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Marco Manca

Biographic Data

ID106592
NAMEMarco Manca
GIVEN NAMESMarco
FAMILY NAMEManca
SIGNATUREMANCA M
AFFILIATIONSCNR-ISTI, HIIS Laboratory, Pisa, Italy
ORCID0000-0002-7869-2620
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS4
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Exploiting personal memories in humanoid robot serious games for mild cognitive impaired older adults

    Benedetta Catricalà, Marco Manca et al.•ARTICLE•Behaviour and Information…•2025

    The use of humanoid robots in older adult training has recently started to be considered. We investigated a solution that offers serious games personalised to each individual, to stimulate more interest and participation in cognitive training. In particular, we have studied how to consider personal memories in customising humanoid robot games for Mild Cognitive Impaired (MCI) older adults. For this goal, a prototype platform for collecting and ex…

  • Adaptive humanoid robot behaviour in a serious game scenario through reinforcement learning

    Eleonora Zedda, Marco Manca et al.•ARTICLE•Behaviour and Information…•2025

    The study presents an adaptive technique that enables a humanoid robot to select appropriate actions to maintain the engagement level of users while they play a serious game for cognitive training. The goal is to design and develop an adaptation strategy for changing the robot's behaviour based on Reinforcement Learning (RL) to encourage the user to remain engaged. Initially, we trained the algorithm in a simulated environment before moving on to…

  • Smartphone-based augmented reality for end-user creation of home automations

    Raffaele Ariano, Marco Manca et al.•ARTICLE•Behaviour and Information…•2023

    In the last few years, several end-user tools have been designed to help people who are not professional developers in programming their smart environments. However, such tools are often based on structured visual editors providing abstract representations of the available connected sensors and objects, which can be problematic for end users, and do not particularly encourage their participation. This work aims to make the end-user experience of …

  • A serious web game for children with attentive disorders: Design and experiences from two trials

    Letizia Angileri, Marco Manca et al.•ARTICLE•Human-Computer Interaction•2023

    Cognitive developmental disorders are common in children and can affect various abilities. Attention Deficit/Hyperactivity Disorder (ADHD) is the most prevalent childhood psychiatric condition. This work presents PlayToPickUp, a serious game that aims to stimulate children in relevant cognitive domains (attention and error monitoring).A multidisciplinary team of experts and caregivers from two different centres that support therapeutic activities…

  • End-user development in industrial contexts: The paper mill case study

    Marco Manca, Fabio Paternò et al.•ARTICLE•Behaviour and Information…•2022

    This work aims to explore the potentialities of an end-user personalisation platform in industrial settings. In such a context, stakeholders with different roles and competencies collaborate to manage and control an environment where legacy machines coexist and interact with newer ones. Our goal is to provide a rule-based tool that allows end-users to build personalised solutions to respond quickly to the dynamic needs of factories. We report on …

  • The impact of serious games with humanoid robots on mild cognitive impairment older adults

    Open Access•Marco Manca, Fabio Paternò et al.•ARTICLE•International Journal of…•2021

  • Semantic Social Networks: A Mixed Methods Approach to Digital Ethnography

    Open Access•Alberto Cottica, Amelia Hassoun et al.•ARTICLE•CAM•2020•Cited by: 4•References: 27

    We propose a mixed methods approach to digital ethnographic research. Treating online conversational environments as communities that ethnographers engage with as in traditional fieldwork, we represent those conversations and the codes made by researchers thereon in network form. We call these networks "semantic social networks" (SSNs), as they incorporate information on social interaction and their meaning as perceived by informants as a group a…

  • Semantic Social Networks: A Mixed Methods Approach to Digital Ethnography

    Open Access•Alberto Cottica, Amelia Hassoun et al.•ARTICLE•CAM•2020•Cited by: 4•References: 27

    We propose a mixed methods approach to digital ethnographic research. Treating online conversational environments as communities that ethnographers engage with as in traditional fieldwork, we represent those conversations and the codes made by researchers thereon in network form. We call these networks "semantic social networks" (SSNs), as they incorporate information on social interaction and their meaning as perceived by informants as a group a…

  • Semantic Social Networks: A Mixed Methods Approach to Digital Ethnography

    Open Access•Alberto Cottica, Amelia Hassoun et al.•ARTICLE•CAM•2020•Cited by: 4•References: 27

    We propose a mixed methods approach to digital ethnographic research. Treating online conversational environments as communities that ethnographers engage with as in traditional fieldwork, we represent those conversations and the codes made by researchers thereon in network form. We call these networks "semantic social networks" (SSNs), as they incorporate information on social interaction and their meaning as perceived by informants as a group a…

  • The impact of serious games with humanoid robots on mild cognitive impairment older adults

    Open Access•Marco Manca, Fabio Paternò et al.•ARTICLE•International Journal of…•2021

  • End-user development in industrial contexts: The paper mill case study

    Marco Manca, Fabio Paternò et al.•ARTICLE•Behaviour and Information…•2022

    This work aims to explore the potentialities of an end-user personalisation platform in industrial settings. In such a context, stakeholders with different roles and competencies collaborate to manage and control an environment where legacy machines coexist and interact with newer ones. Our goal is to provide a rule-based tool that allows end-users to build personalised solutions to respond quickly to the dynamic needs of factories. We report on …

  • Smartphone-based augmented reality for end-user creation of home automations

    Raffaele Ariano, Marco Manca et al.•ARTICLE•Behaviour and Information…•2023

    In the last few years, several end-user tools have been designed to help people who are not professional developers in programming their smart environments. However, such tools are often based on structured visual editors providing abstract representations of the available connected sensors and objects, which can be problematic for end users, and do not particularly encourage their participation. This work aims to make the end-user experience of …

  • A serious web game for children with attentive disorders: Design and experiences from two trials

    Letizia Angileri, Marco Manca et al.•ARTICLE•Human-Computer Interaction•2023

    Cognitive developmental disorders are common in children and can affect various abilities. Attention Deficit/Hyperactivity Disorder (ADHD) is the most prevalent childhood psychiatric condition. This work presents PlayToPickUp, a serious game that aims to stimulate children in relevant cognitive domains (attention and error monitoring).A multidisciplinary team of experts and caregivers from two different centres that support therapeutic activities…

  • Exploiting personal memories in humanoid robot serious games for mild cognitive impaired older adults

    Benedetta Catricalà, Marco Manca et al.•ARTICLE•Behaviour and Information…•2025

    The use of humanoid robots in older adult training has recently started to be considered. We investigated a solution that offers serious games personalised to each individual, to stimulate more interest and participation in cognitive training. In particular, we have studied how to consider personal memories in customising humanoid robot games for Mild Cognitive Impaired (MCI) older adults. For this goal, a prototype platform for collecting and ex…

  • Adaptive humanoid robot behaviour in a serious game scenario through reinforcement learning

    Eleonora Zedda, Marco Manca et al.•ARTICLE•Behaviour and Information…•2025

    The study presents an adaptive technique that enables a humanoid robot to select appropriate actions to maintain the engagement level of users while they play a serious game for cognitive training. The goal is to design and develop an adaptation strategy for changing the robot's behaviour based on Reinforcement Learning (RL) to encourage the user to remain engaged. Initially, we trained the algorithm in a simulated environment before moving on to…

Computer Science (7 works) · Human–computer interaction (5 works) · Psychology (5 works) · Artificial Intelligence (3 works) · Humanoid robot (3 works) · Robot (3 works) · World Wide Web (3 works) · Applied Psychology (2 works) · Artificial Intelligence (2 works) · Cognition (2 works)

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