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Alessandro Pepe
ORCID
Publication Activity (10 Years)
Years Active: 2018-2023
Publications (10 Years): 10
Top Topics
Computer Interface
Video Games
Virtual Reality
Photorealistic
Top Venues
HCI (8)
Cyberpsychology Behav. Soc. Netw.
Frontiers Virtual Real.
CoRR
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Publications
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Yuxiao Zhou
,
Menglei Chai
,
Alessandro Pepe
,
Markus H. Gross
,
Thabo Beeler
GroomGen: A High-Quality Generative Hair Model Using Hierarchical Latent Representations.
CoRR
(2023)
Yuxiao Zhou
,
Menglei Chai
,
Alessandro Pepe
,
Markus Gross
,
Thabo Beeler
GroomGen: A High-Quality Generative Hair Model Using Hierarchical Latent Representations.
ACM Trans. Graph.
42 (6) (2023)
Federica Pallavicini
,
Alessandro Pepe
,
Fabrizia Mantovani
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review.
Cyberpsychology Behav. Soc. Netw.
25 (6) (2022)
Federica Pallavicini
,
Eleonora Orena
,
Federica Achille
,
Stefano Stefanini
,
Chiara Caragnano
,
Costanza Vuolato
,
Alessandro Pepe
,
Paolo Ranieri
,
Simona di Santo
,
Luca Greci
,
Sara Fascendini
,
Alberto Defanti
,
Massimo Clerici
,
Fabrizia Mantovani
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey.
HCI (43)
(2022)
Federica Pallavicini
,
Eleonora Orena
,
Simona di Santo
,
Luca Greci
,
Chiara Caragnano
,
Paolo Ranieri
,
Costanza Vuolato
,
Alessandro Pepe
,
Guido Veronese
,
Antonios Dakanalis
,
Angelo Rossini
,
Carlo Caltagirone
,
Massimo Clerici
,
Fabrizia Mantovani
MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic.
Frontiers Virtual Real.
2 (2021)
Federica Pallavicini
,
Alessandro Pepe
,
Ambra Ferrari
,
Giacomo Garcea
,
Andrea Zanacchi
,
Fabrizia Mantovani
What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience.
Presence Teleoperators Virtual Environ.
27 (2) (2020)
Federica Pallavicini
,
Alessandro Pepe
,
Chiara Carmela Caragnano
,
Fabrizia Mantovani
Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead.
HCI (9)
(2020)
Federica Pallavicini
,
Alessandro Pepe
,
Maria Eleonora Minissi
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions.
HCI (8)
(2019)
Federica Pallavicini
,
Alessandro Pepe
Comparing Player Experience in Video Games Played in Virtual Reality or on Desktop Displays: Immersion, Flow, and Positive Emotions.
CHI PLAY (Companion)
(2019)
Federica Pallavicini
,
Ambra Ferrari
,
Alessandro Pepe
,
Giacomo Garcea
,
Andrea Zanacchi
,
Fabrizia Mantovani
Effectiveness of Virtual Reality Survival Horror Games for the Emotional Elicitation: Preliminary Insights Using Resident Evil 7: Biohazard.
HCI (8)
(2018)