VLDB 2026 Research / reviewers in the wild / expert
Mirko Duradoni
dblp:184/7811
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0001-8272-9484ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Role of Large Language Model-Generated Stories in the Narrative Experience of Serious Visual Novel GamesabstractThis study examines the impact of Large Language Model-generated narratives in a climate-change-themed Visual Novel, comparing two versions: First, the story is generated using thematic keywords in the prompts, and second, the story is generated without keywords. Fifty participants (21 female, 29 male) completed the study. Results showed that participants in the group without thematic keywords had higher levels of narrative engageability score, as measured by the Narrative Engageability Scale, than those with thematic keywords. This indicated that the ability to engage with the story was stronger in the group without keywords. However, when assessing the narrative experience using the Game User Experience Satisfaction Scale, both groups reported similar levels of satisfaction, suggesting that while the ability to engage with the narrative differed between groups, the overall narrative experience was mainly the same. These findings suggested that thematic keywords in prompts significantly impacted participants’ narrative experience of the game. Mustafa Can Gursesli, Mury F. Dewantoro, Xiao You, Ege Anbar, Pittawat Taveekitworachai, Febri Abdullah, Pietro Tarchi, Mirko Duradoni, Antonio Lanatà, Andrea Guazzini, Ruck Thawonmas |
Int. J. Hum. Comput. Interact. | 9 |
| 2026 | The Digital Life Balance Scale: Validation and Gender Invariance Among Urban Russian AdolescentsabstractThe advent of Information and Communication Technologies has profoundly shaped daily life, especially for those raised as “digital natives”. This study aimed to validate the Digital Life Balance (DLB) scale within the Russian urban adolescent population. A total of 420 adolescents (186 males and 234 females, M = 16.60 years) participated in the study. The DLB scale was translated and culturally adapted, alongside measures of life satisfaction, self-esteem, fear of missing out, and technology addiction. Confirmatory Factor Analysis supported a unidimensional structure with good internal consistency. Measurement invariance was demonstrated across genders. External validity was supported by positive significant correlations with life satisfaction and self-esteem, and negative correlation with smartphone addiction, gaming addiction, and social media disorder. Findings indicate that a balanced digital life is associated with higher well-being and lower technology addiction and that the adapted DLB scale is a reliable tool for evaluating DLB among urban Russian adolescents. Anna Enrica Tosti, Sergey Tereshchenko, Lidia Evert, Andrea Guazzini, Mirko Duradoni |
Int. J. Hum. Comput. Interact. | 5 |
| 2026 | Multimodal Analysis of Emotions in Gaming: Understanding Cultural InfluencesabstractThis study investigates the emotional dynamics from different cultural backgrounds using a multimodal approach that combines Facial Emotion Recognition and Heart Rate Variability (HRV) analysis. A total of 109 participants from Italy, Japan, and Korea (mean age = 24.5 years) played two casual games, namely Snake and Matching Pairs, to investigate cultural differences in emotional and physiological responses. The results revealed distinct cultural patterns in static emotional expression using generalised linear mixed models (GLMMs). The Italian cultural group showed higher levels of positive facial expressions (FE), particularly happiness; the Korean cultural group showed more frequent negative FE, while the Japanese cultural group showed restrained FE, particularly related to fear. Moreover, emotional transitions were analysed using a Markov-inspired continuousstate operator derived from probabilistic FE vectors, which characterised the temporal structure of emotional changes and uncovered systematic cross-cultural and task-dependent differences in emotional latency. These findings show that emotional transitions are shaped by cultural norms and the cognitive demands of the games. Furthermore, integrating FE and HRV features into GLMMs showed that autonomic indices predict performance and vary across game types. Overall, this study provides three key contributions. First, it indicates that FEs of emotion during gameplay differ significantly across cultures, in accordance with cultural display norms. Second, it demonstrates that emotional transitions are dynamic and influenced by game performance, with cultural background shaping these patterns. Third, it identifies cross-cultural differences in physiological responses, specifically bodily signals such as HRV. These findings enhance understanding of how games elicit and regulate emotional and physiological responses, suggesting applications beyond entertainment. Mustafa Can Gursesli, Pietro Tarchi, Federico Calà, Lorenzo Frassineti, Andrea Guazzini, Mirko Duradoni, Kyoungju Park, Ruck Thawonmas, Xiao You, Antonio Lanatà |
IEEE Trans. Affect. Comput. | 6 |
| 2024 | Understanding Game Performance: A Study of Eye Blinking and Pupil Metrics in Matching Pairs GameabstractBiofeedback in serious games is becoming increasingly relevant to objectively assessing players’ engagement and performance. This study administered a Matching Pairs (MP) game to a group of healthy volunteers while acquiring eye-tracking data, specifically pupil dilation and blinking behavior. A dedicated algorithm has been implemented for game score assessment. A set of linear and nonlinear features were extracted from physiological signals. Statistical analysis was performed to understand whether oculometric parameters differ between the best and worst MP game trials. Moreover, correlation analysis investigated possible relationships between physiological measures and players’ performance. Results showed statistically significant smaller pupil dilation velocity, higher Index of Pupillary Activity (IPA), and shorter blink rate in the best MP trial than in the worst one. Our outcomes could highlight better cognitive resource management and greater focus in the best trial. Moreover, participants’ scores were negatively correlated with blinking rate and the time the eyes were closed during the game. It showed that more focus on specific game tasks leads to better performance, therefore limiting interruptions of the information flow due to blinking. These findings may suggest that eye parameters in serious gaming platforms could be a powerful tool for intervention programs targeting older populations or people with cognitive impairments. Mustafa Can Gursesli, Federico Calà, Pietro Tarchi, Lorenzo Frassineti, Andrea Guazzini, Mirko Duradoni, Ruck Thawonmas, Antonio Lanatà |
CoG | 6 |
| 2022 | Identification and prediction of phubbing behavior: a data-driven approach
Mirko Duradoni, Andrea Guazzini |
Neural Comput. Appl. | 2 |