Pubblicazioni scientifiche

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

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. 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.

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 | doi: 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 | doi: 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.

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).

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 DOI: 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. DOI: 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, doi: 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.

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. DOI: 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.

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. DOI: 10.1163/22134808-00002603.

Venturini, E., Riva, P., Serpetti, F., Romero, L., Pallavincini, 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.