Publications
During the year of 2022, the Interactive Technologies Institute research team has excelled in the production of scientific outputs. The team has successfully published 94 papers in journals, 76 in international conferences and 26 book chapters
2016
Prandi, Catia; Salomoni, P.; Roccetti, M.; Nisi, Valentina; Nunes, Nuno
Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing Conference
2016 International Conference on Computing, Networking and Communications (ICNC), 2016.
@conference{10163,
title = {Walking with Geo-Zombie: A pervasive game to engage people in urban crowdsourcing},
author = {Catia Prandi and P. Salomoni and M. Roccetti and Valentina Nisi and Nuno Nunes},
doi = {10.1109/ICCNC.2016.7440545},
year = {2016},
date = {2016-02-01},
booktitle = {2016 International Conference on Computing, Networking and Communications (ICNC)},
abstract = {<p>In this paper we present results gathered from field trials while using a pervasive game, called Geo-Zombie. It intermixes reality with virtual zombies, providing a game experience to be lived in the urban environment. Geo-Zombie is designed for a specific goal: engaging people in collecting geo-referenced data about urban accessibility. The game has been designed with the aim to involve a large number of players/volunteers in the activity of signaling urban barriers while walking. To get ammo to react to a zombie attack, in fact, players can sense/map (crowdsensing) urban barriers and facilities and transmit those information back to an operative center (crowdsourcing). With the aim to assess the efficacy of Geo-Zombie, we conducted real experiments contrasting three different mobile apps, specifically designed to: i) simply collect urban information without providing any gaming experience (Basic), ii) reward volunteers that participate in the crowdsourcing activity (Reward), and iii) provide fun and entertainment to players who contribute (Geo-Zombie). We here provide results along two different perspectives: a quantitative one (e.g., number of collected data and similar) and a qualitative one (i.e., the playerstextquoteright experience). These results confirm the feasibility and suitability of our approach and stimulate interesting discussions</p>},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
2015
Prandi, Catia; Nisi, Valentina; Salomoni, Paola; Nunes, Nuno; Roccetti, Marco
Mapping urban accessibility: gamifying the citizens' experience Journal Article
In: EAI Endorsed Transactions on Ambient Systems, vol. 2, no. 8, 2015.
@article{8490,
title = {Mapping urban accessibility: gamifying the citizens' experience},
author = {Catia Prandi and Valentina Nisi and Paola Salomoni and Nuno Nunes and Marco Roccetti},
year = {2015},
date = {2015-11-01},
journal = {EAI Endorsed Transactions on Ambient Systems},
volume = {2},
number = {8},
publisher = {EAI},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Salomoni, P.; Prandi, C.; Roccetti, M.; Nisi, Valentina; Nunes, Nuno
Crowdsourcing Urban Accessibility:: Some Preliminary Experiences with Results [Short Paper] Conference
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, CHItaly 2015 ACM ACM, New York, NY, USA, 2015, ISBN: 978-1-4503-3684-0.
@conference{8545,
title = {Crowdsourcing Urban Accessibility:: Some Preliminary Experiences with Results [Short Paper]},
author = {P. Salomoni and C. Prandi and M. Roccetti and Valentina Nisi and Nuno Nunes},
url = {http://doi.acm.org/10.1145/2808435.2808443},
isbn = {978-1-4503-3684-0},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter},
pages = {130–133},
publisher = {ACM},
address = {New York, NY, USA},
organization = {ACM},
series = {CHItaly 2015},
abstract = {This short paper presents some preliminary results (both quantitative and qualitative) gathered from field trials with three different mobile apps that allow walkers to map urban accessibility barriers/facilities, while wandering around. The three apps were designed based on different gamification mechanisms, respectively exploiting: i) intrinsic (i.e., altruistic) motivations, ii) extrinsic motivations expressed in terms of a concrete reward, and iii) extrinsic motivations expressed in terms of fun/entertainment. These preliminary results reveal that the apps designed on the basis of extrinsic motivations are able to drive users to provide a larger amount of contributions. Interesting differences between concrete rewards and fun used as effective means to motivate contributors are discussed.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Prandi, Catia; Nisi, Valentina; Salomoni, Paola; Nunes, Nuno
From Gamification to Pervasive Game in Mapping Urban Accessibility Conference
Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter, CHItaly 2015 ACM ACM, New York, NY, USA, 2015, ISBN: 978-1-4503-3684-0.
@conference{8561,
title = {From Gamification to Pervasive Game in Mapping Urban Accessibility},
author = {Catia Prandi and Valentina Nisi and Paola Salomoni and Nuno Nunes},
url = {http://doi.acm.org/10.1145/2808435.2808449},
isbn = {978-1-4503-3684-0},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 11th Biannual Conference on Italian SIGCHI Chapter},
pages = {126–129},
publisher = {ACM},
address = {New York, NY, USA},
organization = {ACM},
series = {CHItaly 2015},
abstract = {In this paper we present the design and implementation of two different game applications, designed and developed in order to extend and motivate the community of mPASS, an urban accessibility mapping system. On the one hand, mPASS relays to collect a sufficiently dense, detailed and trustworthy amount of data. On the other hand, its niche goal somehow limits its natural audience, which is not enough to reach the critical mass of information needed by the system in order to provide effective accessibility maps for its users. To overcome this problem, we resorted to the use of a gamification strategy to develop both a traditional prizing add-on and a novel mobile game targeting young and adults players, aiming to include them into the data contributors community. Design process and development description of both games are presented, highlighting the design iterations of the concepts, motivated by contribution gathered from feedback sessions, focus group and experience prototyping.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}