Marco Carnesecchi | Università della Valle d'Aosta (original) (raw)
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Papers by Marco Carnesecchi
"In questo articolo presentiamo la proposta di User Interface denominata iLo... more "In questo articolo presentiamo la proposta di User Interface denominata iLook pensata per supportare le interazioni tra le persone e gli elettrodomestici. Il brief di progetto fornito da Indesit, una delle compagnie leader nel settore, consiste nello sviluppo di servizi che diano all'utente finale un inequivocabile valore aggiunto per motivarlo all’acquisto ed all’uso degli elettrodomestici. Le 4 aree di interesse per la creazione di questi servizi sono: a) assistenza e manutenzione; b) controllo a distanza; c) community e networking; d) impatto economico ed ecologico dei servizi da sviluppare. L’approccio metodologico da noi seguito è quello del Participatory Design in modo da far contribuire alla creazione di concept di envisioning molte persone con differenti background (ristoratori, chef, commercianti nel settore alimentare), differenti ruoli nel processo di design (utenti finali, stakeholders, designers) e differenti responsabilità interne all’azienda (marketing, grafica, IT). In quest’articolo descriveremo il processo che ha condotto all’output corrente, sottolineando: a) la fase di envisioning effettuata insieme degli utenti finali; b) l’architettura dei contenuti di iLook; c) l’interfaccia di iLook in modalità “touch” ed “inspection” tramite realtà aumentata."
Studies in health technology and informatics, 2015
This paper presents LUDI, an interdisciplinary network of research centred on the topic of play f... more This paper presents LUDI, an interdisciplinary network of research centred on the topic of play for children with disabilities. The primary aim of the network is to ensure the theme is given the widest recognition as an independent field of research and intervention. Currently, the network comprises over 80 researchers and practitioners from 27 European countries. It is funded by the EU COST Programme through the means of an interdisciplinary Action started in May 2014 and lasting four years. The present contribution will discuss the scientific and social background and their implications that lead to the creation of the network, activities carried out during the first year of the Action and introduces the expected results of the ongoing activities.
Procedia - Social and Behavioral Sciences, 2014
Advances in Data Mining and Database Management, 2014
iLook is a User Interface designed to support everyday interaction between people and home applia... more iLook is a User Interface designed to support everyday interaction between people and home appliances. Following the project brief we focused on four potential assets: a) remote control; b) energy management & saving; c) community & networking; d) support & maintenance. Through a participatory design process that involved both end-users and stakeholders, we devised an information architecture to support people in many everyday scenarios of activity. We defined five levels of possible interaction with home appliances in the physical space and mapped the four fields of interests on each level. As a result of the process we present iLook, a Zooming Interface (ZUI) that embodies some focus+context features and allows the integration of the different assets on the different home appliances in one unifying context.
Sistemi intelligenti, 2010
Il sudoku, oltre ad essere un passatempo praticato quotidianamente da milioni di persone può funz... more Il sudoku, oltre ad essere un passatempo praticato quotidianamente da milioni di persone può funzionare da strumento per indagare il ragionamento deduttivo. Questo rompicapo, al pari di compiti tradizionalmente utilizzati nei test di laboratorio, quali i sillogismi (Johnson-Laird e Bara 1984) o il compito di selezione di Wason (Wason 1966) può essere risolto attraverso processi di pura deduzione. Il sudoku ha però il vantaggio di essere scelto liberamente da giocatori di tutto il mondo che si divertono nel compiere deduzioni su ...
Proceedings of Assistive Technology: From Research to Practice, AAATE 2013. P. Encarnação et al. (Eds.), Amsterdam, IOS Press, 2013. (pp143-148) ISBN 978-1-61499-303-2
L’ergonomia verso un modello di città sostenibile: fattore umano, tecnologie, inclusione sociale, comunicazione, Atti del X Congresso della Società Italiana di Ergonomia, pp. 342-347, ISBN 9788890935909, Nov 2013
paper presented at EARLY CHILDHOOD CARE AND EDUCATION, Moscow, 2012
Young Researchers Consortium of ICCHP 2012, Jul 2012
This article investigates the mediating role of robotic technologies in supporting the play skill... more This article investigates the mediating role of robotic technologies in supporting the play skills and performances of children with Cerebral Palsy. The results presented here are the outcomes of experimentation conducted by the research group the University of Aosta Valley.1 At the beginning the research goal was to test the hypothesis that children’s spatial visualization abilities could be influenced by playing sessions that involved the use of these abilities. During the analysis of the videos and notes taken by therapists and researchers who took part in the experimental sessions it emerged that this hypothesis had to be discarded, but another research topic became evident: the caregivers’ verbal and physical prompts was a crucial determining factor in letting children acquire play competence through the interaction with robotic technologies.
Il fenomeno della Change Blindness (CB) consiste nell‘incapacità da parte di un osservatore nel n... more Il fenomeno della Change Blindness (CB) consiste nell‘incapacità da parte di un osservatore nel notare differenze tra le immagini che gli sono presentate. In quest‘articolo illustriamo le differenti reazioni ad un effetto di CB da
parte di soggetti impegnati in attività differenti. Coerentemente col paradigma degli studi che vedono l‘attenzione come il fattore determinante CB [1],
noi abbiamo sottoposto due compiti di Change Detection, (CD) con tempi diversi che intercorrevano tra gli stimoli, ancorati a tre attività diverse per le
quali l‘attenzione da porre ai dettagli varianti dell‘immagine assume
un‘importanza via via crescente. Il nostro scopo è quello di indagare come la
percezione di un cambiamento in un‘immagine sia o meno strettamente connessa all‘attività svolta dall‘utente che deve registrare l‘avvenuta variazione.
The use of the Internet content and services can be enabled by new «objects» that support human s... more The use of the Internet content and services can be enabled by new «objects» that support human social activities happening in a particular place and at specific times.
WiRoni is a street furniture providing access to the Internet, keeping as a key reference point the physical and social environment in which it fits, highlighting the role of the territory and allowing the local community to create and enjoy digital contents.
The metaphor underlying the idea of WiRoni is the «creation of fountains»: Internet is like the water that must be taken to places where new life hasn't yet developed. Internet, just as water, can be delivered by simple taps or through fountains. In this case the fountains are the result of human creativity and they turn the environment into a place of art, of commerce, a new type of landscape. Internet can be then conveyed through hardware and software facilities, enabling local businesses growth.
The initial impact of WiRoni on the population of Monteroni d’Arbia (Siena) was limited to the us... more The initial impact of WiRoni on the population of Monteroni d’Arbia (Siena) was limited to the use of the contents loaded by the design team, in particular stories for children. Audio tracks produced by the local community were missing. Mostly this was due to the lack of technology literacy. However, the technical expertise required to broadcast the files in the park and the network is minimal (i.e upload files from wordpress CMS) as well as the technologies for recording audio and enrich the sound effects are available to everyone. This observations motivated the development of the project WiFiabe. In the 2010/2011 school year 20 children, led by an educator during the after-school activities, worked in groups and created fictional stories. As a result, some students at the University of Siena, with the help of a musician for the part of sound effects, assisted the children to become digital authors by learning how to turn their stories into rich audio contents. This allowed participants to interact with the web not just as passive but as authors, and set in motion a process for making WiRoni a tool for the whole local community.
Sistemi intelligenti, Jan 1, 2010
LE SCIENZE COGNITIVE IN ITALIA 2011 …, Jan 1, 2011
PsychNology …, Jan 1, 2011
"In questo articolo presentiamo la proposta di User Interface denominata iLo... more "In questo articolo presentiamo la proposta di User Interface denominata iLook pensata per supportare le interazioni tra le persone e gli elettrodomestici. Il brief di progetto fornito da Indesit, una delle compagnie leader nel settore, consiste nello sviluppo di servizi che diano all'utente finale un inequivocabile valore aggiunto per motivarlo all’acquisto ed all’uso degli elettrodomestici. Le 4 aree di interesse per la creazione di questi servizi sono: a) assistenza e manutenzione; b) controllo a distanza; c) community e networking; d) impatto economico ed ecologico dei servizi da sviluppare. L’approccio metodologico da noi seguito è quello del Participatory Design in modo da far contribuire alla creazione di concept di envisioning molte persone con differenti background (ristoratori, chef, commercianti nel settore alimentare), differenti ruoli nel processo di design (utenti finali, stakeholders, designers) e differenti responsabilità interne all’azienda (marketing, grafica, IT). In quest’articolo descriveremo il processo che ha condotto all’output corrente, sottolineando: a) la fase di envisioning effettuata insieme degli utenti finali; b) l’architettura dei contenuti di iLook; c) l’interfaccia di iLook in modalità “touch” ed “inspection” tramite realtà aumentata."
Studies in health technology and informatics, 2015
This paper presents LUDI, an interdisciplinary network of research centred on the topic of play f... more This paper presents LUDI, an interdisciplinary network of research centred on the topic of play for children with disabilities. The primary aim of the network is to ensure the theme is given the widest recognition as an independent field of research and intervention. Currently, the network comprises over 80 researchers and practitioners from 27 European countries. It is funded by the EU COST Programme through the means of an interdisciplinary Action started in May 2014 and lasting four years. The present contribution will discuss the scientific and social background and their implications that lead to the creation of the network, activities carried out during the first year of the Action and introduces the expected results of the ongoing activities.
Procedia - Social and Behavioral Sciences, 2014
Advances in Data Mining and Database Management, 2014
iLook is a User Interface designed to support everyday interaction between people and home applia... more iLook is a User Interface designed to support everyday interaction between people and home appliances. Following the project brief we focused on four potential assets: a) remote control; b) energy management & saving; c) community & networking; d) support & maintenance. Through a participatory design process that involved both end-users and stakeholders, we devised an information architecture to support people in many everyday scenarios of activity. We defined five levels of possible interaction with home appliances in the physical space and mapped the four fields of interests on each level. As a result of the process we present iLook, a Zooming Interface (ZUI) that embodies some focus+context features and allows the integration of the different assets on the different home appliances in one unifying context.
Sistemi intelligenti, 2010
Il sudoku, oltre ad essere un passatempo praticato quotidianamente da milioni di persone può funz... more Il sudoku, oltre ad essere un passatempo praticato quotidianamente da milioni di persone può funzionare da strumento per indagare il ragionamento deduttivo. Questo rompicapo, al pari di compiti tradizionalmente utilizzati nei test di laboratorio, quali i sillogismi (Johnson-Laird e Bara 1984) o il compito di selezione di Wason (Wason 1966) può essere risolto attraverso processi di pura deduzione. Il sudoku ha però il vantaggio di essere scelto liberamente da giocatori di tutto il mondo che si divertono nel compiere deduzioni su ...
Proceedings of Assistive Technology: From Research to Practice, AAATE 2013. P. Encarnação et al. (Eds.), Amsterdam, IOS Press, 2013. (pp143-148) ISBN 978-1-61499-303-2
L’ergonomia verso un modello di città sostenibile: fattore umano, tecnologie, inclusione sociale, comunicazione, Atti del X Congresso della Società Italiana di Ergonomia, pp. 342-347, ISBN 9788890935909, Nov 2013
paper presented at EARLY CHILDHOOD CARE AND EDUCATION, Moscow, 2012
Young Researchers Consortium of ICCHP 2012, Jul 2012
This article investigates the mediating role of robotic technologies in supporting the play skill... more This article investigates the mediating role of robotic technologies in supporting the play skills and performances of children with Cerebral Palsy. The results presented here are the outcomes of experimentation conducted by the research group the University of Aosta Valley.1 At the beginning the research goal was to test the hypothesis that children’s spatial visualization abilities could be influenced by playing sessions that involved the use of these abilities. During the analysis of the videos and notes taken by therapists and researchers who took part in the experimental sessions it emerged that this hypothesis had to be discarded, but another research topic became evident: the caregivers’ verbal and physical prompts was a crucial determining factor in letting children acquire play competence through the interaction with robotic technologies.
Il fenomeno della Change Blindness (CB) consiste nell‘incapacità da parte di un osservatore nel n... more Il fenomeno della Change Blindness (CB) consiste nell‘incapacità da parte di un osservatore nel notare differenze tra le immagini che gli sono presentate. In quest‘articolo illustriamo le differenti reazioni ad un effetto di CB da
parte di soggetti impegnati in attività differenti. Coerentemente col paradigma degli studi che vedono l‘attenzione come il fattore determinante CB [1],
noi abbiamo sottoposto due compiti di Change Detection, (CD) con tempi diversi che intercorrevano tra gli stimoli, ancorati a tre attività diverse per le
quali l‘attenzione da porre ai dettagli varianti dell‘immagine assume
un‘importanza via via crescente. Il nostro scopo è quello di indagare come la
percezione di un cambiamento in un‘immagine sia o meno strettamente connessa all‘attività svolta dall‘utente che deve registrare l‘avvenuta variazione.
The use of the Internet content and services can be enabled by new «objects» that support human s... more The use of the Internet content and services can be enabled by new «objects» that support human social activities happening in a particular place and at specific times.
WiRoni is a street furniture providing access to the Internet, keeping as a key reference point the physical and social environment in which it fits, highlighting the role of the territory and allowing the local community to create and enjoy digital contents.
The metaphor underlying the idea of WiRoni is the «creation of fountains»: Internet is like the water that must be taken to places where new life hasn't yet developed. Internet, just as water, can be delivered by simple taps or through fountains. In this case the fountains are the result of human creativity and they turn the environment into a place of art, of commerce, a new type of landscape. Internet can be then conveyed through hardware and software facilities, enabling local businesses growth.
The initial impact of WiRoni on the population of Monteroni d’Arbia (Siena) was limited to the us... more The initial impact of WiRoni on the population of Monteroni d’Arbia (Siena) was limited to the use of the contents loaded by the design team, in particular stories for children. Audio tracks produced by the local community were missing. Mostly this was due to the lack of technology literacy. However, the technical expertise required to broadcast the files in the park and the network is minimal (i.e upload files from wordpress CMS) as well as the technologies for recording audio and enrich the sound effects are available to everyone. This observations motivated the development of the project WiFiabe. In the 2010/2011 school year 20 children, led by an educator during the after-school activities, worked in groups and created fictional stories. As a result, some students at the University of Siena, with the help of a musician for the part of sound effects, assisted the children to become digital authors by learning how to turn their stories into rich audio contents. This allowed participants to interact with the web not just as passive but as authors, and set in motion a process for making WiRoni a tool for the whole local community.
Sistemi intelligenti, Jan 1, 2010
LE SCIENZE COGNITIVE IN ITALIA 2011 …, Jan 1, 2011
PsychNology …, Jan 1, 2011