CODE 90703 ACADEMIC YEAR 2025/2026 CREDITS 6 cfu anno 2 DIGITAL HUMANITIES - INTERACTIVE SYSTEMS AND DIGITAL MEDIA 11661 (LM-92) - GENOVA SCIENTIFIC DISCIPLINARY SECTOR ING-INF/05 LANGUAGE English TEACHING LOCATION GENOVA SEMESTER 1° Semester MODULES Questo insegnamento è un modulo di: CULTURAL WELFARE TECHNOLOGIES TEACHING MATERIALS AULAWEB AIMS AND CONTENT LEARNING OUTCOMES The objective of this module is to provide students with the following skills: 1) How technology can support the development of rehabilitation models, paradigms and protocols in which playful and active interaction between different sensory channels (visual, gestural, sound) can offer vicarious experiences in cases of perceptual deprivation (low vision, reduced mobility) or unconventional (physical or cognitive enhancement tools); 2) How to design new interactive tools for fitness/wellness/healthy living. AIMS AND LEARNING OUTCOMES World Health Organization (WHO) acknowledges the positive effects of the arts on health, considering a variety of factors including physical well-being, quality of life, and social and community impact. The model that underlies cultural welfare puts the performing arts, visual arts, and cultural heritage at the service of people personal and societal well-being. The objective of this module is to provide students with the theoretical, methodological, and practical knowledge aiming at exploiting art and culture as healing for people, a source of wellness for communities and territories. To this aim, the course will provide the following skills: 1) How art and technology can support the development of rehabilitation models, paradigms and protocols in which active interaction between different sensory channels (visual, gestural, sound, haptic) can offer vicarious experiences in cases of perceptual deprivation (e.g., low vision, reduced mobility) or unconventional (physical or cognitive enhancement tools); 2) How to design new interactive tools for fitness/wellness/healthy living at both individual and societal levels. TEACHING METHODS Lectures and lab experimental activities, using the premise and the technological infrastructure at the InfoMus-Casa Paganini Research Centre (www.casapaganini.org), including a 30-camera Qualisys motion capture system, various sensing technologies and multichannel audio technologies. In person participation to the course lessons is therefore strongly engouraged. SYLLABUS/CONTENT This module is grounded on practical laboratory experiences derived from previous successful projects of the InfoMus-Casa Paganini and of other international institutions. Theoretical frameworks: Introduction to human movement science and biomechanics; Artistic theories on expressive gesture: Laban Effort Theory in choreography; gesture theories in music performance and in visual arts; the Layered Model on Expressive Gesture: mid-level expressive features; multimodal expressive interaction; cross-sensory correspondences: interactive sonification of expressive human movement; digital nudging, emotional, social, and persuasive interfaces. Embodied ID and somaesthetic design. Analysis of successful multimodal applications and projects: Multimodal applications for museums and science centers (Museum Caruso; Virtual Binocular; Città della Scienza Napoli and Music Atelier at Città dei Bambini Genova); Multimodal applications and protocols for therapy and rehabilitation; Interactive systems for the ARIEL Joint Lab at Gaslini Children Hospital; Applications for the treatment of older people in the in-hospital apartment at Galliera Hospital The DanzArTe – Emotional Wellbeing Tecnology project Design of application prototypes will be developed by the students, in small groups, in collaboration with the other modules of the course. Collaborations with other institutions, European projects, industry partners and artists collaborating with the InfoMus-Casa Paganini Research Centre will be part of the lab activities during the semester, concluding with a public final event. RECOMMENDED READING/BIBLIOGRAPHY Scientific papers and other materials are available in the Files folder in the Teams class of the course. Students not attending the course are invited to contact the teacher in advance to define the modalities for the study and the exam. Given the paramount importance of the lab activities, in person physical participation to the lessons is strongly encouraged. Sharp, H., Rogers, Y., & Preece, J. (2023). Interaction Design: Beyond Human-Computer Interaction, 6th Ed., Wiley. TEACHERS AND EXAM BOARD ANTONIO CAMURRI Ricevimento: In-person or online meetings on request by email to antonio.camurri@unige.it. Online meetings will be on the Teams class of the course, meetings in presence will be at InfoMus-Casa Paganini, Piazza S.Maria in Passione 34, www.casapaganini.org LESSONS LESSONS START https://easyacademy.unige.it/portalestudenti/ Class schedule The timetable for this course is available here: Portale EasyAcademy EXAMS EXAM DESCRIPTION The exam is based on a continuous evaluation of a course projects developed during the semester, and concluding with a public event/showcase of the interactive installations developed by students during the course. ASSESSMENT METHODS Continuous evaluation during the semester and final oral exam. FURTHER INFORMATION Students with disabilities or learning disorders are allowed to use specific modalities and supports that will be determined on a case-by-case basis in agreement with the Delegate of the Engineering courses in the Committee for the Inclusion of Students with Disabilities. Students are invited to contact the teacher of this course and copy the Delegate (https://unige.it/commissioni/comitatoperlinclusionedeglistudenticondisabilita.html).