tools used in medicine, industry and the military sector. We argue that also the activity of professional operators dealing with cultural assets, such as restorers, can benefit from the use of AR system. We have carried out a series of interviews in the field of restoration in order to identify the real needs of restorers addressable by an Augmented Reality system. We have identified two AR-based devices, exemplary of two classes of AR systems, which we believe can provide a valuable support to the restoration activities and can foster communication and collaboration among restorers. The two systems have been evaluated by the restoration professionals in the survey.
International Conference on Augmented Reality, Virtual Reality and Computer Graphics | 2017
Claudia Faita; Raffaello Brondi; Camilla Tanca; Marcello Carrozzino; Massimo Bergamasco
The children suffering of autism spectrum disorder (ASD) present several limitations in social communication and interactive skills. State of the art showed that Virtual Reality (VR) represents a valid alternative to learn social skills in ASD. In particular VR offers the advantage to simulate daily life interaction in a replicable and controlled environment. In this paper, we present a novel methodology to evaluate social competence in ASD based on the immersive VR system, featuring natural interaction. The VR system is based on the theoretical model which aims to evaluate the intersubjective interchange in everyday relationship between autistic population and the surrounding environment. We suggest that this technological setup can be a useful tool to increase social competence in ASD and it can become a sophisticated outcome measurement tool for studying the improvement of social competence.
Proceedings of the Second International Conference on Augmented and Virtual Reality - Volume 9254 | 2015
Raffaello Brondi; Marcello Carrozzino
Augmented Reality AR has proven to provide effective tools to assist the human work in a wide range of sectors. Many examples can be found in literature of innovative AR tools used in medicine, industry and the military fields. Recently AR has been successfully applied also to cultural heritage, mainly for communication and educational purposes. Nevertheless, we argue that also the activity of professional operators dealing with cultural heritage, such as conservators and restorers, can benefit from the use of AR-systems. The restoration process commonly builds on the analysis and study of prior interventions and, very often, on the results of pre-operative diagnoses performed on the artwork. All the information gathered during these stages is necessary during the restoration and, using AR, it can be directly overlaid on top of the artwork avoiding the necessity of a continuous visual switch between the artwork and the documentation. Moreover, through an AR-system, new digital information can be produced directly while working, fostering also new forms of documentation. We hereby present ARTworks, an AR-system intended to assist the restorer both during the operating phases, providing contextualized information, and during documentation, allowing the insertion of new registered digital information. The system, composed by a mechanical interface and an Android tablet, has been purposely designed taking into account the particular application field of restoration.
international conference on games and virtual worlds for serious applications | 2014
Cristian Lorenzini; Raffaello Brondi; Marcello Carrozzino; Michele Nisticò; Chiara Evangelista; Franco Tecchia
This paper presents LawVille, a Web-Based Collaborative 3D Serious Game aimed at teaching citizenship and the Italian Constitution to secondary school students, by making them the protagonists of a fantasy story meant to solicit their direct involvement in a series of political questions.
intelligent environments | 2014
Raffaello Brondi; Massimo Satler; Carlo Alberto Avizzano; Paolo Tripicchio
Learning to hand-write is a complex task and is fundamental for the development of a correct language reasoning and understanding. This work presents a multimodal system that focuses on the learning of handwriting movements. The system is thought for children usage providing engaging graphics and novel feedback technologies to accelerate the learning process. The main characteristic of the system architecture is its scalability in hardware and software components so that it is possible to employ it in any domestic setup.
Collaboration
Dive into the Raffaello Brondi's collaboration.
Commonwealth Scientific and Industrial Research Organisation
View shared research outputs