Salvatore Iaconesi
Research interests
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InterestsMachine Learning, Computer Vision, Natural Language Processing, Information Design, Information Visualization, Interaction Design
Publications
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Salvatore Iaconesi, Luca Simeone, Cary Hendrickson, Oriana Persico, "Connective environmental education: augmented-reality enhanced landscapes as distributed learning ecosystems."
Designs on elearning; 11/2011
“A Third Augmented Landscape” is a performative presentation and scientific paper discussing the outcomes of a research project carried out by FakePress Publishing and Università di Roma “La Sapienza”: the creation of an open source augmented reality (AR) system for leaves. This AR system, called... [more] “A Third Augmented Landscape” is a performative presentation and scientific paper discussing the outcomes of a research project carried out by FakePress Publishing and Università di Roma “La Sapienza”: the creation of an open source augmented reality (AR) system for leaves. This AR system, called LEAF++, is based on a combined series of computer vision techniques that allow smartphones and personal computers equipped with a webcam to recognize leaves and other parts of plants and to show educational content and interactive experiences. This possibility is used in the critical interpretation of Gilles Clément’s definition of the “Third Landscape”: the sum of spaces in which human being gave up to nature in the evolution of the landscape [1-2]. LEAF++ is used as a new eye on urban spaces which is able to identify the Third Landscape and turn it into a place for information, expression and interaction
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As We May Remix: REFF Book and the Augmented Press Experience
Advanced Learning Technologies (ICALT), 2011 11th IEEE International Conference on; 07/2011
This paper explores augmented reality as a set of technologies and processes to weave hyper medial content into printed publications thus fostering new educational practices. In particular this paper focuses on augmented reality as a bridge to extend traditional hyper mediality to paper-based educat... [more] This paper explores augmented reality as a set of technologies and processes to weave hyper medial content into printed publications thus fostering new educational practices. In particular this paper focuses on augmented reality as a bridge to extend traditional hyper mediality to paper-based educational tools, analyzing a book recently released by the Italian publisher Fake Press as a case study. The book addresses the concept of remix as a political and educational practice and is based on an extensive use of QR codes and fiduciary markers that act as triggers to retrieve and show additional content published by both authors and readers through an open CMS (Content Management System). The QR codes and the fiduciary markers work as gates to hyper medial remixes that extend the limits of traditional educational text books.
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Anthropological Conversations: Augmented Reality Enhanced Artifacts to Foster Education in Cultural Anthropology
Advanced Learning Technologies (ICALT), 2011 11th IEEE International Conference on; 07/2011
This paper presents a prototype for an application based on a CMS (Content Management System) connected to an augmented-reality engine that allows final users to publish, read and experience multimedia content tied to specific components of physical artifacts. When the physical artifacts are placed ... [more] This paper presents a prototype for an application based on a CMS (Content Management System) connected to an augmented-reality engine that allows final users to publish, read and experience multimedia content tied to specific components of physical artifacts. When the physical artifacts are placed under a webcam, a pre-trained 3D feature recognition system scans the entire figure trying to identify some specific components. If any of these elements are recognized, the system retrieves and shows educational content from selected sources (texts, videos, pictures). We created a first instance of this framework and applied it to the Minkisi, artifacts from Congo that are claimed to possess spiritual qualities. Studies on Minkisi play a crucial role in the history of cultural anthropology and in the current ethnographic agenda. The aim of this research project is then to create a learning tool that empowers anthropological scholars and students allowing them to publish their own content on the Minkisi and to access some of the stories that make these ethnographic artifacts alive and powerful.
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Wearing Emotions: Physical Representation and Visualization of Human Emotions Using Wearable Technologies
Information Visualisation (IV), 2010 14th International Conference; 07/2010
This paper presents the iterative design process used in generating several prototypes and proofs of concept for wearable, technological devices which are capable of implementing emotional skins. Reactive layers have the potential to act as visualization surfaces to represent individuals' or gro... [more] This paper presents the iterative design process used in generating several prototypes and proofs of concept for wearable, technological devices which are capable of implementing emotional skins. Reactive layers have the potential to act as visualization surfaces to represent individuals' or groups' emotional configurations depending on the specific strategies which can be applied to a wide range of human activities. These emotionally-aroused, interactive skins can be used in generating cognitive processes which are relevant for social communication, knowledge dissemination and education. The research project aimed at exploring the potential use of these devices in emotion classification and methodologies for representing and enacting dynamics that are significant from cognitive, ethnographic and psychologic perspectives.
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Toys++ AR Embodied Agents as Tools to Learn by Building
Advanced Learning Technologies (ICALT), 2010 IEEE 10th International Conference on; 07/2010
This paper presents a prototype for an augmented-reality based toy. Toys++ is grounded on the concept that the actual activity of building tangible artifacts can speed up learning processes. Toys ++ aims at assembling a framework that will allow the use of existing physical components of the toy as ... [more] This paper presents a prototype for an augmented-reality based toy. Toys++ is grounded on the concept that the actual activity of building tangible artifacts can speed up learning processes. Toys ++ aims at assembling a framework that will allow the use of existing physical components of the toy as triggers. When the toy is placed under the webcam, a pre-trained 3D feature recognition system scans the entire figure, trying to identify some specific components. If any of these elements are recognized, the system will retrieve and show educational content from selected sources (texts, videos, pictures).
Following (5)
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Monaco Federico
Università degli studi di Parma -
Marco Rotonda
Università degli Studi di Roma "La Sapienza" -
Claudia Westermann
LITRA :: Laboratory for Inhabitable Theories and Research in Architecture -
Giorgia Lupi
Politecnico di Milano