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Dive into the research topics where Salvatore Andolina is active.

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Featured researches published by Salvatore Andolina.


conference on human information interaction and retrieval | 2017

Visual Re-Ranking for Multi-Aspect Information Retrieval

Khalil Klouche; Tuukka Ruotsalo; Luana Micallef; Salvatore Andolina; Giulio Jacucci

We present visual re-ranking, an interactive visualization technique for multi-aspect information retrieval. In multi-aspect search, the information need of the user consists of more than one aspect or query simultaneously. While visualization and interactive search user interface techniques for improving user interpretation of search results have been proposed, the current research lacks understanding on how useful these are for the user: whether they lead to quantifiable benefits in perceiving the result space and allow faster, and more precise retrieval. Our technique visualizes relevance and document density on a two-dimensional map with respect to the query phrases. Pointing to a location on the map specifies a weight distribution of the relevance to each of the query phrases, according to which search results are re-ranked. User experiments compared our technique to a uni-dimensional search interface with typed query and ranked result list, in perception and retrieval tasks. Visual re-ranking yielded improved accuracy in perception, higher precision in retrieval and overall faster task execution. Our findings demonstrate the utility of visual re-ranking, and can help designing search user interfaces that support multi-aspect search.


creativity and cognition | 2017

Crowdboard: Augmenting In-Person Idea Generation with Real-Time Crowds

Salvatore Andolina; Hendrik Schneider; Joel Chan; Khalil Klouche; Giulio Jacucci; Steven P. Dow

Online crowds can help infuse creativity into the design process, but traditional strategies for leveraging them, such as large-scale ideation platforms, require time and organizational effort in order to obtain results. We propose a new method for crowd-based ideation that simplifies the process by having smaller crowds join in-person ideators during synchronous creative sessions. Our system Crowdboard allows online crowds to provide real-time creative input during early-stage design activities, such as brainstorming or concept mapping. The system enables in-person ideators to develop ideas on a physical or digital whiteboard which is augmented with real-time creative input from online participants who see and hear a live broadcast of the meeting. We validate Crowdboard via two user studies in which dyads of in-person ideators brainstormed with the help of crowd ideators. Our studies suggest that Crowdboard can effectively enhance ongoing brainstorming sessions, but also revealed key challenges for how to better facilitate interactions among in-person and crowd ideators.


mobile and ubiquitous multimedia | 2016

Flexible entity search on surfaces

Tuukka Ruotsalo; Khalil Klouche; Diogo Cabral; Salvatore Andolina; Giulio Jacucci

Surface computing allows flexible search interaction where users can manipulate the representation of entities recommended for them to create new queries or augment existing queries by taking advantage of increased screen estate and almost physical tactile interaction. We demonstrate a search system based on 1) Direct Manipulation of Entity Representation on Surfaces and 2) Entity Recommendation and Document Retrieval. Entities are modeled as a knowledge-graph and the relevances of entities are computed using the graph structure. Users can manipulate the representation of entities via spatial grouping and assigning preferences on entities. Our contribution can help to design effective information exploration systems that take advantage of large surfaces.


advanced robotics and its social impacts | 2014

The design of interfaces for multi-robot path planning and control

Salvatore Andolina; Jodi Forlizzi

The field of human-robot interaction has evolved beyond issues concerning the design and development of one person controlling one robot to exploring HRI for groups of robots and teams. Our design research explores biologically-inspired motion that is initiated by a human operator, applied to a single or a small group of robots, and used to affect the motion and path planning of another subset of robots. This exploratory design study first created a taxonomy to categorize individual robot motions, looking at how they could be categorized and used as building blocks. We then combined individual motions with time and velocity as design variables to guide our interaction design. This work led to the development of a prototype set of motions, which was applied in the development of an iPad interface. We informally evaluated this prototype with nine participants. We present challenges and design recommendations based on this effort.


Personal and Ubiquitous Computing | 2018

Developing hand-worn input and haptic support for real-world target finding

Yi-Ta Hsieh; Antti Jylhä; Valeria Orso; Salvatore Andolina; Eve E. Hoggan; Luciano Gamberini; Giulio Jacucci

Locating places in cities is typically facilitated by handheld mobile devices, which draw the visual attention of the user on the screen of the device instead of the surroundings. In this research, we aim at strengthening the connection between people and their surroundings through enabling mid-air gestural interaction with real-world landmarks and delivering information through audio to retain users’ visual attention on the scene. Recent research on gesture-based and haptic techniques for such purposes has mainly considered handheld devices that eventually direct users’ attention back to the devices. We contribute a hand-worn, mid-air gestural interaction design with directional vibrotactile guidance for finding points of interest (POIs). Through three design iterations, we address aspects of (1) sensing technologies and the placement of actuators considering users’ instinctive postures, (2) the feasibility of finding and fetching information regarding landmarks without visual feedback, and (3) the benefits of such interaction in a tourist application. In a final evaluation, participants located POIs and fetched information by pointing and following directional guidance, thus realising a vision in which they found and experienced real-world landmarks while keeping their visual attention on the scene. The results show that the interaction technique has comparable performance to a visual baseline, enables high mobility, and facilitates keeping visual attention on the surroundings.


Information Processing and Management | 2018

Querytogether: Enabling entity-centric exploration in multi-device collaborative search

Salvatore Andolina; Khalil Klouche; Tuukka Ruotsalo; Patrik Floréen; Giulio Jacucci

Abstract Collaborative and co-located information access is becoming increasingly common. However, fairly little attention has been devoted to the design of ubiquitous computing approaches for spontaneous exploration of large information spaces enabling co-located collaboration. We investigate whether an entity-based user interface provides a solution to support co-located search on heterogeneous devices. We present the design and implementation of QueryTogether, a multi-device collaborative search tool through which entities such as people, documents, and keywords can be used to compose queries that can be shared to a public screen or specific users with easy touch enabled interaction. We conducted mixed-methods user experiments with twenty seven participants (nine groups of three people), to compare the collaborative search with QueryTogether to a baseline adopting established search and collaboration interfaces. Results show that QueryTogether led to more balanced contribution and search engagement. While the overall s-recall in search was similar, in the QueryTogether condition participants found most of the relevant results earlier in the tasks, and for more than half of the queries avoided text entry by manipulating recommended entities. The video analysis demonstrated a more consistent common ground through increased attention to the common screen, and more transitions between collaboration styles. Therefore, this provided a better fit for the spontaneity of ubiquitous scenarios. QueryTogether and the corresponding study demonstrate the importance of entity based interfaces to improve collaboration by facilitating balanced participation, flexibility of collaboration styles and social processing of search entities across conversation and devices. The findings promote a vision of collaborative search support in spontaneous and ubiquitous multi-device settings, and better linking of conversation objects to searchable entities.


designing interactive systems | 2018

Investigating Proactive Search Support in Conversations

Salvatore Andolina; Valeria Orso; Hendrik Schneider; Khalil Klouche; Tuukka Ruotsalo; Luciano Gamberini; Giulio Jacucci


designing interactive systems | 2018

Interweaving Visual and Audio-Haptic Augmented Reality for Urban Exploration

Yi-Ta Hsieh; Valeria Orso; Salvatore Andolina; Manuela Canaveras; Diogo Cabral; Anna Spagnolli; Luciano Gamberini; Giulio Jacucci


International SERIES on Information Systems and Management in Creative eMedia (CreMedia) | 2018

Combining Intelligent Recommendation and Mixed Reality in Itineraries for Urban Exploration

Giulio Jacucci; Salvatore Andolina; Denis Kalkhofen; Dieter Schmalstieg; Antti Nurminen; Anna Spagnolli; Luciano Gamberini; Tuukka Ruotsalo


Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter | 2017

A two-step, user-centered approach to personalized tourist recommendations

Valeria Orso; Alessandra Varotto; Stefano Rodaro; Anna Spagnolli; Giulio Jacucci; Salvatore Andolina; Jukka Leino; Luciano Gamberini

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Luana Micallef

Helsinki Institute for Information Technology

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Yi-Ta Hsieh

University of Helsinki

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Diogo Cabral

Helsinki Institute for Information Technology

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