253 results on '"Garzotto F"'
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102. Conversations with Friends: Hypertexts With Characters
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Bernstein, Mark, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
- Full Text
- View/download PDF
103. Hyperstories for Learning
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Sanchez, Jaime, Lumbreras, Mauricio, Bibbo, Luis Mariano, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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104. The Design of Distributed Hyperlinked Programming Documentation
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Friendly, Lisa, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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105. Applying Open Hypertext Principles to the WWW
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Hill, Gary, Hall, Wendy, De Roure, Dave, Carr, Les, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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106. Providing maps to support the early stage of design of hypermedia systems
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Zizi, Mountaz, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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107. Designing virtual hypertexts with aggregates
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Benmrad, M., Vanoirbeek, C., Coray, G., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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108. An Object-Oriented Model for Designing the Human-Computer Interface Of Hypermedia Applications
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Rossi, G., Schwabe, D., Lucena, C. J. P., Cowan, D. D., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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109. Global and Local Hypermedia Design in the Encyclopaedia Africana
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Kahn, Paul, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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110. Multimedia Document System for Temporal and Spatial Structuring
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Shimizu, Takeshi, Nakamura, Osamu, Kiyoki, Yasushi, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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111. Modeling Corresponding Information Content between Multimedia Data
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Prückler, Thomas, Schrefl, Michael, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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112. RMCase: Computer-Aided Support for Hypermedia Design and Development
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Díaz, Alicia, Isakowitz, Tomás, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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113. Structural Constraints in Rich Hypertexts
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Østerbye, Kasper, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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114. Boris: a Spoken Conversational Agent for Music Production for People with Motor Disabilities
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Nicola Bombaci, Fabio Catania, Pietro Crovari, Eleonora Beccaluva, Giorgio De Luca, Franca Garzotto, Erica Colombo, Catania, F, Crovari, P, Beccaluva, E, De Luca, G, Colombo, E, Bombaci, N, and Garzotto, F
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Cognitive science ,Inclusion ,Conversational agent ,ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Inclusion (disability rights) ,Exploit ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Musical ,computer.software_genre ,Accessibility ,Transcription (linguistics) ,Music production ,Cognitive skill ,Dialog system ,Psychology ,computer ,Human voice - Abstract
Previous studies suggest that engagement in musical activities may enhance well-being and impact social inclusion. However, unfortunately, people with physical disabilities cannot often use musical instruments or music production software due to accessibility issues. We propose Boris, an original conversational agent specific for people with a physical disability, to entertain, stimulate expressiveness, and promote communication. Boris enables (even inexperienced) users to compose songs through hands-free interaction by analyzing their vocalizations to obtain more than just their transcription: the system listens to the user even while humming a song and generates a melody by learning and reproducing their human voice patterns. Indeed, it exploits an artificial musical intelligence that can imitate the typically human cognitive skills to produce music using an advanced technique called abstract melody.
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- 2021
115. Design Patterns of Technology-based Therapeutic Activities for Children with Language Impairments: A Psycholinguistic-Driven Approach
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Micol Spitale, Silvia Silleresi, Fabrizio Arosio, Franca Garzotto, Maria Teresa Guasti, Giulia Leonardi, Beatrice Giustolisi, Kitamura, Y, Quigley, A, Isbister, K, Igarash, T, Spitale, M, Silleresi, S, Leonardi, G, Arosio, F, Giustolisi, B, Guasti, M, and Garzotto, F
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multi-modality ,Computer science ,Process (engineering) ,business.industry ,children with DLD and ASD ,05 social sciences ,social assistive robot ,020207 software engineering ,02 engineering and technology ,multi-channel ,speech-language therapy ,Psycholinguistics ,Abstraction layer ,Empirical research ,Conceptual framework ,User experience design ,Human–computer interaction ,platform-agnostic ,Software design pattern ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,adoptability ,Set (psychology) ,business ,050107 human factors - Abstract
In the last years, researchers and therapists have pinpointed a number of critical aspects in current speech-language interventions. Several studies have explored the use of technology to overcome these barriers and to support speech-therapy in children with language impairments (e.g. DLD and ASD). In this paper, we propose a conceptual framework for designing linguistic activities (for assessment and training), based on advances in psycholinguistics. Moving from this theoretical framework, we identified a development process - from the UX design to coding of activities – which is based on a novel set of Design Patterns at multiple layers of abstraction. We then put this framework into practice by implementing these patterns into two technological solutions – tablet and robots – and performing an empirical study to evaluate their benefits. Our results, although still preliminary since they assessed only a tablet experimental condition, are promising for extending the identified Design Patterns to other technological solutions.
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- 2021
116. Organizational management system in an heterogeneous environment - A WWW case study
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Silva, A., Borbinha, J., Delgado, J., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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117. A WWW Hypermedia Prototype
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Bilotta, Eleonora, Fiorito, Mariano, Iovane, Dario, Pantano, Pietro, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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118. Smart buckets
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Giulia Cosentino, Fabiano Riccardi, Oriana Arnone, Franca Garzotto, Valerio Colombo, Eleonora Beccaluva, Arnone, O, Colombo, V, Cosentino, G, Riccardi, F, Beccaluva, E, and Garzotto, F
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education ,ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Computer science ,Process (engineering) ,business.industry ,Interface (computing) ,05 social sciences ,Flexibility (personality) ,020207 software engineering ,tangible user interface ,02 engineering and technology ,Personalization ,children ,Social skills ,User experience design ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,multisensory environment ,0501 psychology and cognitive sciences ,Cognitive skill ,cognitive disabilitie ,User interface ,business ,050107 human factors ,customization - Abstract
In literature a lot has been done to investigate the possible advantages of integrating the virtual and physical world, combining the benefits of both and improving the overall user experience. Plenty of tangible user interfaces were designed, to facilitate the development of cognitive skills, motor skills, social skills, or more concrete notions such as STEM concepts for children. Also, thanks to the flexibility provided by digital systems, it is recently growing a sub-research field that specifically addressed people with a cognitive disability. In this scenario, immersive multi-sensory environments are gaining more and more interest as a support tool for learning and therapeutic methods. In this paper, we present Smart Buckets, an interactive interface integrated into "Magika", a multi-sensory system; the result of co-design with therapists specialized in the treatment and education of children with a cognitive disability. The paper illustrates the multi-step co-design process used to produce this idea as a tailored support for their therapeutic activities. Finally, it highlights the importance of adding a new customizable tangible interaction combined within the multi-sensory experience of Magika system.
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- 2020
119. Interactive Multisensory Environments for Primary School Children
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Eleonora Beccaluva, Franca Garzotto, Fabiano Riccardi, Mattia Gianotti, Garzotto, F, Beccaluva, E, Gianotti, M, and Riccardi, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Primary education ,02 engineering and technology ,primary school ,Empirical research ,children ,well-being ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,embodied interaction ,050107 human factors ,smart object ,smart space ,children with special need ,05 social sciences ,Magic (programming) ,Smart spaces ,020207 software engineering ,medicine.disease ,Well-being ,Autism ,Psychology ,interactive multisensory environment ,Gesture - Abstract
Interactive Multi-Sensory Environments (iMSEs) are room-sized interactive installations equipped with digitally enriched physical materials and ambient embedded devices. These items can sense users' presence, gestures, movements, and manipulation, and react by providing gentle stimulation (e.g., light, sound, projections, blowing bubbles, tactile feel, aromas) to different senses. Most of prior research on iMSEs investigates their use for persons with disabilities (e.g., autism). Our work focuses on the use of iMSEs in primary education contexts and for mixed groups of young students, i.e., children with and without disability. The paper describes the latest version of an iMSE called Magic Room that has been installed in two local schools. We report two empirical studies devoted to understand how the Magic Room could be used in inclusive educational settings, and to explore its potential benefits.
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- 2020
120. Do You Speak Holo? A Mixed Reality Application for Foreign Language Learning in Children with Language Disorders
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Giulia Cosentino, Lukasz Moskwa, Ibrahim El Shemy, Silvia Silleresi, Franca Garzotto, Emanuele Torelli, Torelli, E, El Shemy, I, Silleresi, S, Moskwa, L, Cosentino, G, and Garzotto, F
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Comprehension ,Virtual Reality, Language ,Vocabulary ,Process (engineering) ,media_common.quotation_subject ,Foreign language ,Language acquisition ,Psychology ,Human-centered computing ,Mixed reality ,Linguistics ,media_common ,User interface design - Abstract
In this paper we present Do You Speak Holo?, an application for Microsoft HoloLens co-designed with linguistics experts that aims to facilitate the learning process of a foreign language for children and adolescents with language disorders (LD). The application includes several educational activities, aimed at improving both vocabulary and morpho-syntactic aspects of the language through the interaction with virtual content immersed in the real world. The application includes a virtual assistant, which acts as a virtual teacher and guides the user step by step in the comprehension and execution of the activities.
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- 2020
121. Musical and Conversational Artificial Intelligence
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Eleonora Beccaluva, Pietro Crovari, Giorgio De Luca, Nicola Bombaci, Franca Garzotto, Erica Colombo, Fabio Catania, Catania, F, De Luca, G, Bombaci, N, Colombo, E, Crovari, P, Beccaluva, E, and Garzotto, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Copying ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Computer science ,business.industry ,media_common.quotation_subject ,Conversational technology ,Sound and music computing ,Voice command device ,Musical ,Human Computer Interaction ,computer.software_genre ,Conversational interface ,Natural (music) ,Conversation ,Artificial intelligence ,Singing ,Dialog system ,business ,computer ,Human voice ,media_common - Abstract
Music production software often has complex interfaces and needs the user to know the basic musical know-how. In this paper, we present a conversational agent that allows creating music in a simplified way through voice-based interaction. Indeed, our agent can be configured and customized with simple and natural voice commands. In addition, it has some typically human cognitive skills to produce music: it listens to the user while singing a song and generates a melody by discovering and copying the patterns of her/his human voice. Technologically, the system is empowered by Google Dialogflow for conversation management and uses an advanced technique called abstract melody for music production. This Musical and Conversational Artificial Intelligence is an actual innovation since it does not require any preliminary knowledge about music and, consequently, includes professionals, but also children, beginners, and people with physical disease.
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- 2020
122. Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neurodevelopmental Disorders
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Franca Garzotto, Eleonora Beccaluva, Francesco Vona, Silvia Silleresi, Ma, M, Fletcher, B, Göbel, S, Baalsrud Hauge, J, Marsh, T, Vona, F, Silleresi, S, Beccaluva, E, and Garzotto, F
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Communication skill ,Serious game ,Collaborative immersive virtual environment ,business.industry ,Wearable computer ,Usability ,Wearable virtual reality ,Virtual reality ,Game play ,USable ,Empirical research ,Neurodevelopmental disorder ,Human–computer interaction ,Intervention (counseling) ,Psychology ,business ,Set (psychology) - Abstract
Our research explores game play in Wearable Collaborative Virtual Environments (WCVEs) to provide new forms of treatment for persons with Neurodevelopmental Disorders (NDD) that complement traditional methods of intervention. We investigate this issue using the Social MatchUP (SMUP) application as a case study. SMUP provides a set of games in WCVEs that have been co-designed with NDD experts and aim at improving communication skills. In SMUP, multiple users wearing a Virtual Reality visor play together to accomplish collaborative tasks that take place in shared virtual environments and require talking to each other to be completed. The paper presents an exploratory empirical study devoted to evaluate the potential of SMUP games for persons with NDD to improve their speech-based conversational capability. We organized participants (24 persons with NDD) in 2 groups, one playing a game in SMUP and one playing a similar game in the real world, and assessed likability, usability, and a number of conversational performance metrics. Our results indicate that the game experience in SMUP was usable and enjoyable, and boosted higher conversational skills with respect to its counterpart in the physical setting.
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- 2020
123. Exploring the Potential of Speech-based Virtual Assistants in Mixed Reality Applications for People with Cognitive Disabilities
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Eleonora Beccaluva, Emanuele Torelli, Franca Garzotto, Francesco Vona, Vona, F, Torelli, E, Beccaluva, E, and Garzotto, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Rehabilitation ,Computer science ,medicine.medical_treatment ,media_common.quotation_subject ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Remote assistance ,Mixed reality ,Virtual Assistant ,Cognitive disabilities ,Human–computer interaction ,Mixed Reality ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Cognitive Disability ,Table (database) ,020201 artificial intelligence & image processing ,Controlled Study ,Everyday life ,Autonomy ,media_common - Abstract
Mixed Reality (MR) has been receiving increasing interest in the rehabilitation of people with Cognitive Disabilities. The power of MR in the context of therapies is the possibility to maintain a physical and psychological relationship with the surrounding environment while experiencing customized multimedia content and tasks that are appropriate for the needs of these users. The purpose of this work is to explore the potential of MR applications integrated with interactive speech-based Virtual Assistants. We present HoloLearn, an application for Microsoft HoloLens, which aims to help people with Cognitive Disabilities to improve their autonomy and learn simple activities of their everyday life (e.g., setting the table). The paper discusses the design features of the Virtual Assistant created and the results of a controlled study. The participants involved were 15 subjects with Cognitive Disabilities who used HoloLearn in two experimental conditions - with and without a Virtual Assistant. The results, although preliminary, indicate that enriching a MR experience with the presence of a speech-based Virtual Assistant would improve the user performance in the execution of the MR activities.
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- 2020
124. Deception of the 'Elephant in the Room': Invisible Auditing Multi-party Conversations to Support Caregivers in Cognitive Behavioral Group Therapies
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Eleonora Beccaluva, Marco Mores, Franca Garzotto, Luca Molteni, Julian Cuellar Mangut, Antonio Chiappetta, Daniele Occhiuto, Kurosu, M, Beccaluva, E, Chiappetta, A, Cuellar Mangut, J, Molteni, L, Mores, M, Occhiuto, D, and Garzotto, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,media_common.quotation_subject ,medicine.medical_treatment ,05 social sciences ,Applied psychology ,Perspective (graphical) ,Psychological intervention ,Psychology and cognition: psychological application for user interface ,Deception ,Task (project management) ,Group psychotherapy ,Technology: tools for HCI ,03 medical and health sciences ,0302 clinical medicine ,Feeling ,Intervention (counseling) ,UX and usability: evaluation/comparison of usability and UX method ,medicine ,0501 psychology and cognitive sciences ,030212 general & internal medicine ,Session (computer science) ,Psychology ,UX and usability: user experience ,050104 developmental & child psychology ,media_common - Abstract
One of the biggest challenges in Group Therapy is to track each patient’s experience and feeling without him/her noticing. Altering the familiarity of the mutual support group routine may weaken the therapeutic efficacy of the intervention. It must be avoided the “Elephant in the room’s Effect”: everyone knows is being observed and acts consequently. Therapists struggle and spend years of training on developing the skills they need to “silently” monitor all patients at the same time. From our perspective, we wonder whether and how technology can be a support for therapists in such a challenging task. More precisely, how to provide them with a non-invasive support tool that is invisible to the end-users, but at the same time ever-present for the caregivers. Basically, we asked ourselves: Can we deceive “the Elephant in the room”? Therapists may benefit from automatic measures indicating how the participants perceive the session and gathering the participants’ feedback is one path to develop valuable mutual support interventions. Our work describes the design, development and assessment of a non-invasive tool to monitor a Group Session.
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- 2020
125. The Conversational Agent 'Emoty' Perceived by People with Neurodevelopmental Disorders: Is It a Human or a Machine?
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Franca Garzotto, Eleonora Beccaluva, Fabio Catania, Catania, F, Beccaluva, E, and Garzotto, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Trainer ,media_common.quotation_subject ,education ,Conversational technology ,Psychological intervention ,Cognition ,Anthropomorphism ,medicine.disease ,computer.software_genre ,behavioral disciplines and activities ,Technology perception ,Developmental psychology ,Neurodevelopmental disorder ,Expression (architecture) ,Perception ,Facilitator ,medicine ,Dialog system ,Psychology ,computer ,media_common - Abstract
This research explores the anthropomorphic perception of Emoty by its target user. Emoty is a Conversational Agent specifically designed as an emotional facilitator and trainer for individuals with neurodevelopmental disorders (NDD). NDD is a group of conditions that are characterized by severe deficits in the cognitive, emotional, and motor areas and produce severe impairments in communication and social functioning. Our application promotes skills of emotion expression and recognition and was developed in cooperation with psychologists and therapists as a supporting tool for regular interventions. We conducted an empirical study with 19 people with NDD. We observed their behavior while interacting with the system and recorded the commentaries they made and the questions they asked when the session was over. Starting from this, we discovered a twofold nature of Emoty: for some aspects, it is perceived more like a machine, but for some others, it is more human-like. In this regard, we discussed some relevant points about gender, fallibility, interaction, and sensitivity of the agent, and we paved the ground towards a better understanding of the perception of people with NDD concerning Conversational Technology.
- Published
- 2020
126. Magika, a multisensory environment for play, education and inclusion
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Fabiano Riccardi, Franca Garzotto, Lucia Di Terlizzi, Giulia Leonardi, Mario Bisson, Agnese Piselli, Christelle Rebourg, Mattia Gianotti, Shanti Alberti, Eleonora Beccaluva, Martino Zinzone, Monica Bordegoni, Mirko Gelsomini, Micol Spitale, Barbara Bonadies, Davide Fisicaro, Marina Carulli, Barbara Del Curto, Giulia Cosentino, Venanzio Arquilla, Gelsomini, M, Cosentino, G, Spitale, M, Gianotti, M, Fisicaro, D, Leonardi, G, Riccardi, F, Piselli, A, Beccaluva, E, Bonadies, B, Di Terlizzi, L, Zinzone, M, Alberti, S, Rebourg, C, Carulli, M, Garzotto, F, Arquilla, V, Bisson, M, Del Curto, B, and Bordegoni, M
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Inclusion ,ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Special Education Need ,Computer science ,Play ,Interface (computing) ,05 social sciences ,Control (management) ,Psychological intervention ,020207 software engineering ,02 engineering and technology ,Special education ,Education ,Multisensory Environment ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Children ,Inclusion (education) ,050107 human factors - Abstract
Magika is an interactive Multisensory Environment that enables new forms of playful interventions for children, especially those with Special Education Needs. Designed in cooperation with more than 30 specialists at local care centers and primary schools, Magika integrates digital worlds projected on the wall and the floor with a gamut of "smart" physical objects (toys, ambient lights, materials, and various connected appliances) to enable tactile, auditory, visual, and olfactory stimuli. The room is connected with an interface for educators that enables them to: control the level of stimuli and their progression; define and share a countless number of game-based learning activities; customize such activities to the evolving needs of each child. This paper describes Magika and discusses its potential benefits for play, education and inclusion.
- Published
- 2019
127. Reflex: Adaptive Learning beyond the Screen
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Micol Spitale, Eleonora Beccaluva, Franca Garzotto, Mirko Gelsomini, Leonardo Viola, Gelsomini, M, Spitale, M, Beccaluva, E, Viola, L, and Garzotto, F
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ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Adolescent ,Computer science ,media_common.quotation_subject ,02 engineering and technology ,Adolescents ,Tracking (particle physics) ,Adaptability ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Interaction paradigm ,Learning ,0501 psychology and cognitive sciences ,Children ,050107 human factors ,media_common ,User profile ,Disability ,Accessibility ,05 social sciences ,Device Camera ,020207 software engineering ,Reflex ,Table (database) ,Adaptive learning - Abstract
The demo introduces Reflex, a phy-gital game for children and adolescents with Neuro-Developmental Disorder. The game, offered through a cross-platform application for smartphones and tablets, bridges the digital and the physical worlds by tracking, via a bottom-looking mirror positioned on the device camera, physical items placed on a table. This new interaction paradigm, the first pilot study and its adaptability to each user profile reveals an unexplored potential for learning.
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- 2019
128. Meeting the needs of people with Neuro-Developmental Disorder through a phygital approach
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Mirko Gelsomini, Micol Spitale, Eleonora Beccaluva, Franca Garzotto, Leonardo Viola, Spitale, M, Gelsomini, M, Beccaluva, E, Viola, L, and Garzotto, F
- Subjects
ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Disability ,Tangible ,Computer science ,Autism ,Device Camera ,Neuro-Developmental Disorder ,Phygital ,medicine.disease ,Accessibility ,Digital ,Developmental disorder ,Human–computer interaction ,medicine ,Physical ,Interaction paradigm ,Table (database) ,ADHD ,Tracking (education) ,Down Syndrome - Abstract
The paper introduces Reflex, a mirrored camera mobile training application for persons with Neuro-Developmental Disorder (NDD). The game, offered through a cross-platform application for smart-phones and tablets, bridges the digital and the physical worlds by tracking, via a bottom-looking mirror positioned on the device camera, physical items placed on the table. This interaction paradigm defined as phygital, its co-designed features and the first pilot study reveal an unexplored potential for learning.
- Published
- 2019
129. A Method that Improves the Design of Hypermedia: Semiotics
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Ficarra, Francisco V. Cipolla, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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130. Can Analogies in Hypermedia Help the Learning Process?
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Tejani, A., Sykes, J. T., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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131. Towards a functionnally complete hypermedia system: an approach based on tools integration
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Comparot, Catherine, Sèdes, Florence, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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132. A Simulation-based Authoring System for Multimedia Demonstration Design
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Nkambou, Roger, Quirion, Luc, Frasson, Claude, Kaltenbach, Marc, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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133. Are User Models Necessary in Hypermedia Design?
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Calvi, Licia, Geerts, Walter, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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134. Building Hypertexts under the Influence of Topology Metrics
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Smeaton, Alan F., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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135. Documented Maps or How to merge a Hypermedia System and a Geographic Information System
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Brossier-Wansek, Anne, Mainguenaud, Michel, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
- Published
- 1996
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136. The MAVIS Microcosm Extensions for Content Based Navigation and Retrieval
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Wilkins, Rob, Griffiths, Steve, Lewis, Paul, Hall, Wendy, Davis, Hugh, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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137. Navigation Modeling in Hypermedia Applications
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Schwabe, Daniel, Barbosa, Simone D. J., van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
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- 1996
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138. Learning Processes and Knowledge Representation in the Design of Educational Hypermedia
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de Vries, Erica, Tiberghien, Andrée, Petitot, Guy, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
- Published
- 1996
- Full Text
- View/download PDF
139. Authoring a Large Scale Industrial Hypermedia Application: A Case Study
- Author
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Bernard, Rory, Crowder, Richard, Heath, Ian, Hall, Wendy, van Rijsbergen, C. J., editor, Fraïssé, S., editor, Garzotto, F., editor, Isakowitz, T., editor, Nanard, J., editor, and Nanard, M., editor
- Published
- 1996
- Full Text
- View/download PDF
140. Social MatchUP - a Memory-like Virtual Reality Game for the Enhancement of Social Skills in Children with Neurodevelopmental Disorders
- Author
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Vito Matarazzo, Tommaso Loiacono, Franca Garzotto, Nicolò Messina, Eleonora Beccaluva, Marco Trabucchi, Loiacono, T, Trabucchi, M, Messina, N, Matarazzo, V, Garzotto, F, and Beccaluva, E
- Subjects
Multi-user ,ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Social VR ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Virtual space ,Optical head-mounted display ,020207 software engineering ,Context (language use) ,02 engineering and technology ,Virtual reality ,Neurodevelopmental Disorders (NDD) ,Head-Mounted Display ,Personalization ,Wearable Immersive Virtual Reality (WIVR) game ,Social skills ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Psychology ,Remote session ,050107 human factors ,Customization - Abstract
This paper presents Social MatchUP, a multiplayer Virtual Reality game for children with Neurodevelopmental Disorders (NDD). Shared virtual reality environments (SVREs) allow NDD children to interact in the same virtual space, but without the possible discomfort or fear caused by having a real person in front of them. Social MatchUP is a simple Concentration-like game, run on smartphones, where players should communicate to match up all the pairs of images they are given. Because every player can only interact with half of the pictures, but can see what his companion is doing, the game improves social and communication skills, and can be used also as a learning tool. A simple and easy-to-use customization tool was also developed to let therapists and teachers adapt the game context to the needs of the children they take care of.
- Published
- 2018
141. Exploring Engagement with Robots among Persons with Neurodevelopmental Disorders
- Author
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Eleonora Beccaluva, Francesco Clasadonte, Andrea Bonarini, Francesco Monaco, Leonardo Viola, Vito Antonio Iannelli, Roberto Cerabolini, Mirko Gelsomini, Franca Garzotto, Beccaluva, E, Bonarini, A, Cerabolini, R, Clasadonte, F, Garzotto, F, Gelsomini, M, Iannelli, V, Monaco, F, and Viola, L
- Subjects
030506 rehabilitation ,ING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICA ,Social robot ,Process (engineering) ,Autism ,05 social sciences ,Applied psychology ,Care center ,social robot ,medicine.disease ,03 medical and health sciences ,neurodevelopmental disorders, NDD subjects, individual therapeutic sessions, robotic experiences, learning tools, social robots ,Neurodevelopmental disorder ,Empirical research ,medicine ,Robot ,0501 psychology and cognitive sciences ,0305 other medical science ,Psychology ,050107 human factors - Abstract
Our research explores social robots as learning tools for persons with Neurodevelopmental Disorder (NDD). The paper reports an empirical study that investigates engagement as a prerequisite for any learning process of NDD subjects. The study involved 5 persons in this target group and three robots (two research products developed at our lab, and a commercial one), which were used in sequence during individual therapeutic sessions at a care center. The results enable us to compare the engagement effects of different social robots and improves our understanding of the behavior of persons with NDD during robotic experiences.
- Published
- 2017
142. Touching transport - a case study on visualizing metropolitan public transit on interactive tabletops
- Author
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Martina Maitan, Andrew Vande Moere, Kristian Kloeckl, Till Nagel, Carlo Ratti, Erik Duval, Joris Klerkx, Garzotto, F, Paolini, P, DeAngeli, A, Jacucci, G, Malizia, A, Matera, M, and Lanzilotti, R
- Subjects
Exhibition ,Data visualization ,business.industry ,Computer science ,Human–computer interaction ,Public transport ,Domain knowledge ,Multi-touch ,business ,Metropolitan area ,Domain (software engineering) ,Visualization - Abstract
Due to recent technical developments, urban systems generate large and complex data sets. While visualizations have been used to make these accessible, often they are tailored to one specific group of users, typically the public or expert users. We present Touching Transport, an application that allows a diverse group of users to visually explore public transit data on a multi-touch tabletop. It provides multiple perspectives of the data and consists of three visualization modes conveying tempo-spatial patterns as map, time-series, and arc view. We exhibited our system publicly, and evaluated it in a lab study with three distinct user groups: citizens with knowledge of the local environment, experts in the domain of public transport, and non-experts with neither lo- cal nor domain knowledge. Our observations and evaluation results show we achieved our goals of both attracting visitors to explore the data while enabling gathering insights for both citizens and experts. We discuss the design considerations in developing our system, and describe our lessons learned in designing engaging tabletop visualizations. ispartof: pages:281-288 ispartof: International Working Conference on Advanced Visual Interfaces pages:281-288 ispartof: AVI'14 location:Como, Italy date:27 May - 30 May 2014 status: published
- Published
- 2014
143. Navigation in hypermedia applications: Modeling and semantics
- Author
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Franca Garzotto, Luca Mainetti, Paolo Paolini, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Large class ,Computer science ,Semantics (computer science) ,Hypermedia model ,Hypermedia ,Hypermedia design ,HDM ,Navigation ,Computer Science Applications ,Variety (cybernetics) ,law.invention ,World Wide Web ,Computational Theory and Mathematics ,Dynamic models ,Data model ,law ,Human–computer interaction ,Navigation semantics ,Information Systems - Abstract
Navigation - browsing from one related piece of information to another - is an important means of accessing information for a large class of applications: hypermedia, object-oriented databases, multimedia databases, and even traditional systems. In this article, we discuss a variety of sophisticated navigation paradigms. We distinguish among free, guided tour, and history-based navigation. In addition, we discuss integrating pure browsing with query-based access. We discuss static and dynamic models of the various navigation patterns, highlighting the fact that defining an adequate browing semantics requires a data model and a runtime model, both of which are more complex than those commonly found in hypermedia or databases. We illustrate these concepts with examples from a real-life banking application.
- Published
- 1996
144. Prospective multicenter study on epidemiology of acute kidney injury in the ICU: a critical care nephrology Italian collaborative effort (NEFROINT)
- Author
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P, Piccinni, D N, Cruz, S, Gramaticopolo, F, Garzotto, M, Dal Santo, G, Aneloni, M, Rocco, E, Alessandri, F, Giunta, V, Michetti, M, Iannuzzi, C, Belluomo Anello, N, Brienza, M, Carlini, P, Pelaia, V, Gabbanelli, C, Ronco, Tiziana, Bove, Piccinni, P, Cruz, Dn, Gramaticopolo, S, Garzotto, F, Dal Santo, M, Aneloni, G, Rocco, M, Alessandri, E, Giunta, F, Michetti, V, Iannuzzi, Michele, Belluomo Anello, C, Brienza, N, Carlini, M, Pelaia, P, Gabbanelli, V, Ronco, C, and Nefroint, I. n. v. e. s. t. i. g. a. t. o. r. s.
- Subjects
Adult ,Male ,Critical Care ,intensive care units ,Age Factors ,Acute Kidney Injury ,Middle Aged ,Acute Kidney Injury , RIFLE , AKIN ,Renal Replacement Therapy ,Treatment Outcome ,Italy ,acute kidney injury (AKI) ,RIFLE consensus definition ,Sepsis ,Humans ,Female ,Prospective Studies ,APACHE ,Aged - Abstract
Acute kidney injury (AKI) is an independent risk factor for mortality in critically ill patients whose epidemiology has been made unclear in the past by the use of different definitions across various studies. The RIFLE consensus definition has provided a unifying definition for AKI leading to large retrospective studies in different countries. The present study is a prospective observational multicenter study designed to prospectively evaluate all incident admissions in 10 Intensive Care Units (ICUs) in Italy and the relevant epidemiology of AKI. A simple user-friendly web-based data collection tool was created with the scope to serve for this study and to facilitate future multicenter collaborative efforts. We enrolled 601 consecutive patients into the study; 25 patients with End-Stage Renal Disease were excluded leaving 576 patients for analysis. The median age was 66 (IQR 53-76) years, 59.4% were male, while median SAPS II and APACHE II scores were 43 (IQR 35-54) and 18 (IQR 13-24), respectively. The most common diagnostic categories for ICU admission were: respiratory (27.4%), followed by neurologic (17%), trauma (14.4%), and cardiovascular (12.1%). Crude ICU and hospital mortality were 21.7% and median ICU length of stay was 5 days (IQR 3, 14). Of 576 patients, 246 patients (42.7%) had AKI within 24 hours of ICU admission while 133 developed new AKI later during their ICU stay. RIFLE-initial class was Risk in 205 patients (54.1%), Injury in 99 (26.1%) and Failure in 75 (19.8%). Progression of AKI to a worse RIFLE class was seen in 114 patients (30.8% of AKI patients). AKI patients were older, with higher frequency of common risk factors. 116 AKI patients (30.6%) fulfilled criteria for sepsis during their ICU stay, compared to 33 (16.7%) of non-AKI patients (P0.001). 48 patients (8.3%) were treated with renal replacement therapy (RRT) in the ICU. Patients were started on RRT a median of 2 (IQR 0-6) days after ICU admission. Among AKI patients, they were started on RRT a median of 1 (IQR 0-4) days after fulfilling criteria for AKI. Median duration of RRT was 5 (IQR 2-10) day. AKI patients had a higher crude ICU mortality (28.8% vs. non-AKI 8.1%, P0.001) and longer ICU length of stay (median 7 days vs. 3 days [non-AKI], P0.001). Crude ICU mortality and ICU length of stay increased with greater severity of AKI. Two hundred twenty five patients (59.4% of AKI patients) had complete recovery of renal function, with a SCr at time of ICU discharge which was ≤120% of baseline; an additional 51 AKI patients (13.5%) had partial renal recovery, while 103 (27.2%) had not recovered renal function at the time of death or ICU discharge. Septic patients had more severe AKI, and were more likely to receive RRT with less frequency of renal function recovery. Patients with sepsis had higher ICU mortality and longer ICU stay. The study confirms previous analyses describing RIFLE as an optimal classification system to stage AKI severity. AKI is indeed a deadly complication for ICU patients where the level of severity correlated with mortality and length of stay. The tool developed for data collection resulted user friendly and easy to implement. Some of its features including a RIFLE class alert system, may help the treating physician to collect systematically AKI data in the ICU and possibly may guide specific decision on the institution of renal replacement therapy.
- Published
- 2011
145. Meta-modeling Techniques Meet Web Application Design Tools
- Author
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Luciano Baresi, Luca Mainetti, Paolo Paolini, Franca Garzotto, Baresi, L, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Knowledge representation and reasoning ,business.industry ,Semantics (computer science) ,Computer science ,Distributed computing ,Hypermedia ,Sketch ,law.invention ,Metamodeling ,law ,Design process ,Hypertext ,INF ,Software engineering ,business ,Computer-aided software engineering - Abstract
Web-based hypermedia systems are becoming more and more sophisticated, new modeling requirements constantly arise, and design models must constantly evolve. Since design tools should complement models to support an efficient design process, model evolution raises a technological issue: Design tools must be modified when their underlying model changes. This is why the paper proposes a general approach to efficiently update design tools in response to model evolutions. The key ideas are: a) the description of a hypermedia model in terms of a general meta-model, powerful enough to express the semantics of current and future design constructs; b) the transformation of a hypermedia design tool into a meta-CASE tool, able to cope with model updates without requiring to be redefined and rebuilt from scratch. The approach is presented by discussing a case study, that is, the feasibility study to transform our design toolkit, Jweb, into a meta-CASE tool (Jweb3). This tool will support the latest version of our model (called W2000), and will easily evolve with the model it supports. We discuss the adoption of the OMG meta-modeling standards MOF and XMI as enabling technology, we present a sample of the representation of W2000 in terms of MOF, and we sketch the architecture of the under-implementation Jweb3.
- Published
- 2002
146. Modal Navigation for Hypermedia Applications
- Author
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Franca Garzotto, Paolo Paolini, Luca Mainetti, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Flexibility (engineering) ,Multimedia ,Computer science ,Hypermedia ,computer.software_genre ,Mobile robot navigation ,law.invention ,Mode (computer interface) ,Modal ,law ,Human–computer interaction ,Turn-by-turn navigation ,Web navigation ,Hypertext ,computer ,Modal navigation ,Hypermedia design - Abstract
Hypermedia applications combine the flexibility of navigation based-access to information, typical of hypertext, with the communication power of multiple media, typical of multimedia systems. By their very nature, hypermedia applications support multimode interacation, i.e., interaction based on a combination of multiple modalities that are induced by different media and different navigation paradigms. The potentially huge number of mode combinations in hypermedia can accommodate a large variety of user needs and tasks. Multimode interaction, however, is intrinsically complex for the users if several multimode paradigmas coexist within the same application. This paper discusses the concept of modal navigation as a technique that allows to achieve both simplicity in user interaction and flexibility in tuning navigation styles to specific needs of different categories of users. According to modal navigation, the semantics of navigation commands depends upon the current setting of modes. Various paradigms are discussed for modal navigation that take into account different degrees of user's control in the definition of mode configuration and mode resetting. The approach will be exemplified by discussing a real life hypermedia application under development at HOC in cooperation with the Poldi Pezzoli Museum in Milano.
- Published
- 1996
147. Evaluation of Hypermedia Tourism Applications
- Author
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Franca Garzotto, Luca Mainetti, Paolo Paolini, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Engineering ,Multimedia ,law ,business.industry ,Hypermedia ,computer.software_genre ,business ,computer ,Navigation ,Tourism ,Hypermedia design ,law.invention - Published
- 1995
148. Hypermedia Application Design: a Structured Approach
- Author
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Luca Mainetti, Paolo Paolini, Franca Garzotto, W. SHULER, J. HANNEMAN, N. STREITZ EDS., Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Structured hypermedia ,Multimedia ,business.industry ,Computer science ,Usability ,Hypermedia ,computer.software_genre ,Technical documentation ,Task (project management) ,law.invention ,Consistency (database systems) ,law ,ComputingMethodologies_DOCUMENTANDTEXTPROCESSING ,business ,Representation (mathematics) ,Software engineering ,Engineering design process ,computer ,Hypermedia design ,Access structure - Abstract
Hypermedia design is the task of specifying representation structures, dynamic behaviour, navigation patterns, and lay-out features, of a hypermedia application. This paper describes a structured approach to hypermedia design, identifying the crucial steps in the design process. Our main goal is to provide a guideline to make hypermedia design more systematic and better organised, and to help mastering the complexity of hypermedia application development and improving consistency and usability of the resulting applications.
- Published
- 1995
149. Adding Multimedia Collections to the Dexter Model
- Author
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Luca Mainetti, Paolo Paolini, Franca Garzotto, ACM, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Structure (mathematical logic) ,Multimedia ,Computer science ,Dexter model ,Collection ,Composite ,Guided tour ,Hypermedia design ,computer.software_genre ,Synchronization ,World Wide Web ,Active media ,Component (UML) ,Container (abstract data type) ,Node (computer science) ,Layer (object-oriented design) ,Link (knot theory) ,computer - Abstract
The Dexter Model defines the notion of atomic components and composite components, but it does not prescribe, nor it suggests, any particular structure for composite components. This paper proposes a specific type of composite component, called “collection”.A collection is a container holding several members. Collections can contain other collections (nested collections). Collections can be regarded as sets, but they can also have an inner structure. Collections can be created in several ways: manually, through queries, by operations on other collections, by exploiting links, etc.Collections introduce a navigational pattern, based on their structure, that is different from the standard node&link navigation.If active media are considered, collections allow the design and implementation of complex synchronisation strategies, difficult to obtain otherwise.The paper describes the motivations for using collections, their structure, their navigational capabilities and a number of possible authoring mechanisms. It also examines the interplay between standard navigation and collection navigation, possible synchronization strategies for collections, as well as the requirements for the definition of a runtime support (which could be used to extend the runtime layer of the Dexter Model).
- Published
- 1994
150. Using and Developing Hypermedia Points of Information: Lessons Learned
- Author
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Luca Mainetti, Franca Garzotto, Paolo Paolini, Garzotto, F, Mainetti, Luca, and Paolini, P.
- Subjects
Engineering ,Class (computer programming) ,Multimedia ,business.industry ,Page layout ,media_common.quotation_subject ,Hypermedia ,computer.software_genre ,Field (computer science) ,law.invention ,Entity type ,law ,Quality (business) ,business ,computer ,media_common - Abstract
From the experience gained in evaluating several existing Hypermedia POIs (Points of Information), and from our own development work in this field, we have identified some critical issues in designing this class of systems. This paper briefly presents these results, by outlining the major stages of POI design and by discussing their impact on the quality of the final system. These concepts are exemplified by presenting the design choices in HyperMilano, a full size hypermedia POI developed at the Multimedia Laboratory of Politecnico di Milano.
- Published
- 1994
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