Publication statistics

Pub. period:1997-2010
Pub. count:29
Number of co-authors:37



Co-authors

Number of publications with 3 favourite co-authors:

Andrea Gaggioli:14
Fabrizia Mantovani:5
Daniela Villani:4

 

 

Productive colleagues

Giuseppe Riva's 3 most productive colleagues in number of publications:

Andrea Gaggioli:22
Luciano Gamberini:22
Cristina Botella:13
 
 
 
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Giuseppe Riva

Personal Homepage:
http://www.giusepperiva.com/

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Publications by Giuseppe Riva (bibliography)

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2010
 
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Arnrich, Bert, Osmani, Venet, Riva, Giuseppe and Bardram, Jakob (2010): UbiHealth 2010: the 5th international workshop on ubiquitous health and wellness. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 497-500.

This workshop continues the series of UbiHealth work-shops organized at the Ubicomp conferences. So far, the majority of work presented in earlier workshops and in the field of ubiquitous healthcare has focused on supporting people affected by somatic diseases. This year we call special attention on emerging research towards ubiquitous technologies for mental health and wellbeing. It is known that mental disorders are common diseases affecting all countries and societies. In recent years there have been various studies on correlating mental disease symptoms to objective physiological and behavioral measures in clinical settings. However, the current standard for diagnosis is still based on subjective clinical rating scales developed in the early 1960s. We see a new opportunity to exploit ubiquitous technology to provide the therapist with objective physiological and behavioral measures from the patient's daily life. The workshop will bring together researchers from ubiquitous computing and mental health professionals to present and discuss the latest work, focusing on how ubiquitous computing technology can be employed to design and support diagnosis and treatment of mental disorders and maintenance of mental wellness.

© All rights reserved Arnrich et al. and/or their publisher

2009
 
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Riva, Giuseppe (2009): Is presence a technology issue? Some insights from cognitive sciences. In Virtual Reality, 13 (3) pp. 159-169.

2008
 
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Gorini, Alessandra, Gaggioli, Andrea, Vigna, Cinzia and Riva, Giuseppe (2008): A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology. In Journal of Medical Internet Research, 10 (3) p. 21.

 
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Gaggioli, Andrea and Riva, Giuseppe (2008): Working the crowds. In Science Magazine, 0 (12) p. 321.

10.1126/science.321.5895.1443a

© All rights reserved Gaggioli and Riva and/or AAAS

 
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Riva, Giuseppe and Gaggioli, Andrea (2008): Virtual Clinical Therapy. In: Cai, Y. (ed.). "Digital Human Modeling, Lecture Notes in Computer Science, 4650". Springerpp. 90-107

 
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Riva, Giuseppe, Gaggioli, Andrea and Mantovani, Fabrizia (2008): Are Robots Present? From Motor Simulation to “Being There”. In CyberPsychology and Behavior, 11 (6) .

Even if the most sophisticated robot now available is unable to learn and move in the same way as humans, two decades of research in artificial intelligence and cognitive systems introduced the concept of embodiment: the mind has to be understood in the context of its relationship to a physical body that interacts with the world. One of the main outcomes of this vision is the dynamic sensorimotor account of conscious experience. Following this vision, the key feature of a cognitive robot should be the possession and exercise of sensorimotor knowledge. The main criticism against this argument is that such a robot will still lack self-awareness. In this paper, we suggest that a psychology of “presence” can offer new insights to overcome this point. In particular, we argue that in humans the evolutive role of presence is the control of agency through the unconscious separation of “internal” and “external” and the transformation (enaction) and/or recognition (reenaction) of intentions in action. How can we develop presence in robots? If we follow the development of presence in humans, we must use an evolutive process. First, the robot must learn to differentiate itself from the external world by correctly coupling perceptions and movements. Then the robot must learn to clearly separate perception and action planning, even if both share the same language: motor code. Finally, it is through social and cooperative activities that the robot may improve its intentional action and interaction.

© All rights reserved Riva et al. and/or Mary Ann Liebert, Inc

 
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Villani, Daniela and Riva, Giuseppe (2008): Presence and Relaxation: A Preliminary Controlled Study. In Psychnology, 6 (1) pp. 7-25.

Technologies such as Virtual Reality (VR) that induce presence in a virtual, but still external, perceived world, have great power to evoke emotional experiences that can lead to psychotherapeutically valuable changes in the individual. This reflects the power of presence -- seen as the feeling of being located in a perceived, external world -- in developing and affecting psychological wellbeing. Until today Virtual reality Environments (VEs) have been incorporated into a variety of clinical and everyday settings to improve mental health. Nevertheless many areas in the health field can be still explored by using this innovative technology. One example is represented by stress management area, one of the leading mental health problems of western societies linked to several pathologies. Following this trend our proposal is to investigate with a non clinical sample the efficacy of a relaxing narrative through a virtual experience. In a controlled study we compared three different media: Immersive VR, DVD and Audio speaker, by using the same therapeutic narrative and protocol. A control group without treatment was also included in the study. The sample included 60 university students, randomly divided in four experimental conditions. Non parametric test and correlation were used to analyse self-reports and physiological parameters. Within groups analysis -- in both VR and DVD conditions -- showed a significant improvement of the emotional state and significative physiological changes. Furthermore, regression analysis showed that a relationship exists between the sense of presence and the outcome achieved by the mediated experience. However, the absence of significant differences from the analysis between groups suggests that the principal determinant of presence might be the content proposed within the mediated experience. Further reflections about sense of presence in relaxing virtual environments will be discussed.

© All rights reserved Villani and Riva and/or Psychnology.Org

2007
 
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Gorini, Alessandra, Gaggioli, Andrea and Riva, Giuseppe (2007): Virtual worlds, real healing. In Science, 318 (5856) p. 1549.

 
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Riva, Giuseppe, Mantovani, Fabrizia, Capideville, Claret Samantha, Preziosa, Alessandra, Morganti, Francesca, Villani, Daniela, Gaggioli, Andrea, Botella, Cristina and Alcaniz, Mariano (2007): Affective Interactions Using Virtual Reality: The Link between Presence and Emotions. In CyberPsychology and Behavior, 10 (1) pp. 45-56.

Many studies showed the ability of movies and imagery techniques to elicit emotions. Nevertheless, it is less clear how to manipulate the content of interactive media to induce specific emotional responses. In particular, this is true for the emerging medium virtual reality (VR), whose main feature is the ability to induce a feeling of "presence" in the computer-generated world experienced by the user. The main goal of this study was to analyze the possible use of VR as an affective medium. Within this general goal, the study also analyzed the relationship between presence and emotions. The results confirmed the efficacy of VR as affective medium: the interaction with "anxious" and "relaxing" virtual environments produced anxiety and relaxation. The data also showed a circular interaction between presence and emotions: on one side, the feeling of presence was greater in the "emotional" environments; on the other side, the emotional state was influenced by the level of presence. The significance of these results for the assessment of affective interaction is discussed.

© All rights reserved Riva et al. and/or Mary Ann Liebert, Inc

 
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Riva, Giuseppe, Gaggioli, Andrea, Villani, Daniela, Preziosa, Alessandra, Morganti, Francesca, Strambi, Lorenzo, Corsi, Riccardo, Faletti, Gianluca and Vezzadini, Luca (2007): An Open-Source Virtual Reality Platform for Clinical and Research Applications. In Lecture Notes in Computer Science, 4563 pp. 699-707.

In recent years, there has been an increasing interest in clinical and research applications of virtual reality (VR). However, the adoption of this approach is still limited by the high costs of software development, lack of technical expertise among end-users, and the difficulty of adapting the contents of the virtual environments (VEs). To address these needs, we have designed and developed NeuroVR, (http://www.neurovr.org), a cost-free virtual reality platform based on open-source software components. NeuroVR allows non-expert users to easily customize a VE by using a set of pre-designed virtual scenes, and to run them in an immersive or non-immersive modality. In this paper, we provide a description of the key functional features of the platform.

© All rights reserved Riva et al. and/or Springer

 
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Riva, Giuseppe, Gaggioli, Andrea, Villani, Daniela, Preziosa, Alessandra, Morganti, Francesca, Strambi, Lorenzo, Corsi, Riccardo, Faletti, Gianluca and Vezzadini, Luca (2007): An Open-Source Virtual Reality Platform for Clinical and Research Applications. In: Shumaker, Randall (ed.) ICVR 2007 - Virtual Reality - Second International Conference - Part 1 July 22-27, 2007, Beijing, China. pp. 699-707.

2006
 
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Gamberini, Luciano, Spagnolli, Anna and Riva, Giuseppe (2006): Editorial Preface. In Psychnology, 4 (1) pp. 5-6.

 
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Riva, Giuseppe and Wiederhold, Brenda K. (2006): Emerging Trends in CyberTherapy. Introduction to the Special Issue. In Psychnology, 4 (2) pp. 121-128.

According to the recent reports presented by IST Advisory Group (ISTAG) the evolutionary technology scenarios in support of the Knowledge Society of the 2010s will be rooted within three dominant trends: (a) Ambient Intelligence, the pervasive diffusion of intelligence in the space around us; (b) B3G, "Beyond 3rd Generation" mobile communication system; (c) Shared Virtual Reality, with the increase of the range, accessibility and comprehensiveness of communications. The convergence of these trends manifests itself as the next frontier of Information Communication Technologies. This convergence stimulates a change in the way health care is carried out making it an embodied experiential process in which communication and collaboration of geographically dispersed users may also play a key role. In this special issue we will try to outline this process and its potential for the future of cybertherapy. We suggest that a key role will be played by the attainment of "Immersive Virtual Telepresence" (IVT). In IVT tools, distributed virtual reality systems are combined with wireless multimedia facilities -- real-time video -- and innovative input devices -- tracking sensors, biosensors, brain-computer interfaces.

© All rights reserved Riva and Wiederhold and/or Psychnology.Org

 
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Morganti, Francesca, Goulene, Karine, Gaggioli, Andrea, Stramba-Badiale, Marco and Riva, Giuseppe (2006): Grasping Virtual Objects: a Feasibility Study for an Enactive Interface Application in Stroke. In Psychnology, 4 (2) pp. 181-197.

Recent studies show that 30% to 66% of patients who suffered a stroke are unable to recover the upper limb functionality and that most patients present motor disability five years after the acute event. Despite a general motor recovery the incapability to reach and grasp objects in the usual environment remains one of the most common disabilities after stroke. At the present time treatments for such impairments have been based on movement repetition of targeted tasks as part of training activities. Clinicians, however, are still looking for the possibility to provide a rehabilitation procedure that could match the natural and intuitive mode of interaction with objects that humans generally have in reaching and grasping in the daily contexts. In the last years the evolution of technologies appears to meet this request, notably with the growing of enactive interfaces. Such interfaces support the perception-action interactions with an environment allowing users to learn how to perform a useful action in a particular context. The expertise gained through the interaction with this multimodal interfaces results, in fact, in the acquisition of intuitive movements that is essentially based on subjective experience and on the perceptual consequences of their motor acts. The main aim of this work is to investigate the technical and clinical feasibility of using an enactive interface in the rehabilitation of reaching and grasping movements of upper-limb hemiparesis that occurred after stroke. In this study ischemic stroke patients will be requested to perform technology-enhanced grasping task at our rehabilitation center, in addition to usual physical therapy.

© All rights reserved Morganti et al. and/or Psychnology.Org

2004
 
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Riva, Giuseppe, Mantovani, Fabrizia and Gaggioli, Andrea (2004): Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology. In Journal of NeuroEngineering and Rehabilitation, 1 (9) .

Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman&Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow.

© All rights reserved Riva et al. and/or their publisher

2003
 
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Riva, Giuseppe (2003): Web Usability Revisited: A Situated Approach. In Psychnology, 1 (1) pp. 18-27.

The lack of usability is a problem for developers and companies: different studies of user behavior on the Web find a low tolerance for unusable sites. There is a simple motivation for this behavior: on the Internet, switching costs -- how much effort it takes to switch from one provider to another -- are low. If you don't find what you want, the competition is only a couple of mouse clicks away. Nevertheless, if most people agree about the need of usable web sites, there are no general theories about how web usability should work. If we check the most influential books on this topic we found different usability guidelines coming from authors' experience but no general theories to justify them. The aim of this article is to defining the starting points of a web usability framework based on the viewpoint of ecological realism. The framing assumptions of this new approach are one form of a general theoretical stance, which can be called situativity theory, in which cognitive processes are analyzed as relations between agents and other systems.

© All rights reserved Riva and/or Psychnology.Org

 
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Gaggioli, Andrea, Vettorello, Marco and Riva, Giuseppe (2003): From Cyborgs to Cyberbodies: The Evolution of the Concept of Techno-Body in Modern Medicine. In Psychnology, 1 (2) pp. 75-86.

This paper focuses on the ways in which the introduction of technologies in modern medicine is changing collective notions of the body. In particular, it describes two popular and imaginative conceptualizations of the body that have been inspired by progresses made by medical technologies during last century: the cyborg, and the cyberbody. Although these two models stem from the same post-modern philosophical "post-body", "post-biological," or "post-human" visions, they are characterized by a fundamental distinction. While the cyborg, at least in its original conception, is linked to the "wild wired world", the world of cells, neurons, blood and biological processes, the cyberbody can be defined as a wireless, inorganic entity, made of pure bits of information. However, both definitions assume that people no longer has a direct "sense of body", but a mediated sense of body. Further steps in this direction may be determined by the emerging technological paradigm of Ambient Intelligence. In this vision, people will be surrounded by intelligent and intuitive interfaces embedded in everyday objects around us and an environment recognizing and responding to the presence of individuals in an invisible way by year 2010. Although the Ambient Intelligence scenario is still in an early phase of development, it is somehow predictable that technological innovations that this paradigm will bring into medicine are likely to foster the production of a new collective notion of the body based on the "digital me": a virtual reality representation of the patient as a virtual person, integrating all the diagnostic and clinical information of the patient into a single record continuous across time. In addition to explore this perspective from a theoretical viewpoint, implications for medical practice are discussed.

© All rights reserved Gaggioli et al. and/or Psychnology.Org

 
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Riva, Giuseppe, Davide, Fabrizio and IJsselsteijn, Wjinand (2003): Being There: Concepts, effects and measurement of user presence in synthetic environments. Amsterdam, IOS Press

 
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Mantovani, Fabrizia, Castelnuovo, Gianluca, Gaggioli, Andrea and Riva, Giuseppe (2003): Virtual Reality Training for Health-Care Professionals. In CyberPsychology and Behavior, 6 (4) pp. 389-395.

Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6–8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.

© All rights reserved Mantovani et al. and/or Mary Ann Liebert, Inc

 
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Gianluca, Castelnuovo, Gaggioli, Andrea and Riva, Giuseppe (2003): New and old tools in psychotherapy: The use of technology for the integration of traditional clinical treatments. In Psychotherapy: Theory, Research, Practice, Training, 40 (1) pp. 33-44.

 
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Gaggioli, Andrea, Mantovani, Fabrizia, Castelnuovo, Gianluca, Wiederhold, Brenda and Riva, Giuseppe (2003): Avatars in clinical psychology: a framework for the clinical use of virtual humans. In CyberPsychology and Behavior, 6 (2) pp. 117-125.

2001
 
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Bertella, Laura, Marchi, Stefano and Riva, Giuseppe (2001): Virtual Environment for Topographical Orientation (VETO): Clinical Rationale and Technical Characteristics. In Presence: Teleoperators and Virtual Environments, 10 (4) pp. 440-449.

 
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Mantovani, Giuseppe and Riva, Giuseppe (2001): Building a Bridge between Different Scientific Communities: On Sheridan's Eclectic Ontology of Presence. In Presence: Teleoperators and Virtual Environments, 10 (5) pp. 537-543.

 
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Optale, Gabriele, Capodieci, Salvatore, Pinelli, Pietro, Zara, Daniela, Gamberini, Luciano and Riva, Giuseppe (2001): Music-Enhanced Immersive Virtual Reality in the Rehabilitation of Memory-Related Cognitive Processes and Functional Abilities: A Case Report. In Presence: Teleoperators and Virtual Environments, 10 (4) pp. 450-462.

1999
 
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Mantovani, Giuseppe and Riva, Giuseppe (1999): 'Real' Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence. In Presence: Teleoperators and Virtual Environments, 8 (5) pp. 540-550.

 
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Riva, Giuseppe (1999): Virtual Reality As Communication Tool: A Socio-Cognitive Analysis. In Presence: Teleoperators and Virtual Environments, 8 (4) pp. 462-468.

 
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Riva, Giuseppe (1999): From Technology to Communication: Psycho-social Issues in Developing Virtual Environments. In J. Vis. Lang. Comput., 10 (1) pp. 87-97.

1997
 
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Riva, Giuseppe (1997): The Virtual Environment for Body Image Modification (VEBIM): Development and Preliminary Evaluation. In Presence: Teleoperators and Virtual Environments, 6 (1) pp. 106-117.

 
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Riva, Giuseppe, Melis, Luca and Bolzoni, Mirco (1997): Treating Body-Image Disturbances. In Communications of the ACM, 40 (8) pp. 69-71.

 
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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/giuseppe_riva.html

Publication statistics

Pub. period:1997-2010
Pub. count:29
Number of co-authors:37



Co-authors

Number of publications with 3 favourite co-authors:

Andrea Gaggioli:14
Fabrizia Mantovani:5
Daniela Villani:4

 

 

Productive colleagues

Giuseppe Riva's 3 most productive colleagues in number of publications:

Andrea Gaggioli:22
Luciano Gamberini:22
Cristina Botella:13
 
 
 
Jul 31

Design is the art of gradually applying constraints until only one solution remains.

-- Unknown

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
Start reading

Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!