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Leonardo Giusti

dblp:35/2850 · DBLP profile ↗
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9ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0003-2002-8134ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 2Applied, interdisciplinary, general and emerging computing · 2Systems, architecture and hardware · 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
4 papers
Human-robot interaction · 46% Interaction techniques and input · 31% Accessibility and assistive technology · 7%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input sensing
gesture recognition
0.512021
RadarNet: Efficient Gesture Recognition Technique Utilizing a Miniature Radar Sensor · CHI 2021
Human-robot interaction
assistive robotics
0.222010
A robot companion for inclusive games: A user-centred design perspective · ICRA 2010
The Role of Modular Robotics in Mediating Nonverbal Social Exchanges · IEEE Trans. Robotics 2009
Human-robot interaction › assistive robotics › socially assistive robotics
autism spectrum disorder
0.112011
Dimensions of collaboration on a tabletop interface for children with autism spectrum disorder · CHI 2011
Human-robot interaction › social robot
companion robots
0.112010
A robot companion for inclusive games: A user-centred design perspective · ICRA 2010
Accessibility and assistive technology › inclusive design
inclusive play
0.112010
A robot companion for inclusive games: A user-centred design perspective · ICRA 2010
Human-robot interaction › social robot
social robot design
0.112010
A robot companion for inclusive games: A user-centred design perspective · ICRA 2010
Design research and methods
user-centered design
0.112010
A robot companion for inclusive games: A user-centred design perspective · ICRA 2010
Health and well-being technologies
dementia care
0.112009
The Role of Modular Robotics in Mediating Nonverbal Social Exchanges · IEEE Trans. Robotics 2009
Human-robot interaction
nonverbal communication
0.112009
The Role of Modular Robotics in Mediating Nonverbal Social Exchanges · IEEE Trans. Robotics 2009
Human-robot interaction
social robot
0.112009
The Role of Modular Robotics in Mediating Nonverbal Social Exchanges · IEEE Trans. Robotics 2009
Collaborative and social computing › co-located collaboration
tabletop collaboration
0.012011
Dimensions of collaboration on a tabletop interface for children with autism spectrum disorder · CHI 2011
Personal fabrication and tangible interfaces
modular robotics
0.012009
The Role of Modular Robotics in Mediating Nonverbal Social Exchanges · IEEE Trans. Robotics 2009

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

convolutional neural network · 0.5field study · 0.1cognitive behavioral therapy · 0.1modular design · 0.1user study · 0.1modular robotics · 0.1
YearPublicationVenuePosition
2021 RadarNet: Efficient Gesture Recognition Technique Utilizing a Miniature Radar Sensor
abstract
Gestures are a promising candidate as an input modality for ambient computing where conventional input modalities such as touchscreens are not available. Existing works have focused on gesture recognition using image sensors. However, their cost, high battery consumption, and privacy concerns made cameras challenging as an always-on solution. This paper introduces an efficient gesture recognition technique using a miniaturized 60 GHz radar sensor. The technique recognizes four directional swipes and an omni-swipe using a radar chip (6.5 × 5.0 mm) integrated into a mobile phone. We developed a convolutional neural network model efficient enough for battery powered and computationally constrained processors. Its model size and inference time is less than 1/5000 compared to an existing gesture recognition technique using radar. Our evaluations with large scale datasets consisting of 558,000 gesture samples and 3,920,000 negative samples demonstrated our algorithm’s efficiency, robustness, and readiness to be deployed outside of research laboratories.
Eiji Hayashi, Jaime Lien, Nicholas Edward Gillian, Leonardo Giusti, Dave Weber, Jin Yamanaka, Lauren Bedal, Ivan Poupyrev
CHI4
2013 Designing a Platform for Participatory Urbanism: Transforming Dialogue into Action in Underserved Communities
Leonardo Giusti, Amelia Schladow, Amar Boghani, Steve Pomeroy, Nicholas Wallen, Federico Casalegno
INTERACT (1)1
2012 Smart material interfaces: a material step to the future
abstract
Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of interaction, leaving behind the "digital feeling" by a more continuous space of interaction, tightly coupling digital and physical world by means of the smart materials' properties. With this workshop about SMIs, we want to draw attention to the emerging field, stimulating research and development in interfaces that make use of smart materials and encourage new and different modalities of interaction.
Anton Nijholt, Leonardo Giusti, Andrea Minuto, Patrizia Marti
ICMI2
2011 Dimensions of collaboration on a tabletop interface for children with autism spectrum disorder
abstract
In this paper we describe a co-located suite of games on a tabletop device to support social competence training for children with Autism Spectrum Disorder. This suite has been designed to use patterns of collaboration to support therapists in their use of Cognitive-Behavioral Therapy (CBT). In this paper, we discuss the observations collected during a field study where two therapists used the system for social competence training sessions with 8 children. We conclude with lessons learned from meshing software enhanced collaboration within the CBT model.
Leonardo Giusti, Massimo Zancanaro, Eynat Gal, Patrice L. (Tamar) Weiss
CHI1
2011 Three around a Table: The Facilitator Role in a Co-located Interface for Social Competence Training of Children with Autism Spectrum Disorder
Massimo Zancanaro, Leonardo Giusti, Eynat Gal, Patrice L. (Tamar) Weiss
INTERACT (2)2
2010 A robot companion for inclusive games: A user-centred design perspective
abstract
This article presents the design of Iromec, a modular robot companion tailored towards engaging in social exchanges with children with different disabilities with the aim to empower them to discover a wide rage of play styles from solitary to social and cooperative play. In particular this paper focuses on the user-centred design approach taken to develop a robot able to engage in meaningful interaction with different typologies of disable children - Autistic children, Moderate Mentally Retarded children and Severe Motor Impaired children. Modularity and configurability contribute to the flexibility of the system in creating rewarding games that can be easily understood by the child and can promote fun and learning. Other key features of the system are the combination of autonomous and user-controlled behaviour and a strong emphasis on identity and expressiveness that can be dynamically adapted during play. A main contribution of this work is the lessons learned in applying a user-centred perspective in designing the robot: from user requirements to concept design, from the initial prototype evaluation to the redesign and the final testing.
Patrizia Marti, Leonardo Giusti
ICRA2
2009 Creative interactive play for disabled children
abstract
The workshop addresses the emerging field of research on robotics, assistive technologies and interaction design promoting play for physically, visually, and hearing impaired children and for emotionally and mentally handicapped children. Interactive devices including toys, pets and educational tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses the challenges and opportunities they can bid to disabled children.
Patrizia Marti, Alessandro Pollini, Alessia Rullo, Leonardo Giusti, Erik Grönvall
IDC4
2009 Exploring play styles with a robot companion
abstract
This article presents the design of Iromec, a modular robot companion tailored towards engaging in social exchanges with children with different disabilities with the aim to empower them to discover a wide rage of play styles from solitary to social and cooperative play. In particular this paper focuses on the design of play scenarios and specific robot features for engaging in meaningful interaction with different typologies of disable children - Autistic children, Moderate Mentally Retarded children and Severe Motor Impaired children. Modularity and configurability contribute to the flexibility of the system in creating rewarding games that can be easily understood by the child and can promote fun and learning. Other key features of the system are the combination of autonomous and user-controlled behaviour and a strong emphasis on identity and expressiveness that can be dynamically adapted during play.
Patrizia Marti, Leonardo Giusti, Alessandro Pollini
RO-MAN2
2009 The Role of Modular Robotics in Mediating Nonverbal Social Exchanges
abstract
This paper outlines the use of modular robotics to encourage and facilitate nonverbal communication during therapeutic intervention in dementia care. A set of new socially interactive modular robotic devices called rolling pins (RPs) has been designed and developed to assist the therapist in interacting with dementia-affected patients. The RPs are semitransparent plastic tubes that are capable of measuring their orientation and the speed of their rotation; at a local level, they have three types of feedback: red, green, and blue light, sound, and vibration. The peculiarity of the RPs is that they are able to communicate with each other or with other devices equipped with the same radio communication technology. The RPs are usually used in pairs, as the local feedback of an RP can be set depending not only on its own speed and orientation but also on the speed and the orientation of the peer RP. The system is not used as a therapeutic toolpersebut as a facilitator and a mediator of social dynamics during normal therapy to counteract social isolation that can result in dementia through the loss of social skills. An experiment is reported that shows that by using the RPs, the patients participated in the activity by coordinating their behavior with the therapist and imitating the same interaction patterns generated by the therapist.
Patrizia Marti, Leonardo Giusti, Henrik Hautop Lund
IEEE Trans. Robotics2