EDBT 2026 Demo / reviewers in the wild / expert
Giuseppe Monno
dblp:17/4883
· DBLP profile ↗
10ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0003-4120-4096ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9Human-computer interaction and ubiquitous computing · 5
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
5 papers |
Immersive interaction · 56% Usability and user experience research · 19% Interaction techniques and input · 11% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 45% Geometric modeling and processing · 40% Visual content generation and editing · 16% |
Topics — the 13 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality |
0.3 | 2 | 2015 | Effect of Text Outline and Contrast Polarity on AR Text Readability in Industrial Lighting · IEEE Trans. Vis. Comput. Graph. 2015 Distributed design review using tangible augmented technical drawings · Comput. Aided Des. 2010 |
Usability and user experience research
readability |
0.2 | 1 | 2015 | Effect of Text Outline and Contrast Polarity on AR Text Readability in Industrial Lighting · IEEE Trans. Vis. Comput. Graph. 2015 |
Interaction techniques and input › spatial interaction › 3d interaction
3d input |
0.1 | 1 | 2010 | Improving bi-manual 3D input in CAD modelling by part rotation optimisation · Comput. Aided Des. 2010 |
Immersive interaction › augmented reality
tangible augmented reality |
0.1 | 1 | 2010 | Distributed design review using tangible augmented technical drawings · Comput. Aided Des. 2010 |
Visual content generation and editing
3d content creation |
0.1 | 2 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Geometric modeling and processing › computer-aided design › computer-aided geometric design
free-form curve and surface design |
0.1 | 2 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Virtual and augmented reality
mixed reality |
0.1 | 2 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Geometric modeling and processing › shape modeling
interactive modeling |
0.1 | 1 | 2005 | 3D Warp Brush: Interactive Free-Form Modeling on the Responsive Workbench · VR 2005 |
Geometric modeling and processing
mesh deformation |
0.1 | 1 | 2005 | 3D Warp Brush: Interactive Free-Form Modeling on the Responsive Workbench · VR 2005 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Virtual and augmented reality
augmented reality |
0.0 | 2 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Virtual and augmented reality
industrial design |
0.0 | 2 | 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design · ISMAR 2002 |
Interaction techniques and input
two-handed input |
0.0 | 1 | 2005 | 3D Warp Brush: Interactive Free-Form Modeling on the Responsive Workbench · VR 2005 |
Methods — techniques the papers use, named apart from their topics
user study · 0.4part rotation optimisation · 0.2contrast sensitivity function · 0.2quantitative measurement · 0.2warp functions · 0.1triangle mesh · 0.1implicit modeling · 0.1stereo display · 0.03d sketching · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | A User-Centered Framework for Designing Midair Gesture InterfacesabstractDue to the recent advances in technologies for gesture recognition, midair gestures can be considered the interface of the future in a large number of applications. However, designing effective interfaces with midair gestures is not an easy task because the design is application dependent and it must fulfill many requirements at the same time. Despite the availability of general guidelines in the literature, clear and well-established procedures for the optimal design of midair gesture-based interfaces are, to date, not available and remain an open issue. The main contribution of this paper is a user-centered modular framework, which integrates existing and novel methods. It supports the designer considering multiple aspects including ergonomics, memorability, and specific user requirements tailored to the application scenario. The framework involves three design steps and a final validation step, also supported by dedicated software. We tested with success the proposed framework in an industrial case study, where technicians must easily access technical information by browsing digital manuals during maintenance operations. Antonio E. Uva, Michele Fiorentino 0001, Vito Modesto Manghisi, Antonio Boccaccio, Saverio Debernardis, Michele Gattullo, Giuseppe Monno |
IEEE Trans. Hum. Mach. Syst. | 7 |
| 2015 | Effect of Text Outline and Contrast Polarity on AR Text Readability in Industrial LightingabstractText readability with augmented reality head-worn displays is critical and at present time, there are no standard guidelines to follow. The readability depends mainly on background lighting, display technology (i.e., OST: optical see-through or VST: video see-through), and text style (e.g., plain text, outline or billboard). In this work, we addressed the readability limits for industrial activities. We experimented the effects of two background illuminances levels (1,000 lx for very fine basic industrial tasks and 4,000 lx for fine machining), two commercially available head-worn display technologies, variable outline widths and contrast polarity of text. We analyzed the performance of 12 subjects by collecting about 3,400 measurements using a specific test application and followed by qualitative interviews. With high illuminances, VST performed better than OST, regardless of contrast polarity and outline width. We found that negative contrast polarity is preferable with VST, and that just a minimum outline (1 px) around black text is optimal. On the contrary, positive contrast polarity should be used with OST and outline is not effective. Therefore, we evaluated the usage limits of the OST by sampling its contrast sensitivity function. Michele Gattullo, Antonio E. Uva, Michele Fiorentino 0001, Giuseppe Monno |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2014 | Text Readability in Head-Worn Displays: Color and Style Optimization in Video versus Optical See-Through DevicesabstractEfficient text visualization in head-worn augmented reality (AR) displays is critical because it is sensitive to display technology, text style and color, ambient illumination and so on. The main problem for the developer is to know the optimal text style for the specific display and for applications where color coding must be strictly followed because it is regulated by laws or internal practices. In this work, we experimented the effects on readability of two head-worn devices (optical and video see-through), two backgrounds (light and dark), five colors (white, black, red, green, and blue), and two text styles (plain text and billboarded text). Font type and size were kept constant. We measured the performance of 15 subjects by collecting about 5,000 measurements using a specific test application and followed by qualitative interviews. Readability turned out to be quicker on the optical see-through device. For the video see-through device, background affects readability only in case of text without billboard. Finally, our tests suggest that a good combination for indoor augmented reality applications, regardless of device and background, could be white text and blue billboard, while a mandatory color should be displayed as billboard with a white text message. Saverio Debernardis, Michele Fiorentino 0001, Michele Gattullo, Giuseppe Monno, Antonio E. Uva |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Improving bi-manual 3D input in CAD modelling by part rotation optimisation
Michele Fiorentino 0001, Antonio E. Uva, Massimiliano Dellisanti Fabiano, Giuseppe Monno |
Comput. Aided Des. | 4 |
| 2010 | Distributed design review using tangible augmented technical drawings
Antonio E. Uva, S. Cristiano, Michele Fiorentino 0001, Giuseppe Monno |
Comput. Aided Des. | 4 |
| 2006 | 3D warp brush modeling
Yong Joo Kil, Pietro Renzulli, Oliver Kreylos, Bernd Hamann, Giuseppe Monno, Oliver G. Staadt |
Comput. Graph. | 5 |
| 2005 | 3D Warp Brush: Interactive Free-Form Modeling on the Responsive WorkbenchabstractWe introduce the 3D warp brush, a method for interactive shape modeling in a immersive virtual reality environment. 3D warp brushes are implicitly-defined tools that operate on triangle meshes. We combine the efficiency of explicit mesh representations with implicit modeling operators. The area of influence of a 3D warp brush can be of arbitrary shape since it has an associated distance field. We define different warp functions including drag, explode, and whittle. A unique feature of our framework is the ability to convert meshes into 3D warp brushes at run time. The use of a Responsive Workbench and two-handed interaction allows the user to exploit the full potential of the modeling system by intuitive and easy modification of a base surface into a desired shape. We present models, which have been created and modified using 3D warp brushes, to demonstrate the usefulness of our framework. Yong Joo Kil, Pietro Renzulli, Oliver Kreylos, Bernd Hamann, Giuseppe Monno, Oliver G. Staadt |
VR | 5 |
| 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial DesignabstractSpacedesign is an innovative mixed reality (MR) application addressed to aesthetic design of free form curves and surfaces. It is a unique and comprehensive approach which uses task-specific configurations to support the design workflow from concept to mock-up evaluation and review. The first-phase conceptual design benefits from a workbench-like 3-D display for free hand sketching, surfacing and engineering visualization. Semitransparent stereo glasses augment the pre-production physical prototype by additional shapes, textures and annotations. Both workspaces share a common interface and allow collaboration and cooperation between different experts, who can configure the system for the specific task. A faster design workflow and CAD data consistency can be thus naturally achieved. Tests and collaborations with designers, mainly from automotive industry, are providing systematic feedback for this ongoing research. As far as the authors are concerned, there is no known similar approach that integrates the creation and editing phase of 3D curves and surfaces in virtual and augmented reality (VR/AR). Herein we see the major contribution of our new application. Michele Fiorentino 0001, Raffaele De Amicis, Giuseppe Monno, André Stork |
ISMAR | 3 |
| 2002 | Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design
Michele Fiorentino 0001, Raffaele De Amicis, Giuseppe Monno, André Stork |
ISMAR | 3 |
| 1999 | Optimal Linear Spline Approximation of Digitized ModelsabstractWe present a new technique for surface reconstruction of digitized models in three dimensions. Concerning this problem, we are given a data set in three-dimensional space, represented as a set of points without connectivity information, and the goal is to find, for a fixed number of vertices, a set of approximating triangles which minimize the error measured by the displacement from the given points. Our method creates near-optimal linear spline approximations, using an iterative optimization scheme based on simulated annealing. The algorithm adopts the mesh to the data set and moves the triangles to enhance feature lines. At the end, we can use the approach to create a hierarchy of different resolutions for the model. Bernd Hamann, Oliver Kreylos, Giuseppe Monno, Antonio E. Uva |
IV | 3 |