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Current research topics
Active research directions in our lab — spanning extended reality, sensory integration, rehabilitation, cyber-physical systems, and volumetric media.
QoE in XR
Quality of experience in eXtended Reality: evaluation of immersion, presence, and social presence
Multisensory in XR
Multisensory integration and evaluation of QoE in XR with haptic and olfactory devices
Haptics
Haptic integration in XR with exoskeleton support
in collaboration with KU Leuven
VR · Industry & Health
Use of VR in industrial and medical sectors, including rehabilitation and occupational health & safety training
in collaboration with Campus Bio-Medico di Roma & INAIL
CPHS
Cyber-physical human systems
in collaboration with HCPS Lab, Roma Tre & Univ. Coimbra (Prof. Tiago Cruz)
3DV · XR
Point cloud & Gaussian splatting for holographic XR
Edu · Culture
Use of VR for digital heritage, cultural experiences and education
in collaboration with Museo Nazionale Romano
Topics are updated as projects evolve — linked publications appear in the section below.
Awards
5GVIREH: a 5G-enabled Virtual Reality based solution for telerehabilitation
Proceedings of the 17th International Conference on Quality of Multimedia Experience (QoMEX), 2025
Proxemic Behavior in a Multi-User Virtual Reality Experience for Multilingual Cultural Heritage Education
Proceedings of 2025 14th International Symposium on Image and Signal Processing and Analysis (ISPA), 2025
Quality of Experience for Interactive Immersive Media
GTTI Thematic Meeting on Multimedia Signal Processing, 2024
Recent publications
2026
Pestelli, Matteo; Rocchi, Erica; Carli, Marco
The Impact of Haptics on User Presence in Virtual Reality Proceedings Article
In: Proceedings of the 2026 ACM International Conference on Interactive Media Experiences, pp. 693-696, ACM, 2026, ISBN: 9798400724480.
@inproceedings{Pestelli_IMX_2026,
title = {The Impact of Haptics on User Presence in Virtual Reality},
author = {Matteo Pestelli and Erica Rocchi and Marco Carli},
url = {https://doi.org/10.1145/3788851.3812846},
doi = {10.1145/3788851.3812846},
isbn = {9798400724480},
year = {2026},
date = {2026-06-09},
urldate = {2026-06-09},
booktitle = {Proceedings of the 2026 ACM International Conference on Interactive Media Experiences},
pages = {693-696},
publisher = {ACM},
series = {IMX '26},
abstract = {This work explores the integration of advanced haptic feedback within an immersive Virtual Reality educational framework, specifically applied to planetary science. The purpose of this demo is to showcase how haptic technologies can enhance learning experiences in VR-based learning environments. The proposed experience is structured around an effective storyline and utilizes state-of-the-art haptic gloves to present a four-stage interactive lesson on Mercury. The system leverages thermal modulation, vibrotactile texturing, and force feedback to allow learners to physically perceive the planet’s extreme temperature gradients and cratered topography.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Ferrarotti, Anna; Viscontini, Manuela; Lorenzi, Alessia; Legnaioli, Ivan; Mauro, Vincenzo; Cancilla, Valentina; di Meo, Andrea; Capriuoli, Federico; Guerra, Matias; Valdes, Marcos; Carli, Marco
Beyond Digital Replication: Designing an Interactive and Multisensory VR Museum Experience Proceedings Article
In: Proceedings of the 2026 ACM International Conference on Interactive Media Experiences, pp. 65–74, ACM, 2026, ISBN: 9798400724480.
@inproceedings{Ferrarotti_IMX_2026,
title = {Beyond Digital Replication: Designing an Interactive and Multisensory VR Museum Experience},
author = {Anna Ferrarotti and Manuela Viscontini and Alessia Lorenzi and Ivan Legnaioli and Vincenzo Mauro and Valentina Cancilla and Andrea di Meo and Federico Capriuoli and Matias Guerra and Marcos Valdes and Marco Carli},
url = {https://doi.org/10.1145/3788851.3805022},
doi = {10.1145/3788851.3805022},
isbn = {9798400724480},
year = {2026},
date = {2026-06-09},
booktitle = {Proceedings of the 2026 ACM International Conference on Interactive Media Experiences},
issue = {IMX'26},
pages = {65–74},
publisher = {ACM},
abstract = {Immersive Virtual Reality applications are increasingly adopted in museums to complement physical visits by enabling close inspection, alternative viewpoints, and multimodal storytelling. However, the effectiveness of cultural heritage immersive experiences depends not only on technical fidelity but also on design choices related to interaction paradigms, narrative pacing, and multisensory coherence. This paper presents the design, implementation, and validation of a standalone Virtual Museum experience developed in collaboration with the Roman National Museum, focusing on Palazzo Altemps (Rome, Italy) and a selected subset of artworks from the museum collection. The experience is designed as a guided tour through three rooms, each defined by a distinct level of interaction (passive, active, and interactive), to explore how different modalities support engagement and knowledge dissemination. High-fidelity assets were acquired via photogrammetry and optimized for real-time rendering on Meta Quest 3 using Unreal Engine. A pilot user study with 24 participants evaluated Quality of Experience and perceived learning through validated subjective measures and a knowledge questionnaire. Results indicate consistently high perceived audiovisual quality and involvement, low cybersickness onset, and positive self-assessment of acquired knowledge. Notably, participants did not necessarily prefer the most interactive room, suggesting that coherent narrative structure, multisensory pacing, and embodied exploration can be as engaging as explicit object manipulation. The paper contributes a design-oriented account of a complete cultural heritage Virtual Reality pipeline and derives practical insights supporting the definition of grounded guidelines for effective immersive museum experiences.},
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pubstate = {published},
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}
Fabrizio, Alessia; Rocchi, Erica; Carnevale, Arianna; Ferrarotti, Anna; Papalia, Rocco; Schena, Emiliano; Longo, Umile Giuseppe; Carli, Marco
Performance Evaluation of Meta Quest 3 and Meta Quest Pro in Static and Dynamic Conditions for Shoulder Rehabilitation in Virtual Reality Journal Article
In: IEEE Access, 2026.
@article{Fabrizio_A_2026,
title = {Performance Evaluation of Meta Quest 3 and Meta Quest Pro in Static and Dynamic Conditions for Shoulder Rehabilitation in Virtual Reality},
author = {Alessia Fabrizio and Erica Rocchi and Arianna Carnevale and Anna Ferrarotti and Rocco Papalia and Emiliano Schena and Umile Giuseppe Longo and Marco Carli
},
doi = {10.1109/ACCESS.2026.3679266},
year = {2026},
date = {2026-03-30},
journal = {IEEE Access},
abstract = {Virtual Reality is gaining increasing relevance as a system to monitor joint kinematics during rehabilitation and as a tool to improve patient adherence to rehabilitation protocols. This study aims to evaluate the performance of Meta Quest 3 and Meta Quest Pro by comparing their tracking accuracy against the Qualisys™ stereophotogrammetric reference system in static and dynamic conditions. In static conditions, translational and rotational accuracy were assessed using two custom-made setups: one assessing displacements along three axes (from 0 to 505 mm) and another covering rotations from 0° to 180°. Dynamic performance was evaluated through three clinically relevant upper-limb movements (flexion, external rotation, and abduction) executed by NAO humanoid robot at three different durations (S1 = 1s, S2 = 2s, S4 = 4s) to simulate varying patient conditions. Results showed a maximum translational mean absolute error of 4.7 ± 2.8 mm at 505 mm along the X-axis and a maximum rotational error of 2.8 ± 1.2° at 90° around the Y-axis for Meta Quest 3. In dynamic conditions, the highest mean absolute percentage error was 17.0 ± 2.9% for Meta Quest 3 during abduction at S4. Overall, the Meta Quest 3 and Meta Quest Pro, featuring inside-out tracking technology, demonstrate promising accuracy, supporting their potential use as reliable tools for Virtual Reality-based motor rehabilitation.},
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pubstate = {published},
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Ferrarotti, Anna; Rodríguez, Isabel; Usón, Javier; Baldoni, Sara; Barbero, David; Berjón, Daniel; Morán, Francisco; García, Narciso; Battisti, Federica; Gutiérrez, Jesús; Carli, Marco; Cabrera, Julián
Quality assessment of 3D reconstructed meshes: Bridging objective metrics, subjective perception, and behavioral cues Journal Article
In: Signal Processing: Image Communication, vol. 143, 2026.
@article{Ferrarotti_SPIC_2026,
title = {Quality assessment of 3D reconstructed meshes: Bridging objective metrics, subjective perception, and behavioral cues},
author = {Anna Ferrarotti and Isabel Rodríguez and Javier Usón and Sara Baldoni and David Barbero and Daniel Berjón and Francisco Morán and Narciso García and Federica Battisti and Jesús Gutiérrez and Marco Carli and Julián Cabrera},
doi = {https://doi.org/10.1016/j.image.2026.117514},
year = {2026},
date = {2026-01-04},
journal = {Signal Processing: Image Communication},
volume = {143},
abstract = {Assessing the quality of 3D reconstructed models remains a key challenge in multimedia applications, especially in the context of cultural heritage, where visual fidelity and perceptual realism are equally crucial. This study investigates how reconstruction parameters, as well as existing objective quality metrics, align with human perception. In addition, we analyze how perceived quality and user interaction are related. A dataset of 3D models was generated by varying the number of input images, mesh complexity, and texture resolution. Results from a subjective study show that texture resolution significantly affects perceived quality, whereas variations in number of images and mesh complexity have a limited impact. Furthermore, interaction behavior was found to vary with perceived quality, with participants spending more time and exploring larger viewing angles for models receiving higher scores. These findings highlight the need for perceptually grounded, interaction-aware evaluation methodologies and provide guidelines for future perceptual optimization of 3D reconstruction pipelines.},
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}