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Update latest few papers

Andrea Franceschini 3 weeks ago
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2 changed files with 6 additions and 2 deletions
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                     <section id="ref-papers">
                         <h3>Refereed papers</h3>
                         <ul class="nomargin">
-                            <li>A. Franceschini, A. Rodà (2024), <a href="/files/cog2024.pdf" title="PDF, 579 KB">Learn to Play: lessons learned developing video games for entertainment and education</a>. In <em>2024 IEEE Conference on Games (CoG)</em>, Milan, Italy.</li>
+                            <li class="opacity-50">(accepted for publication) L. Cesaro, A. Franceschini, S. Badaloni, E. Menegatti, A. Rodà (2024), Gender biases in robots for education, in <em>3rd Workshop on Bias, Ethical AI, Explainability and the role of Logic and Logic Programming, BEWARE-24, co-located with AIxIA 2024</em>, Bozen 25-28 November, Italy, 2024</li>
+                            <li class="opacity-50">(accepted for publication) A. Russo, N. Fayyaz, A. Franceschini (2024), The use of Virtual Reality in preserving and reactivating immersive audio art installations: the case of Dissonanze Circolari by Roberto Taroni, in <em>Proceedings of Smart Tools and Apps in Graphics 2024 (STAG 2024)</em>, Verona, Italy.</li>
+                            <li>A. Franceschini, A. Rodà (2024), <a href="https://ieeexplore.ieee.org/abstract/document/10645575">Learn to Play: lessons learned developing video games for entertainment and education</a>. In <em>2024 IEEE Conference on Games (CoG)</em>, Milan, Italy.</li>
                             <li>A. Russo, A. Franceschini, A. Rodà, S. Canazza (2024), <a href="/files/smc2024.pdf" title="PDF, 299 KB">Revitalizing Multimedia Art: Restoration and Re-Activation of an Audiovisual Installation in Virtual Reality</a>. In <em>Proceedings of the Sound and Music Computing Conference 2024 (SMC2024)</em>, Porto, Portugal.</li>
                             <li>A. Russo, A. Franceschini, A. Rodà, S. Canazza (2024), <a href="/files/avich2024.pdf" title="PDF, 2.6 MB">Virtual recreation of an interactive multimedia art installation from 1977</a>. In <em>Proceedings of the Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage (AVICH 2024), June 4th, 2024, co-located with the 17th ACM Conference on Advanced Visual Interfaces, Arenzano (Genoa), Italy</em>.</li>
                             <li>A. Franceschini, A. Rodà (2023), <a href="https://doi.org/10.1145/3582515.3609525">Play to Learn: from serious games to just games</a>. In <em>ACM International Conference on Information Technology for Social Good (GoodIT '23), 6-8 September 2023, Lisbon, Portugal</em>. ACM, New York, NY, USA. (<a href="https://www.scopus.com/record/display.uri?eid=2-s2.0-85174252577&origin=resultslist">Scopus</a>)</li>

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pages/writing.vue

@@ -25,7 +25,9 @@
                 </ul>
                 <h3>Refereed publications</h3>
                 <ul class="nomargin">
-                    <li>A. Franceschini, A. Rodà (2024), <a href="/files/cog2024.pdf" title="PDF, 579 KB">Learn to Play: lessons learned developing video games for entertainment and education</a>. In <em>2024 IEEE Conference on Games (CoG)</em>, Milan, Italy.</li>
+                    <li class="opacity-50">(accepted for publication) L. Cesaro, A. Franceschini, S. Badaloni, E. Menegatti, A. Rodà (2024), Gender biases in robots for education, in <em>3rd Workshop on Bias, Ethical AI, Explainability and the role of Logic and Logic Programming, BEWARE-24, co-located with AIxIA 2024</em>, Bozen 25-28 November, Italy, 2024</li>
+                    <li class="opacity-50">(accepted for publication) A. Russo, N. Fayyaz, A. Franceschini (2024), The use of Virtual Reality in preserving and reactivating immersive audio art installations: the case of Dissonanze Circolari by Roberto Taroni, in <em>Proceedings of Smart Tools and Apps in Graphics 2024 (STAG 2024)</em>, Verona, Italy.</li>
+                    <li>A. Franceschini, A. Rodà (2024), <a href="https://ieeexplore.ieee.org/abstract/document/10645575">Learn to Play: lessons learned developing video games for entertainment and education</a>. In <em>2024 IEEE Conference on Games (CoG)</em>, Milan, Italy.</li>
                     <li>A. Russo, A. Franceschini, A. Rodà, S. Canazza (2024), <a href="/files/smc2024.pdf" title="PDF, 299 KB">Revitalizing Multimedia Art: Restoration and Re-Activation of an Audiovisual Installation in Virtual Reality</a>. In <em>Proceedings of the Sound and Music Computing Conference 2024 (SMC2024)</em>, Porto, Portugal.</li>
                     <li>A. Russo, A. Franceschini, A. Rodà, S. Canazza (2024), <a href="/files/avich2024.pdf" title="PDF, 2.6 MB">Virtual recreation of an interactive multimedia art installation from 1977</a>. In <em>Proceedings of the Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage (AVICH 2024), June 4th, 2024, co-located with the 17th ACM Conference on Advanced Visual Interfaces, Arenzano (Genoa), Italy</em>.</li>
                     <li>A. Franceschini, A. Rodà (2023), <a href="https://doi.org/10.1145/3582515.3609525">Play to Learn: from serious games to just games</a>. In <em>ACM International Conference on Information Technology for Social Good (GoodIT '23), 6-8 September 2023, Lisbon, Portugal</em>. ACM, New York, NY, USA. (<a href="https://www.scopus.com/record/display.uri?eid=2-s2.0-85174252577&origin=resultslist">Scopus</a>)</li>