EDBT 2026 Demo / reviewers in the wild / expert
Riccardo Sioni
dblp:33/10832
· DBLP profile ↗
7ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0003-0479-5069ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6Applied, interdisciplinary, general and emerging computing · 1
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
3 papers |
Immersive interaction · 40% Health and well-being technologies · 26% Interaction techniques and input · 26% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality experience |
0.3 | 1 | 2017 | Mortality salience in virtual reality experiences and its effects on users' attitudes towards risk · Int. J. Hum. Comput. Stud. 2017 |
Interaction techniques and input › input device
pointing devices |
0.1 | 1 | 2012 | An electromyographic study of a laser pointer-style device vs. mouse and keyboard in an object arrangement task on a large screen · Int. J. Hum. Comput. Stud. 2012 |
Interaction techniques and input
large display interaction |
0.0 | 1 | 2012 | An electromyographic study of a laser pointer-style device vs. mouse and keyboard in an object arrangement task on a large screen · Int. J. Hum. Comput. Stud. 2012 |
Methods — techniques the papers use, named apart from their topics
affective computing · 0.2electromyography · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Selecting Menu Items in Mobile Head-Mounted Displays: Effects of Selection Technique and Active AreaabstractHead-mounted displays (HMDs) are increasingly available to users after the launch of new-generation consumer devices. Moreover, mobile HMDs such as Samsung Gear VR and Google Daydream View allow users to experience VR through a smartphone, without requiring connection to a PC. Commercial applications for mobile HMDs exploit different techniques to perform menu selection tasks. This paper contrasts the two most used techniques, i.e., dwell-based and touchpad-based selection, which were not experimentally compared before. We consider different versions of a menu pointing and selection task in which participants interacted with a Samsung Gear VR. Results show that participants were slower with the dwell-based technique rather than the touchpad-based technique. However, the dwell-based technique led to fewer errors and was perceived as more usable, more comfortable and less fatiguing than the touchpad-based technique. We also evaluated two different active areas for the selection, discussing the results. Luca Chittaro, Riccardo Sioni |
Int. J. Hum. Comput. Interact. | 2 |
| 2017 | Mortality salience in virtual reality experiences and its effects on users' attitudes towards risk
Luca Chittaro, Riccardo Sioni, Cristiano Crescentini, Franco Fabbro |
Int. J. Hum. Comput. Stud. | 2 |
| 2017 | Mobile Three-Dimensional Maps for Wayfinding in Large and Complex Buildings: Empirical Comparison of First-Person Versus Third-Person PerspectiveabstractThe computational capabilities of today's smartphones make it possible to take advantage of mobile three-dimensional (3-D) maps to support navigation in the physical world. In particular, 3-D maps might be useful to facilitate indoor wayfinding in large and complex buildings, where the typical orientation cues (e.g., street names) and location tracking technologies that can be used outdoors are unavailable. The use of mobile 3-D maps for indoor wayfinding is still largely unexplored and research on how to best design such tools has been scarce to date. One overlooked but important design decision for 3-D maps concerns the perspective from which the map content should be displayed, with first-person and third-person perspectives being the two major options. This paper presents a user study involving wayfinding tasks in a large and complex building, comparing a mobile 3-D map with first-person perspective, a mobile 3-D map with third-person perspective, and a traditional mobile 2-D map. The first-person perspective shows the mobile 3-D map of the building from a floor-level egocentric point of view, whereas the third-person perspective shows the surroundings of the user from a fixed distance behind and above her position. Results of the study reveal that the mobile 3-D map with third-person perspective leads to shorter orientation time before walking, better clarity ratings, lower workload, mental demand and effort scores, and higher preference score compared to the mobile 3-D map with first-person perspective. Moreover, it leads to shorter orientation time before walking, better pleasantness ratings, lower mental demand scores, and higher preference score compared to the mobile 2-D map. Stefano Burigat, Luca Chittaro, Riccardo Sioni |
IEEE Trans. Hum. Mach. Syst. | 3 |
| 2014 | Affective computing vs. affective placebo: Study of a biofeedback-controlled game for relaxation training
Luca Chittaro, Riccardo Sioni |
Int. J. Hum. Comput. Stud. | 2 |
| 2013 | Exploring Eye-Blink Startle Response as a Physiological Measure for Affective ComputingabstractIn affective computing, detection of stress and negative emotions with physiological measures typically employs well-known signals such as skin conductance, activity of cheeks and forehead muscles, heart rate or heart rate variability. However, psychophysiology experiments in the literature offer additional measures (such as eye-blink startle response) not yet exploited in affective computing applications. Procedures to elicit eye-blink startle responses are often based on acoustic stimuli, in particular short bursts of intense white noise. Unfortunately, following this approach in affective computing applications would not be natural, because the artificial white noise bursts would be intrusive sounds unrelated to the user experience. They would thus distract the user from the meaningful events in the application and user's (conscious or unconscious) attempts to relate those events to the artificial stimuli would be unsuccessful and frustrating, making the stimuli detrimental to the user experience. Our research aims at exploring if sounds that have a meaningful relation with the events in the application could be used as an alternative to white noise bursts. The study we present in this paper compares physiological responses of users of a 3D virtual environment in two conditions (measurement of eye-blink startle response to white noise or to an alternative sound that is related to the experience), showing that the two types of acoustic stimuli produce a similar intensity of startle response. This result suggests that eye-blink startle response could be used in natural ways to extend the set of physiological measures employed in affective computing. Luca Chittaro, Riccardo Sioni |
ACII | 2 |
| 2012 | Turning the Classic Snake Mobile Game into a Location-Based Exergame that Encourages Walking
Luca Chittaro, Riccardo Sioni |
PERSUASIVE | 2 |
| 2012 | An electromyographic study of a laser pointer-style device vs. mouse and keyboard in an object arrangement task on a large screen
Luca Chittaro, Riccardo Sioni |
Int. J. Hum. Comput. Stud. | 2 |