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Alessandro Evangelista

dblp:247/4056 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0003-2045-1768ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 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
3 papers
Immersive interaction · 42% Health and well-being technologies · 18% User interface design and tools · 18%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Software engineering, system software, and programming languages
1 paper
Empirical software engineering · 100%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.612022
What, How, and Why are Visual Assets Used in Industrial Augmented Reality? A Systematic Review and Classification in Maintenance, Assembly, and Training (From 1997 to 2019) · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction › augmented reality
industrial augmented reality
0.612022
What, How, and Why are Visual Assets Used in Industrial Augmented Reality? A Systematic Review and Classification in Maintenance, Assembly, and Training (From 1997 to 2019) · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
augmented reality
0.412019
A Context-Aware Technical Information Manager for Presentation in Augmented Reality · VR 2019
Ubiquitous computing and smart environments
context-aware computing
0.412019
A Context-Aware Technical Information Manager for Presentation in Augmented Reality · VR 2019
Learning and educational technologies › skill training
industrial training
0.212022
Biophilic Enriched Virtual Environments for Industrial Training: a User Study · ISMAR 2022
Immersive interaction
virtual reality training
0.212022
Biophilic Enriched Virtual Environments for Industrial Training: a User Study · ISMAR 2022
Empirical software engineering
systematic literature review
0.212022
What, How, and Why are Visual Assets Used in Industrial Augmented Reality? A Systematic Review and Classification in Maintenance, Assembly, and Training (From 1997 to 2019) · IEEE Trans. Vis. Comput. Graph. 2022

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

user study · 1.1systematic literature review · 1.1eye tracking · 1.1cognitive load measurement · 1.1classification · 1.1context acquisition · 0.8augmented reality interface design · 0.8
YearPublicationVenuePosition
2022 Biophilic Enriched Virtual Environments for Industrial Training: a User Study
abstract
Immersive Virtual Reality (IVR) training offers the capability to industrial workers to acquire skills and address complex tasks by immersing them in a safe and controlled virtual environment (VE). However, in the literature, IVR training is mainly based on principles of standardization and efficiency without considering the operators’ well-being. A novel design approach consists of the introduction in the VE of Positive Computing to improve workers’ well-being by applying the Biophilia hypothesis. In this work, we explored the possibility of introducing biophilic elements in a VE training scenario that would support psychological well-being and human potential. However, the introduction of virtual elements not related to the training task may distract operators, impairing their performance. We selected as a training scenario the assembly of a real truck engine. It is accomplished in a workstation, and operators do not interact with the surrounding VE. Therefore, we placed the training area into four different types of VEs: 3D Minimal (MIN), 3D Minimal Biophilic enriched (MIN+BIO), 3D Realistic (REAL), and 3D Realistic Biophilic enriched (REAL+BIO). We compared the MIN and REAL scenarios with the respective biophilic enriched scenarios. The performance of 40 participants was evaluated in terms of completion time, object fixation time, training task accuracy, knowledge accuracy, cognitive load, and user experience. The results revealed that introducing biophilic elements in a VR training environment attracts users’ attention in the idle phase of the training. In contrast, they keep concentrating on the task without worsening their performance during the task accomplishment.
Michele Gattullo, Enricoandrea Laviola, Sara Romano, Alessandro Evangelista, Vito Modesto Manghisi, Michele Fiorentino 0001, Antonio E. Uva
ISMAR4
2022 What, How, and Why are Visual Assets Used in Industrial Augmented Reality? A Systematic Review and Classification in Maintenance, Assembly, and Training (From 1997 to 2019)
abstract
Industrial Augmented Reality (iAR) has demonstrated its advantages to communicate technical information in the fields of maintenance, assembly, and training. However, literature is scattered among different visual assets (i.e., AR visual user interface elements associated with a real scene). In this work, we present a systematic literature review of visual assets used in these industrial fields. We searched five databases, initially finding 1757 papers. Then, we selected 122 iAR papers from 1997 to 2019 and extracted 348 visual assets. We propose a classification for visual assets according to (i) what is displayed, (ii) how it conveys information (frame of reference, color coding, animation), and, (iii) why it is used. Our review shows that product models, text and auxiliary models are, in order, the most common, with each most often used to support operating, checking and locating tasks respectively. Other visual assets are scarcely used. Product and auxiliary models are commonly rendered world-fixed, color coding is not used as often as expected, while animations are limited to product and auxiliary model. This survey provides a snapshot of over 20 years of literature in iAR, useful to understand established practices to orientate in iAR interface design and to present future research directions.
Michele Gattullo, Alessandro Evangelista, Antonio E. Uva, Michele Fiorentino 0001, Joseph L. Gabbard
IEEE Trans. Vis. Comput. Graph.2
2019 A Context-Aware Technical Information Manager for Presentation in Augmented Reality
abstract
Technical information presentation is evolving from static contents presented on paper or via digital publishing to real-time context-aware contents displayed via virtual and augmented reality devices. We present a Context-Aware Technical Information Management system (CATIM), that dynamically manages (1) what information as well as (2) how information is presented in an augmented reality interface. CATIM acquires context data about activity, operator, and environment, and then based on these data, proposes a dynamic augmented reality output tailored to the current context. The system was successfully implemented and preliminarily evaluated in a case study regarding the maintenance of a hydraulic valve.
Michele Gattullo, Vito Dalena, Alessandro Evangelista, Antonio E. Uva, Michele Fiorentino 0001, Antonio Boccaccio, Michele Ruta, Joseph L. Gabbard
VR3