
Riccardo GaldieriScuola Superiore Sant'Anna | SSSUP · Institute of Communication, lnformation and Perception Technologies TECIP
Riccardo Galdieri
Master of Engineering
About
10
Publications
997
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12
Citations
Citations since 2017
Introduction
Currently out of the Academic world. Please accept my apologies if I never get back to you, I am not planning on checking this website much.
Additional affiliations
October 2017 - present
Education
February 2014 - February 2016
November 2009 - February 2013
Publications
Publications (10)
While Virtual Reality has slowly become a common sight, haptics is still struggling to appeal to the general public. We argue that one of the possible reasons is that while VR is designed to be as easily adaptable as possible to many different contexts, haptics is often designed to fulfil a specific purpose and fails to present itself as a tool tha...
Iterative design is an expensive yet necessary task in the creation of coherent game levels. However, it often requires many resources, something that many projects, especially in the academic field, are usually lacking. This paper discusses the results of a test performed on EscapeTower, a pre-existing customer-ready research game where hand-craft...
Despite its significant role in the history of videogames, the world of racing games is still fairly unexplored. In this paper, we present the result of a study aimed at understanding how different hardware peripherals such as controllers and racing wheels can influence the perception of racing games, and how tracks’ features correlate with players...
With hundreds of new games being released every week, designers rely on existing knowledge to design control schemes for their products. However, in the case of games with new game mechanics, designers struggle to implement new button schemes due to the lack of research on players’ adaptation to new and non-standard controls. In this study we inves...
Curiosity is a fundamental trait of human nature, and as such, it has been studied and exploited in many aspects of game design. However, curiosity is not a static trigger that can just be activated, and game design needs to be carefully paired with the current state of the game flow to produce significant reactions. In this paper we present the pr...
As human beings, we are so used to interacting with each other that any world without humans would feel alien to us, including digital ones. In this article, we present a survey on the role of digital human-like characters in virtual worlds, both as counterparts of real human users and as embodied agents driven by artificial intelligence. The main...
Now that virtual reality has finally become a customer ready product, museums can use this new mean to enhance their exhibitions. The main problem however is that such a tool was not thought for casual users, and to adapt this new technology to short experiences such as the ones museums could provide, it is necessary to reduce the adaptation time t...
As consequence of the technology expansion of recent years, people are nowadays seeking digital interactive experiences. Museums need to understand and embrace this change by creating digital interactive exhibitions that are culturally guaranteed by the institution authority and, at the same time, can be more appealing for the general public. Among...
This paper presents a real time 3D walkthrough application based on interactive VR technologies, designed and realized with and for secondary school students in order to raise their awareness about their local heritage, in particular the Medieval Walls of Grosseto, Tuscany, one of the rare examples in Italy of defensive walls remained nearly intact...
Projects
Project (1)
A collection of projects and publications exploring themes of storytelling, game design (particularly interface design, UI/UX), and issues related to diversity (accessibility, representation of women and minorities).