F. Davide

Publication List Details

Period

2001 - 2009

Number

41

Co-Authors

9 "Being there " and the Role of Presence Technology (2009)

G. Riva, F. Davide, Shanyang Zhao

Abstract. This paper uses the metaphor of "being there " to differentiate two basic modes of mediated presence. "'Being ' there " refers to presence in a remote...

4 Ambient Intelligence: from Vision to Reality IST Advisory Group (ISTAG) (2009)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds

Abstract: According to the ISTAG vision statement, humans will, in an Ambient Intelligent (AmI) Environment, be surrounded by intelligent interfaces supported by computing and networking technology...

8 Quality of Experience in Virtual Environments (2008)

G. Riva, F. Davide, Andrea Gaggioli, Marta Bassi, Antonella Delle Fave

Abstract. In this chapter, we present a new theoretical and methodological approach to the study of presence and virtual experience. More specifically, our work aims at analyzing the quality of...

The Simplicity Project: Managing Complexity in a Diverse ICT World (2008)

N. Blefari Melazzi, G. Bianchi, G. Ceneri, G. Cortese, F. Davide, N. Davies, ...

auto-configuration of terminals, middleware, brokerage functions, orchestration of network resources, Smart Cards, high-layer re-configurability, Bluetooth, mobile phones as generalpurpose

Burst on Hurst algorithm for detecting activity patterns in networks of cortical neurons (2008)

G. Stillo, L. Bonzano, A. Vato, F. Davide, S. Martinoia

Abstract — Electrophysiological signals were recorded from primary cultures of dissociated rat cortical neurons coupled to Micro-Electrode Arrays (MEAs). The neuronal discharge patterns may change...

The ASPICE Project: Inclusive design for the motor disabled (2008)

F. Aloise, F. Cincotti, F. Babiloni, M. G. Marciani, D. Morelli, S. Paolucci, ...

The ASPICE project aims at the development of a system which allows the neuromotor disabled persons to improve or recover their mobility (directly or by emulation) and communication within the...

9 Interactive Context-Aware Systems Interacting with Ambient Intelligence (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds, Albrecht Schmidt

Abstract. Interactive systems have been the dominant computing paradigm over recent years. This paradigm is characterized by the fact that human user and the system communicate and interact...

2 The Psychology of Ambient Intelligence: Activity, Situation and Presence (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds

Abstract. The chapter outlines a psychological framework for the concept of Ambient Intelligence (AmI), centered on three concepts: action, situation and presence. Using this framework it is provided...

8 Game AI: The Possible Bridge between Ambient and Artificial Intelligence (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds, Alexander Kleiner

Abstract. A critical role for the development of Ambient Intelligence will be played by Artificial Intelligence. Within its latest approach, Artificial Intelligence is considered as being embedded...

6 A Flexible Architecture for Ambient Intelligence Systems Supporting Adaptive Multimodal Interaction with Users (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds, Stefano Piva, Carlo Bonamico, ...

Abstract. Ambient Intelligence (AmI) systems aim at augmenting real environments to create Smart Spaces where users are provided with pervasive virtual services. In order to allow users to seamlessly...

3 Optimal Experience in Ambient Intelligence (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds, Andrea Gaggioli

Abstract. Ambient Intelligence (AmI) will radically change how people interact with technology. In AmI, people will be surrounded by a multitude of interconnected embedded systems. These devices will...

1 New Technologies For Ambient Intelligence (2008)

G. Riva, F. Vatalaro, F. Davide, M. Alcañiz (eds, Mariano Alcañiz, Beatriz Rey

Abstract. Ambient Intelligence builds on three recent key technologies: Ubiquitous Computing, Ubiquitous Communication and Intelligent User Interfaces – some of these concepts are barely a decade...

Situation awareness and (2008)

G. Riva, F. Davide, Paolo Cottone

co-reference in distance learning

20 Interaction Manifestations in (2008)

G. Riva, F. Davide, Multi-player Games, Tony Manninen

Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...

Behavioral and Physiological Methods (2008)

G. Riva, F. Davide, Brent E. Insko

Abstract. Virtual reality (VR) systems enable the user to feel as if they are present in a computer generated environment. But how do we determine the extent to which a user feels present in the...

14 Presence Technologies for Informal Collaboration (2008)

G. Riva, F. Davide, Babak A. Farshchian

Abstract. In this chapter we investigate presence technologies for supporting informal collaboration. Informal collaboration consists of spontaneous and unplanned interactions that occur frequently...

21 Real Time Text-to-Emotion Engine for Expressive Internet Communications (2008)

G. Riva, F. Davide, Anthony C. Boucouvalas

Abstract. In this work we focus on demonstrating a real time communication interface which enhances text communication by detecting from real time typed text, the extracted emotions, and displaying...

Training: Enhancing Skills Acquisition and Transfer of Knowledge through Learning Experience in Virtual Environments (2008)

G. Riva, F. Davide, Fabrizia Mantovani, Gianluca Castelnuovo

Abstract. Recent advances in educational and training technology are offering an increasing number of innovative and promising learning environments including three-dimensional and two-dimensional...

3 Engineering Presence: an Experimental Strategy (2008)

G. Riva, F. Davide, Fabrizio Davide, Richard Walker

Abstract. Over the centuries artists have developed a range of techniques for inducing a sense of presence in an audience. The goals of these are however essentially open-ended. The presence...

Contents (2008)

G. Riva, F. Davide, Panos Markopoulos, Onno Romijn, Ros Philopoulos

Abstract. This chapter discusses research conducted to understand the requirements of elderly for informal social telecommunication media that may be addressed through awareness technologies. It...

12 User Presence in Mobile Environments (2008)

G. Riva, F. Davide, Giorgio Da Bormida, Paul Lefrere

Abstract: Three forms of mobile-supported user presence are discussed, in the context of an international project, MOBIlearn. These are: (1) ‘anticipatory ’ user presence, meaning the kind of...

19 Telewindows: Case Studies in Asymmetrical Social Presence (2008)

G. Riva, F. Davide, Carrie Heeter, Jennifer Gregg, Jacob Climo, ...

Abstract. Emerging telecommunication technologies could extend participation in social groups for homebound and mobility-limited people. Like a window in a room, a Telewindow can be opened anytime....

10 Are you with us? The role of presence in Mixed Reality for (2008)

G. Riva, F. Davide, Participatory Design, Roy C. Davies, Birgitta Rydberg Mitchell, ...

Abstract. In architecture, life-like three-dimensional pictures are often used to portray to the layman how a particular design is going to look and fit into the surrounding landscape. Some...

Presence and Usability: a Situated, Action-Based Approach to Virtual Environments (2008)

G. Riva, F. Davide, Luciano Gamberini, Anna Spagnolli

Abstract. In assessing the usability of a virtual environment, a valuable hint may be offered by a good model of the user’s experience, which is usually described as the experience of being...

2 Presence in the Past: what can we learn from Media History? (2008)

G. Riva, F. Davide, Wijnand Ijsselsteijn

Abstract. In this chapter we describe the historical development of cinema, television, telerobotics, and virtual environments, with emphasis on their psychological impact, in particular the...

9 "Being there " and the Role of Presence Technology (2007)

G. Riva, F. Davide, Shanyang Zhao

Abstract. This paper uses the metaphor of "being there " to differentiate two basic modes of mediated presence. "'Being ' there " refers to presence in a...

20 Interaction Manifestations in (2007)

G. Riva, F. Davide, Multi-player Games, Tony Manninen

Abstract. This chapter describes the findings of ethnographical research which elaborates and analyses the interaction forms of a contemporary multi-player game. The motivation for the research...

8 Quality of Experience in Virtual Environments (2007)

G. Riva, F. Davide, Andrea Gaggioli, Marta Bassi, Antonella Delle Fave

Abstract. In this chapter, we present a new theoretical and methodological approach to the study of presence and virtual experience. More specifically, our work aims at analyzing the quality of...

The Simplicity Project: Managing Complexity in a Diverse ICT World (2004)

Davies, Nigel, Friday, Adrian, Blefari-Melazzi, N., Bianchi, G., Ceneri, G., Cortese, G., ...

As technology develops, people are using an ever broader range of heterogeneous ICT (Information and Communication Technology) devices and network-based services. New areas of research, such as...

Burst Analysis of Chemically Stimulated Spinal Cord Neuronal Networks Cultured on Microelectrode Arrays (2003)

Grattarola, M., Chiappalone, M., Davide, F., Martinoia, S., Tedesco, M. B.

Planar microelectrode arrays allow the recording of the electrophysiological activity of cultured neurons for long time periods and from different sites of the network. In the developing Central...

Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments (2003)

G. Riva, F. Davide

presence in mediated environments Wijnand IJSSELSTEIJN and Giuseppe RIVA Abstract. Presence, the experience of ‘being there ’ in a mediated environment, has become closely associated with VR and...

Staying There: An Activity-Based Approach to Narrative Design and Evaluation as an Antidote to Virtual Corpsing (2003)

Tim Marsh, G. Riva, F. Davide

Interactive mediated environments (e.g. virtual reality/environments, computer games, the Internet, multi-media, interactive television) have the potential to induce experience in users. Engagement,...

The Illusion of Being Creative (2003)

G. Riva, F. Davide, John A. Waterworth, John A. Waterworth

The chapter suggests an approach to presence and how it could be applied to elicit creativity, especially everyday creativity. We believe that it is important to provide cues both to bring out...

Being There: The experience of presence in mediated environments (2003)

W.A IJsselsteijn, G. Riva, F. Davide

Presence, the experience of `being there' in a mediated environment, has become closely associated with VR and other advanced media. Different types of presence are discussed, including physical...

Real Time Text-to-Emotion Engine for Expressive Internet Communications (2003)

G. Riva, F. Davide, A. Boucouvalas

In this work we focus on demonstrating a real time communication interface which enhances text communication by detecting from real time typed text, the extracted emotions, and displaying on the...

Persuasive Effects of Presence in Immersive Virtual Environments (2003)

G. Riva, F. Davide, Dan Grigorovici

In general, current research suggests that virtual environments, compared to classical advertising media, provide users with a higher level of presence, more perceptual and psychological immersion....

Presence 2010: The Emergence of Ambient Intelligence (2003)

G. Riva, F. Davide, Pierpaolo Loreti, Massimiliano Lunghi, Francesco Vatalaro, ...

Abstract. In the last five years we have seen significant advances in three promising technology areas: virtual environments, in which 3D displays and interaction devices immerse the user in a...

Networks of Spinal Cord Neurons Cultured on Microelectrode Arrays: Response to (2001)

Stimuli And Homeostasis, F. Davide, M. Grattarola, S. Paša, G. Maura, M. Marcoli, ...

The use of planar microelectrode arrays allows one to register the electrophysiological activity of cultured neurons under virtual non-invasive conditions for a long period of time (i.e. hours).