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Federico Espositi

dblp:282/5895 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0003-3666-2869ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

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
2 papers
Human-robot interaction · 38% Immersive interaction · 35% Haptics and multimodal interaction · 16%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
collaborative task
0.912025
From Alien to Ally: Exploring Non-Verbal Communication with Non-Anthropomorphic Avatars in a Collaborative Escape-Room · CHI 2025
Human-robot interaction
nonverbal communication
0.912025
From Alien to Ally: Exploring Non-Verbal Communication with Non-Anthropomorphic Avatars in a Collaborative Escape-Room · CHI 2025
Immersive interaction
virtual reality
0.912025
From Alien to Ally: Exploring Non-Verbal Communication with Non-Anthropomorphic Avatars in a Collaborative Escape-Room · CHI 2025
Haptics and multimodal interaction
haptic feedback
0.812024
The Room: Design and Embodiment of Spaces as Social Beings · ACM Multimedia 2024
Immersive interaction › embodiment
virtual embodiment
0.812024
The Room: Design and Embodiment of Spaces as Social Beings · ACM Multimedia 2024
Games and playful interaction › game genre
escape room
0.312025
From Alien to Ally: Exploring Non-Verbal Communication with Non-Anthropomorphic Avatars in a Collaborative Escape-Room · CHI 2025
Collaborative and social computing
social cognition
0.212024
The Room: Design and Embodiment of Spaces as Social Beings · ACM Multimedia 2024

Methods — techniques the papers use, named apart from their topics

user study · 0.9interaction system design · 0.9real-time two-player VR · 0.8interactive installation · 0.8
YearPublicationVenuePosition
2025 From Alien to Ally: Exploring Non-Verbal Communication with Non-Anthropomorphic Avatars in a Collaborative Escape-Room
abstract
Despite the spread of technologies in the physical world and the normalization of virtual experiences, non-verbal communication with radically non-anthropomorphic avatars remains an underexplored frontier. We present an interaction system in which two participants must learn to communicate with each other non-verbally through a digital filter that morphs their appearance. In a collaborative escape room, the Visitor must teach a non-anthropomorphic physical robot to play, while the Controller, in a different location, embodies the robot with an altered perception of the environment and the Visitor’s companion in VR. This study addresses the design of the activity, the robot, and the virtual environment, with a focus on how the Visitor’s morphology is translated in VR. Results show that participants were able to develop emergent and effective communication strategies, with the Controller naturally embodying its avatar’s narrative, making this system a promising testbed for future research on human-technology interaction, entertainment, and embodiment.
Federico Espositi, Maurizio Vetere, Andrea Bonarini
CHI1
2024 The Room: Design and Embodiment of Spaces as Social Beings
abstract
We are investigating interaction with entities showing features different from humans', to understand how they can be embodied as avatars and perceived as living, social beings. To push this investigation to its limit, we have designed as an avatar an interactive space (the Room), that challenges both the anthropomorphic structure, and most of the social interaction mechanisms we are used to. We introduce a first framework for the Room design, addressing challenges related to its body, perception, and interaction process. We present a pilot implementation of some of the aspects of the framework as an interactive installation, namely a real-time, two-player, VR experience, featuring the Room avatar, with a focus on haptic feedback as the main means of perception for the subject embodying the Room. By radically challenging anthropomorphism, we seek to investigate the most basic aspects of embodiment and social cognition.
Federico Espositi, Andrea Bonarini
ACM Multimedia1