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Gustavo Marfia

Biographic Data

ID4301174
NAMEGustavo Marfia
GIVEN NAMESGustavo
FAMILY NAMEMarfia
SIGNATUREMARFIA G
AFFILIATIONSUniversity of Bologna
ORCID0000-0003-3058-8004
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS11
WORKS AS AUTHOR5
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2026
H-INDEX2
  • Exploring the impact of visual components on the perceived realism of generative AI videos

    Open Access•Alberto Sánchez-Acedo, Alejandro Carbonell-Alcocer et al.•ARTICLE•Online Journal of Communication…•2026

    Generative artificial intelligence (Gen-AI) tools have a significant impact on the creation of audiovisual content. Although these tools are still at an early stage in video production, there are tools such as Sora (OpenAI) that demonstrate the great potential of Gen-AI to create advanced audiovisual content. This study evaluates through a comparative analysis the level of realism, attractiveness and composition of the videos generated by Sora co…

  • Heritage elements and Artificial Intelligence as storytelling tools for virtual retail environments

    Open Access•Shirin Hajahmadi, Irene Calvi et al.•ARTICLE•Digital Applications in…•2024•Cited by: 1•References: 27

  • DanXe

    Open Access•Lorenzo Stacchio, Silvia Garzarella et al.•ARTICLE•Digital Applications in…•2024•Cited by: 4•References: 47

  • Would you rather come to a tango concert in theater or in VR? Aesthetic emotions & social presence in musical experiences, either live, 2D or 3D

    Open Access•Claudia Scorolli, Eduardo Naddei Grasso et al.•ARTICLE•Computers in Human Behavior•2023

    This work shows the preliminary results of a pioneering project aimed at comparing the aesthetic experience of a musical concert experienced in different contexts for which the audience's perceived presence is modulated in a continuum ranging from a live concert to a music video, passing through immersive artificial environments. In contrast to previous qualitative investigations of various immersive contexts, our study is unique in both the use …

  • NEARCHOS. Networked Archaeological Open Science

    Open Access•Nicolo''Marchetti, I Angelini et al.•ARTICLE•Journal of Archaeological Research•2017•Cited by: 6•References: 6

    The full release and circulation of excavation results often takes decades, thus slowing down progress in archaeology to a degree not in keeping with other scientific fields. The nonconformity of released data for digital processing also requires vast and costly data input and adaptation. Archaeology should face the cognitive challenges posed by digital environments, changing in scope and rhythm. We advocate the adoption of a synergy between reco…

  • NEARCHOS. Networked Archaeological Open Science

    Open Access•Nicolo''Marchetti, I Angelini et al.•ARTICLE•Journal of Archaeological Research•2017•Cited by: 6•References: 6

    The full release and circulation of excavation results often takes decades, thus slowing down progress in archaeology to a degree not in keeping with other scientific fields. The nonconformity of released data for digital processing also requires vast and costly data input and adaptation. Archaeology should face the cognitive challenges posed by digital environments, changing in scope and rhythm. We advocate the adoption of a synergy between reco…

  • DanXe

    Open Access•Lorenzo Stacchio, Silvia Garzarella et al.•ARTICLE•Digital Applications in…•2024•Cited by: 4•References: 47

  • Heritage elements and Artificial Intelligence as storytelling tools for virtual retail environments

    Open Access•Shirin Hajahmadi, Irene Calvi et al.•ARTICLE•Digital Applications in…•2024•Cited by: 1•References: 27

  • NEARCHOS. Networked Archaeological Open Science

    Open Access•Nicolo''Marchetti, I Angelini et al.•ARTICLE•Journal of Archaeological Research•2017•Cited by: 6•References: 6

    The full release and circulation of excavation results often takes decades, thus slowing down progress in archaeology to a degree not in keeping with other scientific fields. The nonconformity of released data for digital processing also requires vast and costly data input and adaptation. Archaeology should face the cognitive challenges posed by digital environments, changing in scope and rhythm. We advocate the adoption of a synergy between reco…

  • Would you rather come to a tango concert in theater or in VR? Aesthetic emotions & social presence in musical experiences, either live, 2D or 3D

    Open Access•Claudia Scorolli, Eduardo Naddei Grasso et al.•ARTICLE•Computers in Human Behavior•2023

    This work shows the preliminary results of a pioneering project aimed at comparing the aesthetic experience of a musical concert experienced in different contexts for which the audience's perceived presence is modulated in a continuum ranging from a live concert to a music video, passing through immersive artificial environments. In contrast to previous qualitative investigations of various immersive contexts, our study is unique in both the use …

  • Heritage elements and Artificial Intelligence as storytelling tools for virtual retail environments

    Open Access•Shirin Hajahmadi, Irene Calvi et al.•ARTICLE•Digital Applications in…•2024•Cited by: 1•References: 27

  • DanXe

    Open Access•Lorenzo Stacchio, Silvia Garzarella et al.•ARTICLE•Digital Applications in…•2024•Cited by: 4•References: 47

  • Exploring the impact of visual components on the perceived realism of generative AI videos

    Open Access•Alberto Sánchez-Acedo, Alejandro Carbonell-Alcocer et al.•ARTICLE•Online Journal of Communication…•2026

    Generative artificial intelligence (Gen-AI) tools have a significant impact on the creation of audiovisual content. Although these tools are still at an early stage in video production, there are tools such as Sora (OpenAI) that demonstrate the great potential of Gen-AI to create advanced audiovisual content. This study evaluates through a comparative analysis the level of realism, attractiveness and composition of the videos generated by Sora co…

Computer Science (4 works) · Art (3 works) · Archaeology (2 works) · Human–computer interaction (2 works) · Image Processing and 3D Reconstruction (2 works) · Media Influence and Health (2 works) · Psychology (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · Visual arts (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae