Pubblicazioni
Dalla ricerca ai progetti europei
Pubblichiamo su riviste internazionali e partecipiamo a programmi europei di finanziamento. La ricerca non resta in laboratorio, diventa progetto.
Integrating virtual reality and artificial intelligence in agricultural planning: insights from the VAIFARM application
Bernetti, I., Borghini, T., & Capecchi, I. (2024, September). Integrating virtual reality and artificial intelligence in agricultural planning: insights from the VAIFARM application. In International Conference on Extended Reality (pp. 342-350). Cham: Springer Nature Switzerland.
Abstract
The V.A.I.F.A.R.M. (Virtual and Artificial Intelligence for Farming and Agricultural Resource Management) app explores the integration of collaborative virtual reality (VR) with generative artificial intelligence (AI), specifically utilizing ChatGPT, to enhance educational approaches within agricultural management and planning. This study aims to investigate the educational outcomes associated with the combined use of VR and AI technologies, with a particular focus on their impact on critical thinking, problem-solving abilities, and collaborative learning among university students engaged in agricultural studies.
By employing VR, the project creates a simulated agricultural environment where students are tasked with various management and planning activities, offering a practical application of theoretical knowledge. The addition of ChatGPT facilitates interactive, AI-mediated dialogues, challenging students to tackle complex agricultural problems through informed decision-making processes.
The research anticipates findings that suggest an improvement in student engagement and a better grasp of complicated agricultural concepts, attributed to the immersive and interactive nature of the learning experience. Furthermore, it examines the role of VR and AI in cultivating essential soft skills critical for the agricultural sector. The study contributes to the understanding of how collaborative VR and generative AI can be effectively combined to advance educational practices in agriculture, aiming for a balanced evaluation of their potential benefits without overstating the outcomes
Augmented reality and serious game to engage the alpha generation in urban cultural heritage
Capecchi, I., Bernetti, I., Borghini, T., Caporali, A., & Saragosa, C. (2024). Augmented reality and serious game to engage the alpha generation in urban cultural heritage. Journal of Cultural Heritage, 66, 523-535.
Abstract
It t is important to involve young people in the conservation of urban heritage as they will be the next generation responsible for its preservation. The use of Augmented Reality (AR) based on Serious Game (SG) and GPS-guided applications has proven to be effective for heritage revitalisation. However, there are currently only a few applications that combine GPS AR and SG for urban heritage enhancement, and these are generally aimed at adult tourists rather than the young people of the alpha generation. This research describes a serious game based on the use of GPS-guided augmented reality in the Renaissance village of Caldana, Italy, to raise awareness of the importance of urban heritage and to stimulate its visit by the alpha generation. The application consists of a treasure hunt that children have to solve by meeting and listening in augmented reality to historical characters who built the Renaissance village at specific points of interest, following a route with increasing levels of difficulty. The application was tested using a questionnaire with a sample of 79 children. The results provide useful indications for the development of augmented reality applications to increase the awareness and attitudes of the alpha generation towards knowledge and conservation of urban heritage.
CaldanAugmenty – Augmented Reality and Serious Game App for Urban Cultural Heritage Learning
Capecchi, I., Bernetti, I., Borghini, T., & Caporali, A. (2023, September). CaldanAugmenty–Augmented Reality and Serious Game App for Urban Cultural Heritage Learning. In International Conference on Extended Reality (pp. 339-349). Cham: Springer Nature Switzerland.
Abstract
This research presents CaldanAugmenty, a GPS-enabled geolocalised augmented reality (AR) application. Applied to the historic village of Caldana, the application uses serious gaming elements to create an interactive treasure hunt that offers users an enriching journey through the local history and architecture of the region.
CaldanAugmenty features a unique collection of 3D animated historical characters that bring the village’s heritage to life. In the treasure hunt, players must find these characters by exploring the physical landscape of Caldana; these characters appear within the AR interface at various points of interest. These characters delve into the local history and architectural heritage of the village and challenge users with intriguing questions that provide elements for localization of the treasures.
CaldanAugmenty incorporates the village’s hidden treasures into the virtual gameplay. These treasures are located in four real underground passages that are physically inaccessible for security reasons. The application incorporates these dungeons into a ‘virtual tour’ function, complete with immersive photo spheres. As users discover treasures during their virtual exploration, these are manifested in AR at the entrances to the real dungeons.
The effectiveness of the application as an interactive educational tool was evaluated using a comprehensive questionnaire administered to 79 middle school students. The questionnaire was designed to assess the dimensions of intrinsic motivation, ease of use and intention to use the application in the future. Preliminary
results suggest that CaldanAugmenty is a highly engaging tool to facilitate learning about local history and heritage, with the majority of students expressing a high intention to continue using the application.
ARFood: Pioneering Nutrition Education for Generation Alpha Through Augmented Reality and AI-Driven Serious Gaming
Capecchi, I., Borghini, T., & Bernetti, I. (2024, September). ARFood: Pioneering nutrition education for generation alpha through augmented reality and AI-driven serious gaming. In International Conference on Extended Reality (pp. 351-359). Cham: Springer Nature Switzerland.
Abstract
This paper introduces “ARFood,” a groundbreaking augmented reality (AR) and artificial intelligence (AI) application tailored to revolutionize nutrition education for Generation Alpha. ARFood immerses users in a virtual supermarket shopping experience, guided by two AI characters: NutriBot, a hip-hop nutritionist robot, and CyberFlora, a new-age sustainability expert robot. These characters offer feedback on food choices based on nutritional value and environmental sustainability, promoting healthy and eco-conscious eating habits among middle school students. The application leverages the engaging potential of AR and the personalized interaction capabilities of AI to deliver scientifically accurate, age-appropriate educational content. This study examines the development, implementation, and preliminary impact of ARFood, highlighting its effectiveness in enhancing nutrition education and its potential as a model for future educational technologies. By bridging the gap between traditional education methods and the digital nativity of Generation Alpha, ARFood represents a significant step forward in adapting educational content to the preferences and needs of today’s youth.
Application of stated-preferences methods and neuroscience for the valuation of dynamicity in forest cultural ecosystem services
Grilli, G., Barbierato, E., Capecchi, I., & Sacchelli, S. (2022). Application of stated-preferences methods and neuroscience for the valuation of dynamicity in forest cultural ecosystem services. Journal of Environmental Planning and Management, 65(3), 398-417.
Abstract
In this study, we combined virtual reality and electroencephalogram (EEG) methods in a lab setting to evaluate the restorative effects of forests on the mental state. In doing so, we compared forests in different vegetative seasons, varying types of forest stands, and forest densities. Twenty participants were exposed to videos of forests with different tree species compositions and cover densities across two seasons. At the same time, participants were monitored with an EEG device that recorded brain waves associated with the emotional mental state to understand varying levels of restoration associated with the different forest species. The EEG analysis was coupled with a self-rated measure of restoration, collected using the Restoration Outcome Scale and visual indexes of greenness. The results indicated that restorative effects were higher in summer season with high-density cover of forests composed of black pine. It was also found that restoration was affected by the degree of greenness, as suggested by its correlation with brain waves. These results, integrated with future suggestions for improvement, can be useful for forest management and territorial marketing to design dedicated forested areas for the purposes of restoration and the enhancement of mood state