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Matteo Manzoni

dblp:381/0074 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0002-1946-5919ORCID · corroborated

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

Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
1 paper
Accessibility and assistive technology · 33% Human-robot interaction · 33% Human-AI interaction · 33%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › software accessibility
game accessibility
1.012026
Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions · CHI 2026
Human-robot interaction
shared control
1.012026
Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions · CHI 2026

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

thematic analysis · 1.0interviews · 1.0
YearPublicationVenuePosition
2026 Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions
abstract
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming in shared control, we explore the ways in which shared control technologies are adopted in practice, the accessibility challenges they address, and how the support currently provided in shared control can be automated to remove the need for a human assistant. Findings indicate that shared control is essential for enabling access to otherwise inaccessible games, but its reliance on human support is a key limitation. Participants welcomed the idea of automating the support with software agents, while also identifying limitations and design requirements. Accordingly, this work contributes insights into current practices and proposes guidelines for developing automated support systems.
Dragan Ahmetovic, Matteo Manzoni, Filippo Corti, Sergio Mascetti
CHI2
2024 Personalized Facial Gesture Recognition for Accessible Mobile Gaming
Matteo Manzoni, Dragan Ahmetovic, Sergio Mascetti
ICCHP (1)1
2024 Insights on the Development of PRACTICE, A Research-Oriented Healthcare Platform
abstract
This paper describes the development of PRACTICE, a distributed healthcare technological platform that supports various research initiatives by the University of Milan and the Angelo Bianchi Bonomi Hemophilia and Thrombosis Center, Fondazione IRCCS Ca’ Granda, Ospedale Maggiore Policlinico. PRACTICE includes three main components: a mobile app that patients can use to self-acquire ultrasound images at home, a computer-aided diagnosis web application that supports the practitioners through a set of machine learning models, and a set of web tools for image annotation, a prerequisite for training the machine learning models. Although PRACTICE was designed in the specific context of supporting the detection of joint recess blood effusions in hemophilic patients, this paper describes the main design and implementation challenges that apply to other applications of a research-oriented health platform.
Dragan Ahmetovic, Alessio Angileri, Sara Arcudi, Claudio Bettini, Gabriele Civitarese, Marco Colussi, Andrea Giachi, Roberta Gualtierotti, Sergio Mascetti, Matteo Manzoni, Flora Peyvandi, Aiman Solyman, Addolorata Truma
SMARTCOMP10