This website uses cookies to improve your browsing experience and enable video and social networking features. The website does NOT collect your personal information and does NOT use tracking cookies to send you advertising messages. By using this website, you agree to receive these cookies on your device. Further information.

You have declined cookies. This decision can be reversed.

You have allowed cookies to be placed on your computer. This decision can be reversed.

News
14 November 2016
Using a mobile mindfulness app for mitigating worry
In our latest study on mindfulness apps, we carried out a qualitative analysis with users over a 5-weeks usage period. The study, just published on the Interacting with Computers journal, indicates that several participants experienced decentering from their worries when using the app, and identifies new design opportunities for mindfulness apps.
28 September 2016
Our Prepare for Impact app surpasses half a million downloads in first 6 months!
Prepare for Impact is a serious game that reproduces the experience of real-world aircraft emergencies from the passenger's viewpoint. It was published for Android and iOS in March 2016 and reached 525'000 downloads today. The app was also covered by news sources such as TIME and Popular Mechanics.
17 May 2016
How are mindfulness meditators affected by Virtual Reality?
Our lab has carried out the first study about how mindfulness meditators differ from non-meditators in perceiving virtual reality experiences. The results, published by the Computers in Human Behavior journal, show that midfulness meditators are much less affected by virtual reality: physiological measurements as well as their questionnaires after exposure to scary virtual experiences indicate an emotional deactivation that was not found instead in non-meditators.
19 April 2016
HCI Lab releases the source code of its Unity Virtual Camera Computation library
HCI Lab releases the Unity source code for its automatic viewpoint computation library, described in this IEEE TVCG paper, and employed in one of our aviation safety applications. The library is available at this Github repository.
04 March 2016
Special issue on Interactive Persuasive Systems
Head of our lab is co-editor of the special issue on "Interactive Persuasive Systems" of the International Journal of Human-Computer Interaction. The special issue focuses on design and evaluation aspects, with a special emphasis on the ways persuasion concepts and theories are exploited, adapted or augmented in interactive systems.
25 January 2016
Learn more about our aviation safety projects
Today, we published a web site that illustrates our research on safety for aircraft passengers. The web site also includes demos and videos of some of the apps we developed.
20 January 2016
On-line evaluation in the large of a mobile mindfulness app
In a paper just published by the International Journal of Human-Computer Studies, we study what 2997 users did in the 4 weeks after downloading a mobile mindfulness app from on-line stores. A full copy of the paper can be downloaded from our web site.
09 December 2015
Stress detection using physiological sensors
Two of our lab members have written a comprehensive introduction to this topic that has been just published by IEEE Computer. You can download the full paper here.
14 October 2015
Luca Chittaro appointed as ACM Distinguished Speaker
The Association for Computing Machinery (ACM) is the world's largest educational and scientific computing society. ACM's Distinguished Speaker program provides universities, corporations, and agencies direct access to top technology leaders and innovators from the computing industry.
01 September 2015
Serious Games can Improve Terror Attack Preparedness, Even If You Don't Play Them
In a study just published by the Computers in Human Behavior journal, we explored video games as terror attack preparedness materials for the general public. In addition to showing that playing a serious game greatly increased players' knowledge about preparedness, our research showed that passively watching someone else play the game was as effective as actively playing it in terms of learning preparedness knowledge. The difference between the two conditions concerned psychological effects on threat appraisal: perception of personal vulnerability to terror attacks and their severity increased more in those who actively played the game.