Ariel Caputo

dblp:263/6534 · DBLP profile ↗
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12ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0002-6478-4663ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021Systems, architecture and hardware · 1 · 1 first-author
YearPublicationVenuePosition
2026 Foreword to the Special Section on Smart Tools and Applications in Graphics (STAG 2024)
Andrea Giachetti 0001, Umberto Castellani, Ariel Caputo, Valeria Garro, Nicola Capece
Comput. Graph.3
2026 EnvMap-GS: two-stage outdoor Gaussian reconstruction with background-to-environment map baking
abstract
Abstract Reconstructing outdoor environments from “inside-out” captures, where a camera moves within a restricted area but looks outward, remains challenging due to the presence of both well-textured nearby regions and low-detail distant backgrounds. We introduce a two-stage Gaussian Splatting framework that explicitly separates and optimizes these regions, yielding higher-fidelity novel view synthesis and allowing the replacement of the distant part with a high-quality, inpainted environment map to speedup the rendering process. In stage one, background primitives are initialized within a spherical shell and optimized using a loss that combines a background-only photometric term with two geometric regularizers: one constraining Gaussians to remain inside the shell, and another one aligning them with local tangential planes. In stage two, foreground Gaussians are initialized from a Structure-from-Motion reconstruction, added and refined using the standard rendering loss, while the background set remains fixed but contributes to the final image formation. Background Gaussians can be rendered to an object-free environment map that is inpainted to fill missing parts and can replace the Gaussian-based background for faster rendering. Experiments on diverse outdoor datasets show that our method reduces background artifacts and improves perceptual quality of novel view renderings compared to state-of-the-art baselines, including the removal of floaters in the navigation region.
Deborah Pintani, Ariel Caputo, Noah Lewis, Marc Stamminger, Fabio Pellacini, Andrea Giachetti 0001
Vis. Comput.2
2025 Enhancing shopping experience in augmented reality by customizing product manipulation modalities: A customer experience study
abstract
In recent years, Augmented Reality (AR) technology has permeated various domains. This paper focuses on the critical aspect of enhancing customer interaction within AR e-commerce environments by investigating the impact of virtual product size manipulation on usability, user experience, and shopping satisfaction. We tested two manipulation modalities: an unconstrained scaling modality, enabling users to manually adjust product dimensions, and an assisted modality providing automatic 1:1 scaling. Using the Microsoft HoloLens 2 AR headset, we engaged 40 participants with small and large virtual products in shopping scenarios using these two manipulation modalities. Results show that users found the automatic manipulation modality to provide a superior user experience, being more effective, easy, useful, and pleasant when interacting with large virtual products. For small virtual products, they expressed a preference for free manipulation. Customer satisfaction with the shopping experience is positive, however, product size and manipulation modality affect the repatronage intention. The findings offer insights into designing AR e-commerce interfaces, highlighting that providing different manipulation modalities depending on the size of the products allows for enriching the shopping experience and improving the AR market potential.
Merylin Monaro, Alice Bettelli, Giovanni Portello, Leonardo Pierobon, Valeria Orso, Ariel Caputo, Maria Luisa Campanini, Andrea Giachetti 0001, Luciano Gamberini
Int. J. Hum. Comput. Stud.6
2024 ICELab Demo: an industrial digital-twin and simulator in VR
abstract
In this demo we present an application featuring the integration of Virtual Reality (VR) technologies with the demonstration laboratory (ICELab) built around Industry 4.0/5.0 concepts. In particular, we showcase a digital twin of the real laboratory that allows the user to explore its environment in VR and interact with the different machinery to obtain several data and information.
Deborah Pintani, Marco Emporio, Ariel Caputo, Dong Seon Cheng, Lorenzo Genghini, Nicola Tomasoni, Andrea Giachetti 0001
VRST3
2024 Comparison of deviceless methods for distant object manipulation in mixed reality
Ariel Caputo, Riccardo Bartolomioli, Valeria Orso, Michele Mingardi, Leonardo Da Granaiola, Luciano Gamberini, Andrea Giachetti 0001
Comput. Graph.1
2024 Integration of Extended Reality with a Cyber-Physical Factory Environment and its Digital Twins
abstract
In this paper, we present an example of complete integration of eXtended Reality technologies within a demonstration laboratory showcasing Industry 4.0/5.0 compliant machinery in realistic scenarios of use. We describe the design choices and the implementation of the augmented and virtual reality applications developed and potentially usable to support different real-world tasks, featuring advanced gesture-based interaction modes. We also describe the optimized communication architecture used to synchronize data between the cyber-physical factory environment with all its components, its industrial digital twin, and the augmented and virtual replica of the factory. Example tasks supported with the tools in public demonstrations allow users wearing Microsoft HoloLens 2 or Meta Quest 2 headsets to monitor the status of the prototype production line and operate on it, locally or remotely. An example video showing the applications is available in the supplementary material.
Marco Emporio, Ariel Caputo, Deborah Pintani, Dong Seon Cheng, Thomas De Marchi, Gianmaria Forte, Franco Fummi, Andrea Giachetti 0001
Proc. ACM Hum. Comput. Interact.2
2023 Eyes on Teleporting: Comparing Locomotion Techniques in Virtual Reality with Respect to Presence, Sickness and Spatial Orientation
Ariel Caputo, Massimo Zancanaro, Andrea Giachetti 0001
INTERACT (3)1
2022 SHREC 2022 track on online detection of heterogeneous gestures
Marco Emporio, Ariel Caputo, Andrea Giachetti 0001, Marco Cristani, Guido Borghi, Andrea D'Eusanio, Minh-Quan Le, Hai-Dang Nguyen, Minh-Triet Tran, Felix Ambellan, Martin Hanik, Esfandiar Nava-Yazdani, Christoph von Tycowicz
Comput. Graph.2
2021 Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality
Ariel Caputo, Andrea Giachetti 0001, Salwa Abkal, Chiara Marchesini, Massimo Zancanaro
INTERACT (5)1
2021 SHREC 2021: Skeleton-based hand gesture recognition in the wild
Ariel Caputo, Andrea Giachetti 0001, Simone Soso, Deborah Pintani, Andrea D'Eusanio, Stefano Pini, Guido Borghi, Alessandro Simoni, Roberto Vezzani, Rita Cucchiara, Andrea Ranieri, Franca Giannini, Katia Lupinetti, Marina Monti, Mehran Maghoumi, Joseph J. LaViola Jr., Minh-Quan Le, Hai-Dang Nguyen, Minh-Triet Tran
Comput. Graph.1
2020 XR-Cockpit: a comparison of VR and AR solutions on an interactive training station
abstract
One of the most challenging aspects of the implementation of Virtual/Mixed reality training systems is the effective simulation of real-world manipulation of the physical devices included in control interfaces like buttons, sliders, levers, knobs, etc. In this paper we describe a mockup airplane cockpit (XR-Cockpit), featuring interactive components of this kind that demonstrate the feasibility of effective simulations of device manipulation using low cost hand tracking technology and gesture recognition. Based on this system, we performed a user study to compare the effectiveness of the interaction with virtual tools using different visualization solutions: immersive VR, optical and video see-through based MR. In our study, we also checked how well it is possible to perform manipulation of real objects wearing the two video see-through solutions. The analysis of the experimental results provides useful guidelines for the design of Virtual and Mixed Reality training systems involving virtual and physical actions on manipulation devices.
Ariel Caputo, Sergiu Jacota, Serhiy Krayevskyy, Marco Pesavento, Fabio Pellacini, Andrea Giachetti 0001
ETFA1
2020 SFINGE 3D: A novel benchmark for online detection and recognition of heterogeneous hand gestures from 3D fingers' trajectories
Ariel Caputo, Andrea Giachetti 0001, Franca Giannini, Katia Lupinetti, Marina Monti, Marco Pegoraro 0002, Andrea Ranieri
Comput. Graph.1