The progress of Information and Communication Technology is radically changing the way people live, think, communicate, interact, adding new dimensions and possibilities to human experience.

Success in this change depends on the ability to design applications centred on people needs and expectancies.

Within this perspective, we face two important challenges: on the one hand, identifying innovative and high-potential technologies; on the other hand, applying them to improve individuals’ physical and mental quality, their productivity, their ability to communicate, learn and share experiences.

The Applied Technology for Neuro-Psychology Lab meets these objectives by exploring opportunities offered by information and telecommunication technologies to develop innovative tools, applications and services for Psychology and Neuroscience.

The basic assumption that drives our research is that individual, society and technology are interacting dimensions in constant evolution. Thus, projects developed by ATN-P Lab focus on human factors involved in the use of technology and resulting applications are centred on users’ needs.

Scientific activities of ATN-P Lab range from basic to applied research and are carried out by a multidisciplinary team that includes experts of communication, psychology, ergonomics and computer science.

Basic research
Basic research focuses on the investigation of human factors in virtual technologies, with particular reference to the study of “presence”, the “sense of immersion” elicited by mediated environments.
This topic is investigated from different perspectives, which include the analysis of perceptual and cognitive processes in virtual reality, the quality of experience associated to the use of this medium as well as psycho-social and communication aspects.

Applied research
Thanks to the collaboration with primary universities and companies, the ATN-P lab has consolidated strong competences in the fields of virtual reality, human-computer interaction and mediated communication.

The Lab applies these competences to develop innovative projects in the following areas:
- Virtual Reality in Psychotherapy and Neuroscience
- Telemedicine
- Virtual Reality and emotional experience
- E-learning