0000000000039787

AUTHOR

Letizia Jaccheri

showing 9 related works from this author

Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.

2022

People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…

VDP::Medisinske Fag: 700::Helsefag: 800Health Toxicology and MutagenesisIntellectual DisabilityPublic Health Environmental and Occupational HealthHumansintellectual disability; physical activity; mHealth; exergames; gamificationExerciseExergamingBicyclingInternational journal of environmental research and public health
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Learning Research Methods and Processes via Sharing Experience in a BLOG

2006

The goal is to increase knowledge about different research methods that have been employed in the information technology field by supporting the information exchange, collaboration, and cooperation between researchers. Well-designed, well-told stories can help others learn from past situations to respond more effectively in future situation. A blog is presented where PhD students and researchers are invited to collaborate by providing their stories, reading and commenting existing stories. This infrastructure allows researchers and PhD students to write the contents posing questions and finding answers on the relationship between research process and research results.

Computer sciencebusiness.industrymedia_common.quotation_subjectInformation technologyE-learningResearch processField (computer science)mobile learningWorld Wide WebReading (process)Mobile devicesInformation systemThe InternetbusinessPhd studentsInformation exchangeExperience sharing; PhD research courses; Research methods; Storytelling;media_common
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Correction to: Digital Transformation for a Sustainable Society in the 21st Century

2019

Sustainable societyDigital transformationBusinessEconomic system
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Blogging as a research and educational tool: a three years experience

2008

Abstract Blogging can be also used to share knowledge in research and education. We have been using many blogs with the following purposes. One goal has been to raise awareness about research methods in the information technology field by supporting information exchange, collaboration, and cooperation between researchers. We have been using a common blog for 3 years to share inter- and intra disciplinary knowledge among us. We have also collected stories and interviewed colleagues and friends. An other goal is the use of blogs during our teaching experience as an instrument to support the exchange of knowledge with students. A comparison of the use of blogging is presented with positive and…

Cooperative learningSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniE-learning; Education; Research methods; Cooperative learning; Blogbusiness.industryE-learning (theory)Information technologyPublic relationsCooperative learningE-learningEducationSettore ING-INF/04 - AutomaticaPolitical scienceBlogbusinessE-learning Education Research methods Cooperative learning BlogDisciplineInformation exchangeResearch methods
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In.Line: A Navigation Game for Visually Impaired People

2017

Part 3: Serious Games; International audience; In.line is a novel game based on a navigation system, called ARIANNA (pAth Recognition for Indoor Assisted NavigatioN with Augmented perception, [1]), primarily designed for visually impaired people permitting to navigate and find some points of interests in an indoor and outdoor environment by following a path painted or stuck on the floor. The aim of the game is twofold: (1) let the users learn and familiarize with the system, (2) improve blind people spatial skills to let them learn and acquire an allocentric spatial representation. The impact stands in the possibility of enhancing the social inclusion of a large part of the society that is …

0301 basic medicineeducation.field_of_studyComputer scienceVisually impairedmedia_common.quotation_subjectPopulationNavigation systemGameNavigation03 medical and health sciences030104 developmental biology0302 clinical medicineAssistive technologyHuman–computer interactionPerceptionLine (geometry)Path (graph theory)Spatial representationGame based[INFO]Computer Science [cs]Visually impaired people10. No inequalityeducation030217 neurology & neurosurgerymedia_common
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Key Influencing Factors in Early-Stage Hardware Startups: A Trilateral Model of Speed, Resource, and Quality

2020

Hardware startups, i.e., wearable devices, robotics, and Internet of Things, are a significant sector of technology startups, in which software development is relevant and needed. Compared to pure software startups, hardware development in startup contexts lacks a systematic approach and guidelines. This chapter describes an empirical model that captures common elements in product development approaches among many hardware startups. Grounded from insights of 18 active hardware startups, we constructed a trilateral model of resource, speed, and quality in early-stage product development. For startups with relevant contexts, the work suggests the preparation of internal, external resources, a…

Matching (statistics)business.industryComputer sciencemedia_common.quotation_subjectSoftware developmentResource (project management)SoftwareNew product developmentKey (cryptography)Quality (business)businessWearable technologyComputer hardwaremedia_common
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An Empirical Study on Female Participation in Software Project Courses

2019

Gender issues in software engineering education are gaining research attention due to the desire to promote female participation in the field. The objective of this work is to enhance the understanding of female students' participation in software engineering projects to support gender-aware course optimization. Since 2015, we have investigated the participation of female students in terms of software engineering activities and team dynamics in a software project course that involves a real customer. We found that female students are more active with project management and requirement engineering, while they remain under-represented in highly complex or specific tasks, i.e. architecture wor…

Medical educationComputingMilieux_THECOMPUTINGPROFESSIONRequirements engineeringbusiness.industrySignificant difference020207 software engineering02 engineering and technologyEmpirical researchSoftwareWork (electrical)User experience design020204 information systemsComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringArchitectureProject managementbusinessPsychology2019 IEEE/ACM 41st International Conference on Software Engineering: Companion Proceedings (ICSE-Companion)
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Digital Transformation for a Sustainable Society in the 21st Century

2019

Sustainable society020204 information systems020209 energyPolitical science0202 electrical engineering electronic engineering information engineeringDigital transformationEnvironmental ethics02 engineering and technology
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The Role of Big Data in Addressing Societal Challenges: A Systematic Mapping Study

2019

Part 2: Big Data Analytics; International audience; Big data has recently become the focus of academic and corporate investigation due to its high potential in generating business and social value. We have done a systematic mapping of the literature related to big data and its applications leading to social change through the lens of social innovation. The search strategy initially resulted in 593 papers, and after applying inclusion exclusion criteria a total of 156 papers were mapped; 59% of which were identified as empirical studies. This mapping investigated the publication frequency of the studies, research approach and contributions, research areas and article distribution per journal…

Value (ethics)Computer scienceProcess (engineering)Big dataSocial good02 engineering and technologySocietal transformationField (computer science)Big data[INFO.INFO-NI]Computer Science [cs]/Networking and Internet Architecture [cs.NI]Empirical research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineering[INFO]Computer Science [cs]10. No inequalitybusiness.industry05 social sciencesSocial changeSocial changeSocial innovationData scienceSystematic mapping studySocial transformationData analyticsData analysisbusiness050203 business & management
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