Papers by antonella frisiello
Abstract. The Ubiquitous Monitoring System (UMS) developed in the framework
Abstract. This paper explores a novel concept called Mobile Electronic Memo whose purpose is to o... more Abstract. This paper explores a novel concept called Mobile Electronic Memo whose purpose is to overcome the limitations in terms of interoperability and accessibility imposed by the current technology. To achieve this goal, Mobile Electronic Memos decouple the semantics of the information from the physical and pragmatic constraints of the medium that transports it. We examine related works and standards that could be good candidates for implementing MEMs and describe a prototype implementation that has been realized as a proof of concept.
Disaster Risk Reduction is a complex field in which a huge amount of data is collected and proces... more Disaster Risk Reduction is a complex field in which a huge amount of data is collected and processed every day in order to plan and run preparedness and response actions, which are required to get ready and to effectively respond to natural disasters when they strike. This paper, which targets a wide audience, focuses on the design of a mobile application that aims to integrate the crowdsourcing paradigm in current Disaster Risk Reduction processes. The design process is integrated in the User Centred Approach, which we apply through a co-design methodology involving end-users, iterative prototyping and development phases, and five in-field evaluations of the implemented solution. We describe both the design activities and the results obtained from end-users’ feedbacks focusing on the perspective of first responders.
The Ubiquitous Monitoring System (UMS) developed in the framework of Knowledgeable Service Robots... more The Ubiquitous Monitoring System (UMS) developed in the framework of Knowledgeable Service Robots for Ageing (KSERA) project is able to trigger unfavourable outdoor and indoor environmental conditions, potentially harmful for patients, especially with chronic respiratory diseases. The authors present a new artificial cognitive tool integrating sensing and decision making for care purposes. Authors showcase how a combination of virtual sensorial components acquiring daily the concentration of very fine Particulate Matter, one data analysis component triggering long lasting polluted periods cooperates with one humanoid robot actuating information delivery about the harmful conditions and risks of disease exacerbation. The use of humanoid robotic interfaces offers better persuasive capabilities and compliancy of care.

Participatory design methods are becoming increasingly known, required, and applied in innovation... more Participatory design methods are becoming increasingly known, required, and applied in innovation projects. This article presents the experience gained in the H2020 project CO3 “Digital Disruptive Technologies to Co-Create, Co-Produce, and Co-Manage Open Public Services Along With Citizens.” It describes the participatory design-oriented approach to actively engage stakeholders in the definition of public services augmented by disruptive technologies in the area of urban commoning. The implementation and the main results of the co-design workshops carried out in Athens, one of the three CO3 pilots, are discussed. The data collected and lessons learned from the co-design activities in Athens provided requirements and specifications for the implementation of public services supplying basic provisions such as food, health, and housing. Finally, the paper explores the methodological implications for the next phases of the project, showing how participatory methods can be used for the pi...

2017 25th International Conference on Software, Telecommunications and Computer Networks (SoftCOM)
The phenomenon of population ageing is pushing the design of innovative solution to support activ... more The phenomenon of population ageing is pushing the design of innovative solution to support active and healthy ageing in the elderly. In this context, Information and Communication Technology (ICT) can act as proactive input devices providing multimodal interface components for facilitating long-term user interaction. The present paper reports the first results of the EU-H2020 project "my-AHA", for defining the best combination of voice commands, non-verbal behaviors and gestures. Eight elderly people tested the specific features of different devices (TV, Microsoft Kinect™ v2, smartphone) in two real life scenarios. Results show how natural interaction, such as voice and gestures (gathered by Microsoft Kinect™ v2) are more appreciated than the remote control based on smartphone.
2017 IEEE International Conference on Big Data (Big Data), Dec 1, 2017
Nowadays, the number and the magnitude of natural hazards are increasing. During emergency situat... more Nowadays, the number and the magnitude of natural hazards are increasing. During emergency situations different forms of cooperation take place, including the crowdsourcing, which is envisioned by many Disaster Risk Management approaches to enable citizens to support the emergency management process. However, crowdsourcing is a challenging paradigm as it requires a sustained engagement in order to be effective. In this paper we propose a gamification strategy for crowdsourced Disaster Risk Management services aimed to increase awareness, engagement, and change people behaviors.

Communication Papers
La literatura muestra cómo la tecnología y el progreso científico requieren y favorecen el enfoqu... more La literatura muestra cómo la tecnología y el progreso científico requieren y favorecen el enfoque multidisciplinario. Entre las áreas híbridas de estudio e intervención, la Experiencia del Usuario (UX) actualmente está<br />despertando una nueva fase de interés. Enfocada en la relación entre personas y sistemas tecnológicos, la UX está ampliando progresivamente su audiencia: además de la academia y la industria, las administraciones<br />públicas, las instituciones educativas, las empresas de nueva creación, los trabajadores independientes están volcando su atención hacia ella. Este trabajo presenta una reflexión sobre una iniciativa global, el Día Mundial de la Usabilidad (WUD), organizada a nivel local. Los datos recopilados sobre los contenidos y la audiencia de las 3 primeras ediciones del Turin WUD resaltaron la importancia, las ventajas y las dificultades de organizar eventos presenciales para promover un cruce e intercambio de conocimiento productivo entre profes...

Computers in Biology and Medicine
In the past few years, the advances in Information and Communication Technology (ICT) led to the ... more In the past few years, the advances in Information and Communication Technology (ICT) led to the development of platforms and applications that aim to support cognitive rehabilitation therapy that contributes to extend patients' treatment at home. In our research we adopted the Human Centered Approach to design a cognitive rehabilitation platform that is able to provide tools and features tailored to the professional needs and strategies and also able to engage patients in their treatment process. In order to explore the clinicians' point of view on the neuropsychological intervention strategies, we applied two different techniques often used in human factors research: the Critical Decision Method to study professionals' strategies with a descriptive perspective, and the Hierarchical Task Analysis to analyze the processes with a normative view. The results of our research showed that the hybrid approach adopted allowed us to have a better focus on the cognitive rehabilitation process and on the professionals' decision making mechanism. This led to a better understanding of functional requirements for supporting clinician's strategic decision making, in terms of personalization of treatments, cognitive exercises settings and feedback customization. In conclusion, our research highlights the value of the CDM to focus deeply on which functionalities professionals require from a cognitive telerehabilitation system and allowed us to design more precisely clinician-patients interactions inside the system compared to prescriptive methods currently used. Our study offers contribution to the comprehension of the rehabilitation processes, suggesting the positive impacts of an "extended" clinic treatment by adopting a flexible and adaptable tool.

Proceedings of the 7th International Conference on Intelligent Technologies for Interactive Entertainment, 2015
Innovation in virtual reality and motion sensing devices is pushing the development of virtual co... more Innovation in virtual reality and motion sensing devices is pushing the development of virtual communication platforms towards completely immersive scenarios, which require full user interaction and create complex sensory experiences. This evolution influences user experiences and creates new paradigms for interaction, leading to an increased importance of user evaluation and assessment on new systems interfaces and usability, to validate platform design and development from the users' point of view. The REVERIE research project aims to develop a virtual environment service for realistic inter-personal interaction. This paper describes the design challenges faced during the development process of user interfaces and the adopted methodological approach to user evaluation and assessment.

Proceedings of the 7th ACM International Workshop on Massively Multiuser Virtual Environments, 2015
The next generation in 3D tele-presence is based on modular systems that combine live captured ob... more The next generation in 3D tele-presence is based on modular systems that combine live captured object based 3D video and synthetically authored 3D graphics content. This paper presents the design, implementation and evaluation of a network solution for multi-party real-time communication of these types of content. This prototype includes a UDP/TCP multi-streaming kernel that includes media synchronization support, packet scheduling, loss resilient real-time transmission and an easy to use blocking and non-blocking API. To compress the live reconstructed 3D data streams that represent the natural user, two categories of 3D mesh codecs were integrated: a highly adaptive real-time geometry driven mesh codec and a fast single rate codec that provides better performance at high resolutions. Subjective tests with 16 subjects indicate that only modest perceptual degradation of the highly realistic 3D natural user is introduced, especially when the users in the virtual world are at a distance. We developed a session management protocol for setting up streams based on the specific 3DTI capabilities allowing device scalability from light (render only) to heavy clients (rendering and 3D Capturing). Additionally, a distributed messaging system via web-sockets and cloud infrastructures based on publish and subscribe was integrated for real-time delivery of avatar and other AI data.

Objective and subjective quality assessment of compressed digital video sequences 0 Objective and... more Objective and subjective quality assessment of compressed digital video sequences 0 Objective and subjective quality assessment of compressed digital video sequences 1 Abstract This work has been done in cooperation with the video-coding department at Ericsson Microwave Systems in Mölndal. The aim was to perform literature studies in order to find suitable objective and subjective quality evaluation methods, and to design and implement these into a video quality analysis tool with an intuitive user interface. The focus was on MPEG-4 encoded sequences with bit rates ranging from 64 through 384 kbps. The implemented objective methods are based on temporal and spatial derivatives. This approach was found in an ANSI recommendation. Some rather extensively modified versions of the parameters found in this recommendation were also implemented. They were named Diff_SI and Diff_TI. The modified parameters are based on differences between images instead of differences between scalar quantities, derived from the images, as in the in the ANSI recommendation. By using this approach, the information about where in the images the errors occur is included, and not just the magnitude. The peak signal to noise ratio (PSNR) parameter was also implemented. The quality parameters were evaluated using MPEG-4 sequences with different bit rates and different levels of distortion as input data. In order to obtain figures of the subjectively experienced quality, MOS tests were performed. Among the investigated objective parameters the modified ones, DIff_TI and DIff_SI, were found to have the highest correlation with subjectively experienced quality. Although often described as unreliable in other reports, the PSNR parameter was also found to agree well with the results from the MOS tests. The parameters implemented as suggested in the ANSI report were in some cases found to totally disagree with the results from the MOS tests and must therefor be considered less reliable. Most effort has been made in developing the software. The application is designed to run under a UNIX operating system. The programming language used is c with small contributions of C++. For the graphical user interface the Motif class library has been used. The application can display ordinary YUV-files and MPEG-4 encoded files and is designed so that it is easy to add subjective and objective test methods. Further work should be concentrated on adding such methods. Other improvements could be to improve the algorithms used for the extraction of spatial-and temporal information. Objective and subjective quality assessment of compressed …
This paper explores a novel concept called Mobile Electronic Memo whose purpose is to overcome th... more This paper explores a novel concept called Mobile Electronic Memo whose purpose is to overcome the limitations in terms of interoperability and accessibility imposed by the current technology. To achieve this goal, Mobile Electronic Memos decouple the semantics of the information from the physical and pragmatic constraints of the medium that transports it. We examine related works and standards that could be good candidates for implementing MEMs and describe a prototype implementation that has been realized as a proof of concept.
Proceedings of the First CoNEXT Workshop on ICT Tools for Emergency Networks and DisastEr Relief - I-TENDER '17, 2017
Disaster Risk Reduction (DRR) is a complex field in which a huge amount of data is used to plan p... more Disaster Risk Reduction (DRR) is a complex field in which a huge amount of data is used to plan preventive measures, get prepared to natural disasters, and effectively respond when they strike. This work focuses on the definition of a co-design methodology to integrate a crowdsourcing solution in the DRR processes. We define the proposed methodology, and implement it involving operators and experts in the DRR domain (crisis managers, technical services, first responders). We show how a participatory design approach helps in the design of a crowdsourcing solution that experts are willing to integrate into their DRR procedures.

International Journal of Urban Planning and Smart Cities
Participatory design methods are becoming increasingly known, required, and applied in innovation... more Participatory design methods are becoming increasingly known, required, and applied in innovation projects. This article presents the experience gained in the H2020 project CO3 “Digital Disruptive Technologies to Co-Create, Co-Produce, and Co-Manage Open Public Services Along With Citizens.” It describes the participatory design-oriented approach to actively engage stakeholders in the definition of public services augmented by disruptive technologies in the area of urban commoning. The implementation and the main results of the co-design workshops carried out in Athens, one of the three CO3 pilots, are discussed. The data collected and lessons learned from the co-design activities in Athens provided requirements and specifications for the implementation of public services supplying basic provisions such as food, health, and housing. Finally, the paper explores the methodological implications for the next phases of the project, showing how participatory methods can be used for the pi...

Behaviour & Information Technology
Aim of this study is to investigate the influence of technological and social cognitive factors f... more Aim of this study is to investigate the influence of technological and social cognitive factors for the use of sensor-based technologies for active and healthy ageing (AHA) support by older adults. In a mixed methods approach, data was initially obtained from an online questionnaire completed by older health technology users and used in a regression analysis, where factors from the Technology Acceptance Model (TAM) and the Social Cognitive Theory (SCT) served as predictors for health technology use (HTU). Further, in-depth interviews were conducted with older adults to gain insights into technology use and physical activity behaviour of older adults. The regression analysis showed that the TAM and SCT factors accounted for a significant proportion of variance (39.5%) in HTU. Significant predictors of HTU were physical activity (.399**), social support (.287*), and expectations regarding individual health (.440*) and physical appearance (−.470**), indicating physical activity as mediator for HTU. The qualitative analysis indicated the conflation of technology support with social environments as key for physical activity behaviour in older adults. The findings indicate physical activity as a mediator in HTU by older adults and suggest that the consideration of social factors in health technology design may facilitate the uptake of AHA technologies.
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services - MobileHCI '13, 2013
ABSTRACT This paper presents the Smart2Poster concept, a solution proposing an interaction modali... more ABSTRACT This paper presents the Smart2Poster concept, a solution proposing an interaction modality aimed at bridging the information and the surrounding physical world, by means of familiar objects (a poster, a smartphone and/or a TV screen) and based on the Near Field Communication technology (NFC) that enables a local Peer-to-Peer communication without requiring further connectivity. Moreover, the paper describes the usage scenarios that driven the design and the implementation of the first prototype.
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication - UbiComp '13 Adjunct, 2013
ABSTRACT This paper presents the Smart2Poster concept, based on a traditional visual communicatio... more ABSTRACT This paper presents the Smart2Poster concept, based on a traditional visual communication tool enhanced by the integration of a proximity technology such as the Near Field Communication (NFC). The concept has been designed and prototyped to study a situated interaction modality, bridging digital information and the surrounding physical world, by means of familiar objects (a poster, a smartphone and/or a TV screen). Two different usage scenarios have driven the design and the implementation of one prototype born to enable offline mediated interactions among public administrations and citizens.
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Papers by antonella frisiello