Sara Peretti

dblp:233/6234 · DBLP profile ↗
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5ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-9784-5816ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021
YearPublicationVenuePosition
2025 Risk of Gaming Disorders in Adolescents: A Multiperspective Framework for Video Games Development
Federica Caruso, Sara Peretti, Chiara Pino, Tania Di Mascio
CSEDU (2)2
2024 VirtuOR: Immersive Virtual Environments for Pain Management in Operative Rooms - A Demo
abstract
This demo paper presents the VirtuOR multidisciplinary project aiming at leveraging Immersive Virtual Reality for pain management in operative rooms. Addressing the limitations of existing literature, the project proposes an ontology-based framework for designing Immersive Virtual Environments and setting them by anaesthetists. The framework’s key features are discussed, and its practical application is shown through a prototype tailored for patients undergoing specific surgical procedures in operative rooms.
Federica Caruso, Sara Peretti, Vincenza Cofini, Stefano Necozione, Nicola Liberati, Tania Di Mascio
AVI2
2024 SeriousGXcraft: an XML-based Framework for Developing Serious Games
abstract
This paper introduces SeriousGXcraft, an innovative XML-based framework for the development of serious games (i.e., their design, implementation, and evaluation). This framework overcomes the limitations of existing ones by leveraging the flexibility of XML and providing a comprehensive and integrated solution. It promotes multidisciplinary collaboration and ensures a harmonious balance between the playful and educational aspects of serious games. By harnessing the capabilities of XML schema, which describes elements related to the target audience, abstract level, concrete level, and actual level, SeriousGXcraft empowers the development team to effectively browse and provide visual support for the complex facets of the serious game development process.
Federica Caruso, Sara Peretti, Chiara Pino, Tania Di Mascio
AVI2
2020 The CrazySquare solution: a gamified ICT tool to support the musical learning in pre-adolescents
abstract
In this paper, we present the current prototype of the CrazySquare Project which is aimed to provide a gamified ICT (Information and Communications Technology) solution for musical education. The project is inspired by Gordon's Musical Learning Theory. It is dedicated to the guitar since it is one of the most played instrument in Italian's Middle Schools. The TPACK (Technological Pedagogical Content Knowledge) framework has been used as a way to effectively integrate the technology into teaching activities. Moreover, the CrazySquare project follows an iterative process based on the TEL-oriented UCD approach. Currently, after carrying out an expert-based evaluation with several domain-experts, we are designing the user-based evaluation phase which will conclude the second iteration.
Carlo Centofanti, Alessandro D'Errico, Federica Caruso, Sara Peretti
AVI4
2020 The CrazySquare Project: A Technological Pedagogical Content Knowledge Solution
Federica Caruso, Sara Peretti, Lara Corbacchini, Carlo Centofanti, Alessandro D'Errico
CSEDU (1)2