Federico Casalegno

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Wireless Sensor Networks (WSN) are used in a great number of applications. Unfortunately the programming of each node is till now a problem that limits the diffusion of this technology in commercial applications. In fact, in order to meet the strict requirements of the WSN, such as power optimization, specific operative systems (TinyOS) and programming(More)
In this paper, we are interested in understanding how cutting-edge mobile technologies can be used to create advanced services for remote assistance, particularly in the execution of physical tasks. To explore this topic, we conducted a pilot study to observe: (1) how a user and a remote expert configure handheld devices to set an appropriate "stage" for(More)
Always-on connectivity, video production capabilities, social networking, and location-based services make mobile phones important tools for citizen journalism. Drawing on emerging patterns, our research focuses on transposing global media production and circulation practices to local contexts. Our emphasis is on joining urban conversations with civic(More)
In this paper, we propose CoCam, a framework for mobile phones that enables uncoordinated real-time image and video collaboration between different users sharing the same context, in the same physical location. CoCam addresses the complexity and difficulty introduced when users wish to collaborate, create, and share media contents at the same time. CoCam is(More)
In this paper, we discuss our early studies with electronically activated variable transmission materials (e.g., electrochromic glasses and PDLC films) for the design of interactive, programmable building facades that exercise environmentally and socially sustainable building behaviors. We articulate on the different applications of these facades, such as(More)
Our interactions with space are becoming increasingly mediated – the further integration of context-aware mobile devices into everyday life continues to enable new understandings of our surrounding social, cultural and geographic spaces. Utilizing these devices in conjunction with emerging web technologies, online platforms that enable situated cultural(More)
INTRODUCTION Crowd computing like the crowd itself – builds on the idea that humanity is greater than the sum of its parts. With such roots, it is understandable how crowd computing has typically focused on finding common ground – mutual goals like improving teaching or audience understanding (Griswold, Rekimoto), communicating individually with audience(More)
This paper suggests a framework for the book evolution in ubiquitous computing age. Based on the review of the academic researches and industrial development, we suggest the three dimensions of the evolution of books: digitalization, augmentation, and hypermediation. Based on the framework, we suggest three research and business development directions: 1)(More)