Massimo Zancanaro

Massimo Zancanaro
Fondazione Bruno Kessler | FBK · Intelligent Interfaces & Interaction (i3)

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257
Publications
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4,305
Citations

Publications

Publications (257)
Preprint
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Personality traits such as Need for Cognition, Locus of Control, Mindset and Self-efficacy could impact the perception, acceptance and appreciation of recommendations provided to support configuration tasks in the End User Development (EUD) context. In this paper we describe the user model services we have developed to measure such traits. These se...
Article
Full-text available
Purpose The European H2020 Families_Share project aims at offering a grass-root approach and a co-designed platform supporting families for sharing time and tasks related to childcare, parenting, after-school and leisure activities and other household tasks. To achieve this objective, the Families_Share project has been built on current practices w...
Conference Paper
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This paper presents a pilot study on end-user programming by therapists of a tangible tool for children on the autism spectrum. The core design ideas were to use detailed natural language descriptions of states and events, and an incremental process to facilitate the programming task. Our study provides initial evidence of the feasibility of this a...
Article
Does building a collaborative digital story lead to reduction of intergroup tension? Studies show that joint storytelling can help reach deeper levels of understanding through exposure to another group's narrative. We hypothesized that engagement in a collaborative digital storytelling task would lead to reductions of negative emotions and attitude...
Preprint
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In this paper, we present the design and the evaluation of an authoring tool for End-User Development, which supports the definition of Trigger-Actions rules that combines events and states in the triggers. The possibility of using either states or events in triggers has already been discussed in the literature. However, it is recognized that the s...
Chapter
Full-text available
In this paper, we present the design and the evaluation of an authoring tool for End-User Development, which supports the definition of Trigger-Actions rules that combines events and states in the triggers. The possibility of using either states or events in triggers has already been discussed in the literature. However, it is recognized that the s...
Chapter
The design and development of the so-called smart objects have become a huge trend in the last decade, thanks to the proliferation of low-cost technologies embedded with sensors and actuators. A major role in further fostering this tendency has been played by the Internet of Things (IoT), which connects the physical world with the Internet via ubiq...
Chapter
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort e...
Conference Paper
In this paper, a novel phygital interactive technology for retail stores is presented. The design concept is conceived as a decoupled interactive and multi-sensorial system that leverages Artificial Intelligence and Internet-of-Things technologies to offer customers an engaging and helpful experience of fashion style consulting. A formative study a...
Preprint
Full-text available
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort e...
Article
This work explores how comic-based digital storytelling can support children and teachers in combining foreign language and content teaching in the Content and Language Integrated Learning (CLIL) framework. In particular, we focus on investigating three specific aspects: (1) the use of digital storytelling in terms of collaboration, engagement and...
Article
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Lay Description What is already known People with dyslexia present problems in associating graphemes with phonemes and in mapping the sounds of language to letters and words. Reading‐aloud tools that combine text presentation with audio output have been proven to be beneficial for dyslexic readers. A limitation of these tools is that they do not k...
Preprint
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In this paper, we present a qualitative study on speleology that aims to widen the current understanding of people's practices in Nature and identify a design space for technology that supports such practices. Speleology is a practice based on the discovery, study, and dissemination of natural cavities. Speleologists are amateur experts who often c...
Preprint
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The paper presents the design of an assistive reading tool that integrates read-aloud technology with eye-tracking to regulate the speed of reading and support struggling readers in following the text while listening to it. The paper describes the design rationale of this approach, following the theory of auditory-visual integration, in terms of an...
Article
In this paper, we present a qualitative study on speleology that aims to widen the current understanding of people's practices in Nature and identify a design space for technology that supports such practices. Speleology is a practice based on the discovery, study, and dissemination of natural cavities. Speleologists are amateur experts who often c...
Conference Paper
Full-text available
In this paper, we present a preliminary study aimed at improving the users' mental model of an automatic smart home system based on trigger-action rules. We hypothesized that a computational model of how the rules are evaluated and activated, coupled with a linguistic form of the rules that clarifies the difference between events and states, may im...
Article
Full-text available
New forms of socializing care that leverage community networks and are based on alternative social arrangements are being experimented with in different grassroots contexts. They are being framed as innovative practices to facilitate the integration of professional and caring responsibilities. In this changing landscape, the private sector might be...
Article
By combining the academic literature on public administration and public management with that on human–computer interaction, this paper contributes discussions about how digital technology can support the co-creation of public value in co-production activities. The authors examine two case studies of participatory requirements elicitation for a tec...
Chapter
The surname of the co-author Massimo Zancanaro was misspelled as Zancanero in the previous version of this book. The same has been corrected in this revised version of this book.
Chapter
This paper investigates the specific experience of following a suggestion by an intelligent machine that has a wrong outcome and the emotions people feel. By adopting a typical task employed in studies on decision-making, we presented participants with two scenarios in which they follow a suggestion and have a wrong outcome by either an expert huma...
Article
Joint narratives are often used in the context of reconciliation interventions for people in social conflict situations, which arise, for example, due to ethnic or religious differences. The interventions aim to encourage a change in attitudes of the participants towards each other. Typically, a human mediator is fundamental for achieving a success...
Preprint
Full-text available
This paper investigates the specific experience of following a suggestion by an intelligent machine that has a wrong outcome and the emotions people feel. By adopting a typical task employed in studies on decision-making, we presented participants with two scenarios in which they follow a suggestion and have a wrong outcome by either an expert huma...
Preprint
Full-text available
Joint narratives are often used in the context of reconciliation interventions for people in social conflict situations, which arise, for example, due to ethnic or religious differences. The interventions aim to encourage a change in attitudes of the participants towards each other. Typically, a human mediator is fundamental for achieving a success...
Article
This paper presents a literature review of human–computer interaction works on wearable systems for sports. We selected a corpus of 57 papers and analyzed them through the grounded theory for literature review approach. We identified five themes across the papers: the different research perspectives, the type of sports and sportspeople, the roles o...
Conference Paper
In this paper, we describe a pilot study of a digital storytelling project conducted with primary school children. The study investigates how comic-based storytelling supported by a digital tool, named Communics, can facilitate primary school children in creating stories and in reflecting on situations involving discrimination within the classroom...
Article
Social media are implemented by organisations to enhance productivity and knowledge sharing among employees, but they can also support group deliberation and employee voice. This paper presents a case study of an online deliberation initiative involving the discussion of a contentious internal policy within an organisation of around 550 knowledge w...
Chapter
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In this paper, we introduce the concept of “assisted coaching” which consists in providing the patients (and the physicians acting as a coach) with some form of technology that support the required behavior change and in general the compliance with the program without replacing the physician in his/her role of a coach. In particular, we deployed tw...
Chapter
Every day, innovative devices support healthcare for the escalating needs of the population ageing but the poor adoption hinder their spread older adults. The present study aims to investigate the factors that may influence perceptions and expectations of 306 Italian older adults (M = 74, SD = 7.43) towards smart home and wellbeing technology. A qu...
Article
Full-text available
This paper presents the co-design process of a wearable device for rock climbing, an extreme sport that requires high physical, emotional, and cognitive involvement. From the preliminary investigation of climbers’ needs, it emerged that their acceptance of wearables is mainly influenced by climbing sport-specific values like self-efficacy, trust, a...
Conference Paper
In this paper, we present a playful digital activity for primary school classrooms that promotes sustainable and active mobility by leveraging the daily journey to school into a collaborative educational experience. In the class game, stretches of distance travelled in a sustainable way by each child contributes to the advancement of the whole scho...
Conference Paper
A mid-air gesture-based interface could provide a less cumbersome in-vehicle interface for a safer driving experience. Despite the recent developments in gesture-driven technologies facilitating the multi-touch and mid-air gestures, interface safety requirements as well as an evaluation of gesture characteristics and functions, need to be explored....
Conference Paper
This research addresses the issue of the memory-experience gap, the disconnect between momentary perceptions and post experience reporting as relates to HCI research methodologies and the study of immersive technology-mediated experiences in particular. The paper presents an overview of contemporary understanding of immersion and examines HCI metho...
Conference Paper
This workshop follows the educational workshops held at the latest editions of the ACM CHItaly [1] and AVI [3] Conferences, for a further elaboration on the issues related to the relationships between HCI and education. The goal of the workshop is twofold: on one side, the purpose is investigating the methods of HCI in educational contexts where th...
Conference Paper
Building a long-lasting personal relationship with visitors by maintaining their engagement after the visit is one of the most challenging endeavours cultural heritage sites face. When successful, this connection fosters new opportunities for the visitor to get in touch with the heritage, e.g. to visit again or to take part in cultural activities....
Conference Paper
Full-text available
Crowdsourcing for addressing environmental challenges is a promising area in HCI research. This work investigates participation in a crowdsourcing initiative that combined a social-purpose activity with the interest of a company to crowdsource a labour-intensive task. The initiative was based on the deployment of a mobile application for pro-enviro...
Conference Paper
Quantify Yourself is a recent trend by which people continuously measure walked steps, heart rate, sleep, stress and other personal indicators in order to monitor their wellbeing or life in general. Enabled by sensors currently embedded in affordable tools such as wearable devices and smartphones, Quantify Yourself has the potential for empowering...
Article
Full-text available
This article envisions a new customer support solution that merges the efficiency of crowd-based Question and Answer (QA) sites with the effectiveness of traditional customer care services. QA sites use crowdsourcing to solve problems in a very efficient way and they represent a new approach that can compete with traditional customer support servic...
Article
Full-text available
This article envisions a new customer support solution that merges the efficiency of crowd-based Question and Answer (QA) sites with the effectiveness of traditional customer care services. QA sites use crowdsourcing to solve problems in a very efficient way and they represent a new approach that can compete with traditional customer support servic...
Conference Paper
In this paper, we present a field study on the learning of climbing aimed at defining the design space of wearable devices to support beginners. Three main findings have emerged from our study. First, climbing has a strong emotional impact on beginners; therefore, learning to climb requires mastering new motor patterns as well as negative emotions,...
Conference Paper
This paper presents the results of 11 interviews to beginner climbers aimed at investigating the role of emotions in learning climbing. Climbing is an extreme sport becoming increasingly popular thanks to a higher safety and to the spread of indoor gyms. Although the evolution of this sport from alpinism to indoor practice has made it accessible to...
Conference Paper
It is of paramount importance that cultural heritage professionals are directly involved in the design of digitally augmented experiences in their museum spaces. We propose an approach based on a catalogue of reusable narrative and interaction strategies with step-by-step instructions on how to adapt and instantiate them for a specific museum and t...
Article
Full-text available
Drawing on concepts from theories on persuasion, social psychology and philosophy of language, we designed an ambient persuasive system that acts as an automatic facilitator by supporting a balanced flow of communication in group conversational activity. The system includes two main components: a) a context-awareness system that monitors group memb...
Conference Paper
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Mobile and wearable computing has great potential to support alpine outdoor sport activities. This includes, but is not limited to, rock climbing, hiking, mountain biking, paraglid-ing, and skiing. Interestingly, technology for tracking, monitoring and supporting sport activities is broadly used in sports like running or cycling, but has not reache...
Article
Full-text available
Aims: Children with high-functioning Autism Spectrum Disorder (HFASD) have major difficulties in social communication skills, which may impact their performance and participation in everyday life. The goal of this study was to examine whether the StoryTable, an intervention paradigm based on a collaborative narrative, multitouch tabletop interface...
Conference Paper
Full-text available
Human-Computer Interaction (HCI) discipline is taught in almost all the Computer Science curricula, whose students are typically attracted by computer technologies and inclined to consider the study of user interaction factors less valued. The aim of this workshop is to bring together HCI teachers and practitioners to discuss how to improve quality...
Conference Paper
Full-text available
In this paper we present the evaluation of an application for the collaborative composition of comics using a pre-defined set of images and sentences. This study is an intermediate step to guide the design of a tablet application for supporting collaborative storytelling between two authors from different cultures and speaking different languages....
Conference Paper
A diary approach was used to explore location-sharing preferences of 126 parents with young children with the goal of investigating which elements play a role in their decision to share their location. During a 3-week user study, we daily collected parents’ preferences of location sharing along with data related to the physical and social context,...
Conference Paper
Full-text available
Museums and cultural heritage sites have a notable need to engage visitors in different ways. Within the work of the meSch project, we take the stance that the materiality complements and completes cognition, and therefore a personally meaningful and sensorily rich experience with museum exhibits and place can greatly improve both the visitors’ exp...
Chapter
Introduction of new technologies for use in special needs education requires careful design to ensure that their use is suitable for the intended users in the context of use and that learners benefit from the experience. This paper discusses issues that influence implementation of collaborative technologies designed to support learning of social co...
Conference Paper
In this paper we present an ambient persuasive system designed to promote balanced participation during group brainstorming. The system gets information from participants’ attention behavior during a brainstorming session and provides visual messages for facilitating balanced participation. In the present study, we investigated the effect that usin...
Conference Paper
Full-text available
In this paper, we introduce SIMDOMO, a tool to simulate human activities in virtual sensorized houses. The purpose of the tool is to facilitate the generation of large amount of data for the design and evaluation of ambientassisted living applications. Specifically, for experimenting with visualizations of home activities over long periods (years o...
Conference Paper
Full-text available
In this paper, we present the evaluation of a pen-and-paper mockup for the composition of comics using a pre-defined set of images and sentences. Our goal was to investigate the effectiveness and the satisfaction of use of such an approach in comparison to a less constrained one. This pilot study is meant as an initial step to inform the design of...
Article
In this paper, we present an explorative study aimed at assessing challenges and opportunities for the design of innovative technologies to support the exchange of goods and services in geographically local contexts. A preliminary focus group identified the main dimensions and issues informing the design of a survey, which was submitted to parents...
Article
This paper presents an assessment of the experience with a Living Lab project which is currently involving 128 families with young children in a long-term relation to design mobile services for this user group. Living Labs are a promising way to manage innovation yet they also pose several challenges to retain participants and to keep their motivat...
Article
Full-text available
Question-&-Answer (QA) websites have emerged as efficient platforms for knowledge sharing and problem solving. In particular, the Stack Exchange platform includes some of the most popular QA communities to date, such as Stack Overflow. Initial metrics used to assess the performance of these communities include summative statistics like the percenta...