Marco Manca
Biographic Data
| ID | 106592 |
|---|---|
| NAME | Marco Manca |
| GIVEN NAMES | Marco |
| FAMILY NAME | Manca |
| SIGNATURE | MANCA M |
| AFFILIATIONS | CNR-ISTI, HIIS Laboratory, Pisa, Italy |
| ORCID | 0000-0002-7869-2620 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Exploiting personal memories in humanoid robot serious games for mild cognitive impaired older adults
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
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
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
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
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
Semantic Social Networks: A Mixed Methods Approach to Digital Ethnography
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
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
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
End-user development in industrial contexts: The paper mill case study
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
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
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
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
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)