Publications

Pubblicazioni scientifiche

Gabbiadini, A., Durante, F., Baldissarri, C., Manfredi, A., Sterlicchio, A., & Romano, S. (2025). Artificial Intelligence in the Workplace: Effects onSelf-Efficacy, Self-Objectification and Beliefs in Free Will. Journal of Community & Applied Social Psychology. https://doi.org/10.1002/casp.70107

Tosi, G., Frisco, F., Maravita, A., & Romano, D. (2025). The exposure to body size distortions affects allocentric distance perception in extra-personal space. Cortex. https://doi.org/10.1016/j.cortex.2025.01.004

Pedrini, R., Costantini, C., Polato, S., Lira, C., Facchin, A., & Daini, R. (2025). Eye-guided video games improve reading in healthy older adults. International Journal of Human-Computer Studies, 103540. https://doi.org/10.1016/j.ijhcs.2025.103540

Marinucci, M., & Riva, P. (2025). Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People. Cyberpsychology, Behavior, and Social Networkinghttps://doi.org/10.1089/cyber.2024.0027

Di Natale, A. F., La Rocca, S., Simonetti, M. E., & Bricolo, E. (2024). Using computer-generated faces in experimental psychology: The role of realism and exposure. Computers in Human Behavior Reports, 14, 100397. https://doi.org/10.1016/j.chbr.2024.100397

Di Natale, A. F., Repetto, C., Costantini, G., Riva, G., Bricolo, E., & Villani, D. (2024). Learning in the metaverse: Are university students willing to learn in immersive virtual reality?. Cyberpsychology, Behavior, and Social Networking, 27(1), 28–36. https://doi.org/10.1089/cyber.2022.0395

Frisco, F., Bruno, V., Romano, D., & Tosi, G. (2024). I am where I believe my body is: The interplay between body spatial prediction and body ownership. PLOS ONE, 19(12), e0314271. https://doi.org/10.1371/journal.pone.0314271

Vona, F., Romano, D., Pieri, L., Maravita, A., & Garzotto, F. (2024, November). Hololimb: Mixed Reality to Alleviate Phantom Upper Limb Pain. In International Conference on NeuroRehabilitation (pp. 260–264). Cham: Springer Nature Switzerland. 10.1007/978-3-031-77584-0_51

Brizzi, G., Riva, G., & Romano, D. (2024). The body image virtual reality Assessment (BIVRA): measuring the body representation through virtual reality. Journal of Neuropsychology. https://doi.org/10.1111/jnp.12366

Serrao, F., Gallace, A., Gallucci, M., & Gabbiadini, A. (2024). The ability of generative AI to express emotions through abstract images: a preliminary study design. In Proceedings of the Third Workshop on Artificial Intelligence for Human-Machine Interaction (AIxHMI 2024) co-located with the 23rd International Conference of the Italian Association for Artificial Intelligence (AIxIA 2024), CEUR Workshop Proceedings, CEUR-WS.org (pp. 51–56).

Serrao, F., Chirico, A., Gabbiadini, A., Gallace, A., & Gaggioli, A. (2024). Enjoying art: an evolutionary perspective on the esthetic experience from emotion elicitors. Frontiers in Psychology, 15, 1341122. https://doi.org/10.3389/fpsyg.2024.1341122

Di Natale, A. F., Simonetti, M. E., La Rocca, S., & Bricolo, E. (2023). Uncanny valley effect: A qualitative synthesis of empirical research to assess the suitability of using virtual faces in psychological research. Computers in Human Behavior Reports, 10, 100288. https://doi.org/10.1016/j.chbr.2023.100288

Frigione, I., Girondini, M., Massetti, G., Ferrise, F., Etzi, R., Scurati, G., Gaggioli, A., & Gallace, A. (2022). An Exploratory study on the effect of virtual environments on cognitive performances and psychophysiological responses. Cyberpsychology, Behavior, and Social Networking. https://doi.org/10.1089/cyber.2021.0162

Gallace, A. (2022). Haptic interaction in virtual reality: Are we ready for the metaverse? Neuroscientific and Behavioural considerations. In Ugliotti, F. M., & Osello, A. Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0. IGI Global. https://doi.org/10.4018/978-1-6684-4854-0.ch001

Gallace, A. (2022). Cervelli reali in  mondi virtuali: Psicologia e neuroscienze del metaverso. [Real brains in virtual worlds: psychology and neurosciences of metaverses]. In Montagna. L. Metaverso: Noi e il web 3.0. Mondadori Editore.

Gallace, A., & Girondini, M. (2022). Social touch in virtual reality. Current Opinion in Behavioral Sciences, 43, 249-254. https://doi.org/10.1016/j.cobeha.2021.11.006.

Beccaluva, E., Riccardi, F., Gianotti, M., Barbieri, J., & Garzotto, F. (2021). VIC—A Tangible User Interface to train memory skills in children with Intellectual DisabilityInternational Journal of Child-Computer Interaction, 100376. https://doi.org/10.1016/j.ijcci.2021.100376

Panagiotopoulou, L., Cía Gayarre, N., Scurati, G. W., Etzi, R., Massetti, G., Gallace, A., and Ferrise, F. (2021). Design of a Serious Game for Children to Raise Awareness on Plastic Pollution and Promoting Pro-Environmental Behaviors. ASME. J. Comput. Inf. Sci. Eng. December 2021; 21(6): 064502. https://doi.org/10.1115/1.4050291

Pietra, A., Vazquez Rull, M., Etzi, R. Gallace, A., Scurati, G. W., Ferrise, F., & Bordegoni, M. (2021). Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator. Virtual Reality (2021). https://doi.org/10.1007/s10055-021-00499-1

Dozio, N., Maggioni, E., Pittera, D., Gallace, A., & Obrist, M. (2021). May I Smell your Attention: Exploration of Smell and Sound for Visuospatial Attention in Virtual Reality. Frontiers in Psychology, 12, 2915. https://doi: 10.3389/fpsyg.2021.671470

Cerritelli, F., Chiera, M., Abbro, M., Megale, V., Esteves J., Gallace A., & Manzotti, A. (2021). The Challenges and Perspectives of the Integration Between Virtual and Augmented Reality and Manual Therapies. Front. Neurol., 30 June 2021 | https://doi.org/10.3389/fneur.2021.700211

Pieri, L., Serino, S., Cipresso, P. et al. (2021). The ObReco-360°: a new ecological tool to memory assessment using 360° immersive technology. Virtual Reality https://doi.org/10.1007/s10055-021-00526-1

Torelli E., Shemy I.E., Silleresi, S., Moskwa L., Cosentino G. & Garzotto F. (2020). “Do You Speak Holo? A Mixed Reality Application for Foreign Language Learning in Children with Language Disorders“. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Work- shops (VRW), Atlanta, GA, USA, pp. 609-610. https://doi.org/10.1109/ VRW50115.2020.00155

Vona F., Silleresi, S., Beccaluva E., Garzotto F. (2020). “Social MatchUP: Collaborative Games in Wearable Virtual Reality for Persons with Neu- rodevelopmental Disorders“. In: Ma M., Fletcher B., Göbel S., Baalsrud Hauge J., Marsh T. (eds) Serious Games. JCSG 2020. Springer, Cham. https://doi.org/10.1007/978-3-030-61814-8_4

Sara Belloli, Sara Porro, Vikram Singh Virk, Roberta Etzi, Alberto Gallace, Monica Bordegoni and Marina Carulli (2020). The Kandinsky Experience: A Multisensory Augmented Reality Application for Cultural Heritage
Computer-Aided Design, 18 (4), 799-814 |10.14733/cadaps.2021.799-814

Federico Gardoni, Fabio Mojetta, Chiara Sorrentino, Roberta Etzi, Alberto Gallace, Monica Bordegoni and Marina Carulli (2020). Raising Awareness about the Consequences of Human Activities on Natural Environments through Multisensory Augmented Reality: Amazon Rainforest and Coral Reef Interactive Experiences
Computer-Aided Design, 18 (4), 815-830 |10.14733/cadaps.2021.815-830

Baldissarri, C., Gabbiadini, A., Andrighetto, L., & Volpato, C. (2020). The ACME shop: A paradigm to investigate working (self-) objectification. THE JOURNAL OF SOCIAL PSYCHOLOGY, 1-17. https://doi.org/10.1080/00224545.2020.1845592

Gabbiadini, A., Baldissarri, C., Durante, F., Valtorta, R., De Rosa, M., & Gallucci, M. (2020). Together Apart: The Mitigating Role of Digital Communication Technologies on Negative Affect During the COVID-19 Outbreak in Italy. FRONTIERS IN PSYCHOLOGY, 11(554678). https://doi.org/10.3389/fpsyg.2020.554678

Etzi, R; Huang, S;  Scurati, G. & Lyu, S; Ferrise, F; Gallace, A; Gaggioli, A; Chirico, A; Carulli, M & Bordegoni, M. (2019). Using Virtual Reality To Test Human­-Robot Interaction During a Collaborative Task. ASME 2019 International Design Engineering Technical Conferences https://doi.org/10.1115/DETC2019-97415

Micaroni, L; Carulli, M & Ferrise, F; Gallace, A; Bordegoni, M (2019). An Olfactory Display to Study the Integration of Vision and Olfaction in a Virtual Reality Environment. Journal of Computing and Information Science in Engineering. DOI: 19. 1. https://doi.org/10.1115/1.4043068

Nava, E., Föcker, J., &; Gori, M. (2019). Children can optimally integrate multisensory information after a short action-like mini game training. Developmental Science https://doi.org/10.1111/desc.12840

Pancani, L., Riva, P. &; Sacchi, S. (2019). Connecting with a slot machine: Social exclusion and anthropomorphization increase gambling. Journal of Gambling Studies, 35, 689–707. https://doi.org/10.1007/s10899-018-9784-9

Carulli, M; Bordegoni, M; Ferrise, F; Gallace, A;  Gustafsson, M; Pfuhl, T. (2018). Simulating Multisensory Wine Tasting Experience. Proceedings of the DESIGN 2018 15th International Design Conference 2177-2186. https://doi.org/10.21278/idc.2018.0485

Gabbiadini, A. &; Riva, P. (2018). The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players. Aggressive Behavior, 44, 113-124. https://doi.org/10.1002/ab.21735

Etzi, R; Ferrise, F & Bordegoni, M; Zampini, M; Gallace, A. (2017). The Effect of Visual and Auditory Information on the Perception of Pleasantness and Roughness of Virtual Surfaces. Multisensory Research. 31 (6), 501-522. https://doi.org/10.1163/22134808-00002603

Venturini, E., Riva, P., Serpetti, F., Romero, L., Pallavicini, F., Mantovani, F., Cloutier, R.,McMahan, T., Stonecipher, K., &; Parsons, T.D. (2016). A comparison of 3D versus 2D virtual environments on the feelings of social exclusion, inclusion, and overinclusion. Annual Review of CyberTherapy and Telemedicine, 14, 89-94.