VLDB 2026 Research / reviewers in the wild / expert
Massimiliano Di Luca
dblp:28/548
· DBLP profile ↗
14ranked-venue papers
1as first author
7since 2021 · last 2026
0000-0003-3085-7251ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 5 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Belt and whistles - adding lower body collision awareness for MR experiencesabstractUsers of Virtual Reality (VR) primarily sense their environment through audiovisual cues. The lack of haptic feedback on their body can make them unaware of virtual obstacles outside their field of view. This lack of sensing can cause the user to unknowingly penetrate virtual objects, breaking the scene’s plausibility and disrupting the experience of other users in the same virtual space. We propose a haptic belt that increases the user’s scene awareness by rendering signals of collisions and proximity to virtual objects around the user. Diar Abdlkarim, Devika Mukherjee, Daniele Giunchi, Massimiliano Di Luca, Eyal Ofek |
CHI | 4 |
| 2025 | Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XRabstractText entry for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. We discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database. Arpit Bhatia, Moaaz Hudhud Mughrabi, Diar Abdlkarim, Massimiliano Di Luca, Mar González-Franco, Karan Ahuja, Hasti Seifi |
CHI | 4 |
| 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?abstractDetailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this article, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort. Alexandra Adkins, Aline Normoyle, Lorraine Lin, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
ACM Trans. Graph. | 6 |
| 2022 | Robot, Pass Me the Tool: Handle Visibility Facilitates Task-oriented HandoversabstractA human handing over an object modulates their grasp and movements to accommodate their partner's capa-bilities, which greatly increases the likelihood of a successful transfer. State-of-the-art robot behavior lacks this level of user understanding, resulting in interactions that force the human partner to shoulder the burden of adaptation. This paper investigates how visual occlusion of the object being passed affects the subjective perception and quantitative performance of the human receiver. We performed an experiment in virtual reality where seventeen participants were tasked with repeatedly reaching to take a tool from the hand of a robot; each of the three tested objects (hammer, screwdriver, scissors) was presented in a wide variety of poses. We carefully analysed the user's hand and head motions, the time to grasp the object, and the chosen grasp location, as well as participants' ratings of the grasp they just performed. Results show that initial visibility of the handle significantly increases the reported holdability and immediate usability of a tool. Furthermore, a robot that offers objects so that their handles are more occluded forces the receiver to spend more time in planning and executing the grasp and also lowers the probability that the tool will be grasped by the handle. Together these findings indicate that robots can more effectively support their human work partners by increasing the visibility of the intended grasp location of objects being passed. Valerio Ortenzi, Maija Filipovica, Diar Abdlkarim, Tommaso Pardi, Chie Takahashi, Alan Wing, Massimiliano Di Luca, Katherine J. Kuchenbecker |
HRI | 7 |
| 2022 | Perception of Mechanical Properties via Wrist Haptics: Effects of Feedback CongruenceabstractDespite non-co-location, haptic stimulation at the wrist can potentially provide feedback regarding interactions at the fingertips without encumbering the user's hand. Here we investigate how two types of skin deformation at the wrist (normal and shear) relate to the perception of the mechanical properties of virtual objects. We hypothesized that a congruent mapping (i.e. when the most relevant interaction forces during a virtual interaction spatially match the haptic feedback at the wrist) would result in better perception than other mappings. We performed an experiment where haptic devices at the wrist rendered either normal or shear feedback during manipulation of virtual objects with varying stiffness, mass, or friction properties. Perception of mechanical properties was more accurate with congruent skin stimulation than noncongruent. In addition, discrimination performance and subjective reports were positively influenced by congruence. This study demonstrates that users can perceive mechanical properties via haptic feedback provided at the wrist with a consistent mapping between haptic feedback and interaction forces at the fingertips, regardless of congruence. Mine Sarac, Massimiliano Di Luca, Allison M. Okamura |
IROS | 2 |
| 2021 | Locomotion Vault: the Extra Mile in Analyzing VR Locomotion TechniquesabstractNumerous techniques have been proposed for locomotion in virtual reality (VR). Several taxonomies consider a large number of attributes (e.g., hardware, accessibility) to characterize these techniques. However, finding the appropriate locomotion technique (LT) and identifying gaps for future designs in the high-dimensional space of attributes can be quite challenging. To aid analysis and innovation, we devised Locomotion Vault (https://locomotionvault.github.io/), a database and visualization of over 100 LTs from academia and industry. We propose similarity between LTs as a metric to aid navigation and visualization. We show that similarity based on attribute values correlates with expert similarity assessments (a method that does not scale). Our analysis also highlights an inherent trade-off between simulation sickness and accessibility across LTs. As such, Locomotion Vault shows to be a tool that unifies information on LTs and enables their standardization and large-scale comparison to help understand the space of possibilities in VR locomotion. Massimiliano Di Luca, Hasti Seifi, Simon Egan, Mar González-Franco |
CHI | 1 |
| 2021 | PrendoSim: Proxy-Hand-Based Robot Grasp GeneratorabstractThe synthesis of realistic robot grasps in a simulated environment is pivotal in generating datasets that support sim-to-real transfer learning. In a step toward achieving this goal, we propose PrendoSim, an open-source grasp generator based on a proxy-hand simulation that employs NVIDIA’s physics engine (PhysX) and the recently released articulated-body objects developed by Unity (https://prendosim.github.io). We present the implementation details, the method used to generate grasps, the approach to operationally evaluate stability of the generated grasps, and examples of grasps obtained with two different grippers (a parallel jaw gripper and a three-finger hand) grasping three objects selected from the YCB dataset (hammer, screwdriver, and scissors). Compared to simulators proposed in the literature, PrendoSim balances grasp realism and ease of use, displaying an intuitive interface and enabling the user to produce a large and varied dataset of stable grasps. Diar Abdlkarim, Valerio Ortenzi, Tommaso Pardi, Maija Filipovica, Alan Wing, Katherine J. Kuchenbecker, Massimiliano Di Luca |
ICINCO | 7 |
| 2019 | Virtual Grasping Feedback and Virtual Hand OwnershipabstractIn this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback. Ryan Canales, Aline Normoyle, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
SAP | 5 |
| 2019 | The Effect of Hand Size and Interaction Modality on the Virtual Hand IllusionabstractMost commercial virtual reality applications with self avatars provide users with a “one-size fits all” avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely customized to fit an individual user. Prior research has shown that mismatches between users' avatars and their actual bodies can affect size perception and feelings of body ownership. In this paper, we consider how concepts related to the virtual hand illusion, user experience, and task efficiency are influenced by variations between the size of a user's actual hand and their avatar's hand. We also consider how using a tracked controller or tracked gestures affect these concepts. We conducted a 2×3 within-subjects study (n=20), with two levels of input modality: using tracked finger motion vs. a hand-held controller (Glove vs. Controller), and three levels of hand scaling (Small, Fit, and Large). Participants completed 2 block-assembly trials for each condition (for a total of 12 trials). Time, mistakes, and a user experience survey were recorded for each trial. Participants experienced stronger feelings of ownership and realism in the Glove condition. Efficiency was higher in the Controller condition and supported by play data of more time spent, blocks grabbed, and blocks dropped in the Glove condition. We did not find enough evidence for a change in agency and the intensity of the virtual hand illusion depending on hand size. Over half of the participants indicated preferring the Glove condition over the Controller condition, mentioning fun and efficiency as factors in their choices. Preferences on hand scaling were mixed but often attributed to efficiency. Participants liked the appearance of their virtual hand more while using the Fit instead of Large hands. Several interaction effects were observed between input modality and hand scaling, for example, for smaller hands, tracked hands evoked stronger feelings of ownership compared to using a controller. Our results show that the virtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable. Lorraine Lin, Aline Normoyle, Alexandra Adkins, Yu Sun 0044, Andrew C. Robb, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
VR | 7 |
| 2018 | Touch with foreign hands: the effect of virtual hand appearance on visual-haptic integrationabstractHand tracking and haptics are gaining more importance as key technologies of virtual reality (VR) systems. For designing such systems, it is fundamental to understand how the appearance of the virtual hands influences user experience and how the human brain integrates vision and haptics. However, it is currently unknown whether multi-sensory integration of visual and haptic feedback can be influenced by the appearance of virtual hands in VR. We performed a user study in VR to gain insight into the effect of hand appearance on how the brain combines visual and haptic signals using a cue-conflict paradigm. In this paper, we show that the detection of surface irregularities (bumps and holes) sensed by eyes and hands is affected by the rendering of avatar hands. However, sensitivity changes do not correlate with the degree of perceived limb ownership. Qualitative feedback provides insights into potentially distracting cues in visual-haptic integration. Valentin Schwind, Lorraine Lin, Massimiliano Di Luca, Sophie Jörg, James Hillis |
SAP | 3 |
| 2015 | Progressive Co-adaptation in Human-Machine InteractionabstractIn this paper we discuss the concept of co-adaptation between a human operator and a machine interface and we summarize its application with emphasis on two different domains, teleoperation and assistive technology. The analysis of the literature reveals that only in few cases the possibility of a temporal evolution of the co-adaptation parameters has been considered. In particular, it has been overlooked the role of time-related indexes that capture changes in motor and cognitive abilities of the human operator. We argue that for a more effective long-term co-adaptation process, the interface should be able to predict and adjust its parameters according to the evolution of human skills and performance. We thus propose a novel approach termed progressive co-adaptation, whereby human performance is continuously monitored and the system makes inferences about changes in the users' cognitive and motor skills. We illustrate the features of progressive co-adaptation in two possible applications, robotic telemanipulation and active vision for the visually impaired. Paolo Gallina, Nicola Bellotto, Massimiliano Di Luca |
ICINCO (2) | 3 |
| 2010 | Within- and Cross-Modal Distance Information Disambiguate Visual Size-Change PerceptionabstractPerception is fundamentally underconstrained because different combinations of object properties can generate the same sensory information. To disambiguate sensory information into estimates of scene properties, our brains incorporate prior knowledge and additional "auxiliary" (i.e., not directly relevant to desired scene property) sensory information to constrain perceptual interpretations. For example, knowing the distance to an object helps in perceiving its size. The literature contains few demonstrations of the use of prior knowledge and auxiliary information in combined visual and haptic disambiguation and almost no examination of haptic disambiguation of vision beyond "bistable" stimuli. Previous studies have reported humans integrate multiple unambiguous sensations to perceive single, continuous object properties, like size or position. Here we test whether humans use visual and haptic information, individually and jointly, to disambiguate size from distance. We presented participants with a ball moving in depth with a changing diameter. Because no unambiguous distance information is available under monocular viewing, participants rely on prior assumptions about the ball's distance to disambiguate their -size percept. Presenting auxiliary binocular and/or haptic distance information augments participants' prior distance assumptions and improves their size judgment accuracy-though binocular cues were trusted more than haptic. Our results suggest both visual and haptic distance information disambiguate size perception, and we interpret these results in the context of probabilistic perceptual reasoning. Peter W. Battaglia, Massimiliano Di Luca, Marc O. Ernst, Paul Schrater, Tonja Machulla, Daniel J. Kersten |
PLoS Comput. Biol. | 2 |
| 2010 | User-based evaluation of data-driven haptic renderingabstractIn this article, the data-driven haptic rendering approach presented in our earlier work is assessed. The approach relies on recordings from real objects from which a data-driven model is derived that captures the haptic properties of the object. We conducted two studies. In the first study, the Just Noticeable Difference (JND) for small forces, as encountered in our set-up, was determined. JNDs were obtained both for active and passive user interaction. A conservative threshold curve was derived that was then used to guide the model generation in the second study. The second study examined the achievable rendering fidelity for two objects with different stiffnesses. Subjects directly compared data-driven virtual feedback with the real objects. Results indicated that it is crucial to include dynamic material effects to achieve haptic feedback that cannot be distinguished from real objects. Results also showed that the fidelity is considerably decreased for stiffer objects due to limits of the display hardware. Raphael Höver, Massimiliano Di Luca, Matthias Harders |
ACM Trans. Appl. Percept. | 2 |
| 2009 | Influence of visual and haptic delays on stiffness perception in augmented realityabstractVisual delays are unavoidable in augmented reality setups and occur in different steps of the rendering pipeline. In the context of haptic interaction with virtual objects, it has been shown that delayed force feedback can alter the perception of object stiffness. We hypothesize that delays in augmented reality systems can have similar consequences. To test this, we carried out a user study to investigate the effect of visual and haptic delays on the perception of stiffness. The experiment has been performed in an optimized visuo-haptic augmented reality setup, which allows to artificially manipulate delays during visual and haptic rendering. In line with previous results, delays for haptic feedback resulted in decreased perceived stiffness. In contrast, visual delays caused an increase in perceived stiffness. However, the simultaneous occurrence of delays in both sensory channels led to a partial compensation of these effects. This could potentially help to correct stiffness perception of virtual objects in visuo-haptic augmented reality systems. Benjamin Knoerlein, Massimiliano Di Luca, Matthias Harders |
ISMAR | 2 |