Luca Greci

Luca Greci
Italian National Research Council | CNR · Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing STIIMA

About

40
Publications
8,702
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372
Citations
Introduction
Work within Enterprise Engineering and Virtual Applications Group (EVA), mainly on projects focused on designing, developing, and validating virtual and augmented reality applications in different contexts, such as Industry 4.0, rehabilitation, maintenance, and cultural heritage. ▪From 2017 Head of the Virtual Lab of Milan.

Publications

Publications (40)
Article
Full-text available
Traditional neuropsychological evaluations are usually carried out using psychometric paper and pencil tests. Nevertheless, there is a continuous discussion concerning their efficacy to capture lifelike abilities. The introduction of new technologies, such as Virtual Reality (VR) and 360° spherical photos and videos, has improved the ecological val...
Chapter
Disabilities related to motor and/or cognitive impairment may impact driving abilities. The project Rip@rto aims at supporting INAIL personnel during the evaluation of the residual capabilities of people with disability who apply for a driving license. The newly designed simulator presents new features compared to the current state of art. It will...
Article
Full-text available
Background Healthcare workers represent one of the most affected categories by the adverse effects of the COVID-19 pandemic on mental health. Excessive stress and anxiety are critical factors that could compromise work performance. Besides, high levels of stress and anxiety may have long-term physical and psychological consequences. Recent studies...
Article
Full-text available
Cognitive frailty is defined as a clinical condition characterized by both physical frailty and cognitive impairment, without reaching the criteria for dementia. The major goal of rehabilitation intervention is to assist patients in performing ordinary personal duties without the assistance of another person, or at the very least to remove the need...
Chapter
This work presents a VR based serious game for children with ADHD and aims at providing an evaluation of the acceptability and the usability of an application developed to create a meaningful and motivating environment for the child, capable of supporting the development of the various attentional components. Due to the Covid-19 pandemic the evalua...
Article
Background: Virtual reality (VR) has recently emerged as a promising means for the administration of cognitive training of seniors at risk of dementia. Immersive VR could result in increased engagement and performances; however, its acceptance in older adults with cognitive deficits still has to be assessed. Objective: To assess acceptance and u...
Article
Full-text available
To ensure the continuity of healthcare and to counter the spread of the COVID-19 pandemic, doctors and nursing staff at hospitals must face an insidious, invisible danger that is stretching the healthcare system far past its capacity. Excessive workload, inadequate protection from contamination, the need to manage patients experiencing extreme suff...
Article
Full-text available
The aim of this paper is to present an innovative tablet-based application with 360° videos for the motor rehabilitation of frail elderly, Bal-App. This app was developed for iPad and exploits the potentiality of 360° videos to improve bal-ance in frail patients throught several exercises with an increasing level of difficulty. The app includes 10...
Chapter
This paper presents a Virtual Reality (VR) exergame, Virtual Fitness Trail (VFT), designed to encourage the elderly to regularly exercise in an engaging and safe way staying at home. VFT provides a highly immersive physical activity experiences in first-person perspective and it has been developed to run on Oculus Quest head mounted display. The ex...
Research
Full-text available
The ongoing COVID-19 pandemic is challenging the healthcare systems all over the world. Among others, Italy is one of the most damaged countries: hospitals and clinics, overwhelmed by the emergency situation, have limited or even temporarily suspended all non-emergency services, including rehabilitation. With the emergency slowing down, it is now c...
Data
L’attuale pandemia di COVID-19 sta mettendo a dura prova i sistemi sanitari di tutto il mondo. Tra gli altri, l’Italia è uno dei Paesi più colpiti: gran parte degli ospedali e delle cliniche hanno dovuto limitare o sospendere tutti i servizi non urgenti, inclusa la riabilitazione. Ora che l’emergenza sembra rientrare, diventa cruciale identificare...
Article
Full-text available
Frailty is a pre-clinical condition that worsens physical health and quality of life. One of the most frequent symptoms of frailty is an increased risk of falling. In order to reduce this risk, we propose an innovative virtual reality motor rehabilitation program based on an immersive tool. All exercises will take place in the CAVE, a four-screen r...
Chapter
This paper introduces the HoloHome, an Augmented Reality framework which aims to provide new means of interaction with the Smart Home and its components. HoloHome integrates multiple technological paradigms encompassing Internet of Things, Ambient Assisted Living, and Augmented Reality to offer the ultimate tailored comfort experience for the Smart...
Chapter
Full-text available
Technological improvements have contributed to the development of new innovative approaches to rehabilitation. The use of virtual reality (VR) in physical and cognitive rehabilitation brings several advantages, such as greater motivation and patient enjoyment, allowing for the performance of everyday life tasks in a safe and controlled environment....
Conference Paper
This paper introduces the HoloHome, an Augmented Reality framework which aims to provide new means of interaction with the Smart Home and its components. HoloHome integrates multiple technological paradigms encompassing Internet of Things, Ambient Assisted Living, and Augmented Reality to offer the ultimate tailored comfort experience for the Smart...
Article
Full-text available
Frailty is a clinical condition affecting the elderly population which results in an increased risk of falls. Previous studies demonstrated that falls prevention programs are effective, but they suffer from low adherence, especially when subjects have to train unsupervised in their homes. To try to improve treatment adherence, virtual reality and s...
Article
Full-text available
The growing elderly population and the increased incidence of mild cognitive impairment (MCI) and Alzheimer’s disease (AD) call for the improvement of the quality and the efficacy of the healthcare and social support services. Exercise and cognitive stimulation have been demonstrated to mitigate cognitive impairment and oxidative stress (OxS) has b...
Chapter
Full-text available
This work presents a physical and cognitive training program, based on virtual reality technologies, designed with the aim of preventing the occurrence of symptoms of dementia in elderly with Mild Cognitive Impairment (MCI). The system foresees a physical task to be performed on a cycle-ergometer and two virtual environments for cognitive stimulati...
Article
Full-text available
The use of technology for educational purposes is a consolidated reality, and many new tools are constantly being devised and offered for use with both normally developing children and children with special needs. Nonetheless, a detailed analysis of the processes being stimulated and of the goals being pursued is often lacking or absent. In this wo...
Article
Full-text available
We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a “dual-ta...
Chapter
Head mounted displays (HMDs) are visualization devices that provide high levels of immersion in virtual environments (VEs), which have been recently used to enhance the experience of subjects performing a physical exercise. However, the use of these devices in rehabilitation is discussed as it could cause cybersickness and other physical drawbacks....
Chapter
This work presents VirtualCruiseTour, an AR/VR-based application dedicated to ship cruises’ guests for the promotion of organized shore excursions. It can be exploited also in travel agencies to showcase future customers the sites of interest that can be visited during the cruise. The AR module allows augmenting a map showing the cruise route, the...
Conference Paper
Full-text available
Previous evidence shows that combined cognitive and physical exercises (dual-task intervention, (I-DT)) potentiates cognitive performance more than either type of single training alone (Lauenroth et al., 2015). Here, we describe the rationale, the design and the implementation of the “Positive Bike”, a fully-immersive virtual reality biking experie...
Conference Paper
This work aims at providing an evaluation of the acceptability and the usability of a virtual reality-based intervention developed for the physical and cognitive training of mild cognitive impaired elderlies. To perform this evaluation, participants enrolled in the intervention group (n = 4) of a randomized controlled trial to test the system were...
Conference Paper
ABSTRACT The use of technology for educational purposes is a consolidated reality, and many new tools are constantly being devised and offered for use with both normally developing children and children with special needs. Nonetheless, a detailed analysis of the processes being stimulated and of the goals being pursued is often lacking or absent. I...
Conference Paper
This paper describes the design and implementation of an augmented reality (AR) guide for religious museum. The aim of this study is to provide to the museums a new guide tool that allows the users to understand the complex meanings of the religious artwork in an intuitive and user-friendly way. The tool has also the intent to facilitate the born o...
Chapter
The incidence of dementia in populations of 65 years or over is about 9% and doubles every 5 years of age and might be higher than 50% at the older ages of human life, international epidemic studies foreseen dementia cases up to 48 million in 2020 (Italian Health Ministry). Deficits in different cognitive domains affecting significantly the person’...
Conference Paper
The core issues of mass customization (MC) are to provide more and more conveniences to meet customer's customized requirements and to ensure near mass production efficiency and quality in manufacturing processes. Since the MC provides to the customer, in the footwear sector, the possibility to choose shoes with different materials, colours, sizes...
Chapter
The need to solve a wide range of complex tasks urged companies to adopt new software tools, including Virtual Reality (VR) and Augmented Reality (AR), in their production chains. Major software houses released a lot of tools to help experts to manage different complex tasks, included the design or the modification of the layout of a production pla...
Article
Full-text available
The present paper describes the results of recent and ongoing major European projects about the virtual factory design topic, highlighting in particular new challenges related to the networked collaborative design of factories layout and configuration. A pilot factory for the production of customized shoes is referred to throughout the paper as app...
Chapter
Some times, when you have the experience in a shop to buy shoes, it happens that you cannot find your preferred model. Starting from this simple problem, a new concept of shoes shop model comes out: the customer doesn’t use a pre-built set of product samples but he can digitally customize in the shop the shoes, try-on the shoes in augmented reality...
Conference Paper
One of the core issues of mass customization (MC) is to provide more and more conveniences to meet customer’s customized requirements, and on the other hand to ensure near mass production efficiency and quality in manufacturing processes. Virtual Reality Environment (VRE) provides an immersive environment, in which real objects are reproduced as 3D...
Patent
National Patent. System for the visualization in augmented reality of virtual shoes worn on foot of a user and related methodology.
Conference Paper
Production systems are changing very fast according with the rapid development of the market, the customer needs and the requirements and the products themselves. Designers and Engineers are asking for supporting tools in order to follow this trend in the proper way; the factory layout should be redesigned (for improving throughput or producing new...
Article
The life cycle of an industrial product goes through several stages, from the initial idea to the finished product, and on to the purchase and recycling. Virtual reality environments (VRE) allow the user to interact with a digital representation of a product, and so can be used to perform aesthetical, ergonomic, functional tests as well to support...
Conference Paper
Today, in the majority of the shops, customers try the shoes to feel the comfort, look at themselves in a mirror and finally buy the chosen product. However, the trial often encounters difficulties: i.e. the desired shoe doesn’t feet. In EUROShoE Project, methodologies and processes for a custom-made shoe are conceived. A new problem comes out; the...

Network

Cited By

Projects

Projects (5)
Project
MIND-VR is a project born in 2020 as a proposal selected within the crowdfunding call of the University of Milan-Bicocca in collaboration with the platform Produzioni dal Basso. The main goal is the design and development of a virtual reality psychoeducational experience on stress and anxiety for the psychological support of healthcare workers involved in COVID-19 emergency. The virtual experience is being tested on a sample of Italian hospital healthcare personnel. MIND-VR is available free of charge, both in Italian and English, on the project website (https://mind-vr.com/).
Archived project
Archived project