Search results for " Design"

showing 10 items of 5050 documents

Progettare interventi didattici personalizzati: implicazioni per la formazione dei futuri insegnanti

2020

L’articolo riporta i risultati di un’indagine sul terzo anno di tirocinio nel corso di laurea magistrale (LM 85-bis) in Scienze della Formazione Primaria dell’Università degli Studi di Palermo nell’anno accademico 2019-2020. È stato chiesto ai 269 studenti, che avevano svolto nei mesi precedenti 50 ore di tirocinio in classe, di descrivere le loro progettazion didattiche seguendo una guida, appositamente costruita, che li aiutasse anche a svolgere una riflessione metacognitiva sulla didattica personalizzata; inoltre la capacità decisionale degli studenti, valutata con il test QTD, è stata messa in relazione con la loro capacità di progettare in una scuola inclusiva. Al fine di preparare il …

metacognitive reflectiondidattica personalizzatacapacità decisionalepersonalized teachingproject design.decision-makingprogettare.self-efficacyriflessione metacognitivaautoefficaciaSettore M-PED/03 - Didattica E Pedagogia Speciale
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Development and implementation of a selective change-driven vision sensor for high speed movement analysis

2013

Un sistema de vision artificial esta compuesto, en su forma más basica, por un sensor VLSI, habitualmente fabricado en tecnología CMOS o CCD, y una etapa de procesado. En la gran mayoría de los sistemas de visión artificial implementados hoy en día la etapa sensora del sistema consiste en un sensor de imágenes tradicional. Este tipo de sensores trabajan bajo unos principios muy simples y conocidos: el nivel de iluminación del entorno es muestreado y transmitido a intervalos de tiempo regulares; y todos los píxeles de la matriz, sin excepción, son transmitidos secuencialmente y en orden. Esto es así aunque no se hayan producido cambios en la escena bajo observación. Esto implica que una gran…

microelectronic designartificial vision systemvision sensor
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Rethinking visual art practice in relation to well-being : a conceptual analysis

2015

This study examines how the concepts related to visual art practice and well-being have been used in the arts and academic sectors. Furthermore, it studies whether it is possible to create a new theoretical and conceptual framework for research. The research material of the arts and academic sectors was examined by the methods of critical review and conceptual analysis. The conceptual analysis led to the following main results: The employment of the concepts concerning the practice of visual arts was diverse, often overlapping, and in some respects incoherent. Both the concepts of ‘art’ and ‘well-being’ were mostly used as reasoning with generalizations. This strategy of discourse was conce…

mielekkyyspositive psychologyhyvinvointivisual artseudaimonic well-beingtaideflow-tilavisual art practicepalvelusuunnitelmatkuvataidefasilitointihenkinen hyvinvointiart historywell-beingihmiskeskeinen suunnitteluartvisuaaliset taiteetarts facilitationconceptspositiivinen psykologiaconceptual analysisestetiikkaart activitymeaningfulnesskonseptualismiflowtieteidenvälisyysaestheticsinterdisciplinary researchtaidehistoriapsychological well-beinghuman-centered service design
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Single Event Transients and Pulse Quenching Effects in Bandgap Reference Topologies for Space Applications

2016

An architectural performance comparison of bandgap voltage reference variants, designed in a $0.18~\mu \text {m}$ CMOS process, is performed with respect to single event transients. These are commonly induced in microelectronics in the space radiation environment. Heavy ion tests (Silicon, Krypton, Xenon) are used to explore the analog single-event transients and have revealed pulse quenching mechanisms in analogue circuits. The different topologies are compared, in terms of cross-section, pulse duration and pulse amplitude. The measured results, and the explanations behind the findings, reveal important guidelines for designing analog integrated circuits, which are intended for space appli…

mikroelektroniikkaNuclear and High Energy PhysicsBandgap voltage referencecircuit topologysingle-event transient (SET)Integrated circuit01 natural scienceslaw.inventionsingle event transientsCurrent mirrorlawpulse quenchingsingle-event effects (SEE)ionizationradiation hardening by design (RHBD)0103 physical sciencesElectronic engineeringMicroelectronicsAnalog single-event transient (ASET); bandgap voltage reference (BGR); charge sharing; CMOS analog integrated circuits; heavy ion; ionization; parasitic bipolar effect; pulse quenching; radiation effects; radiation hardening by design (RHBD); reference circuits; single-event effects (SEE); single-event transient (SET); space electronics; Voltage reference; Nuclear and High Energy Physics; Nuclear Energy and Engineering; Electrical and Electronic EngineeringAnalog single-event transient (ASET)Electrical and Electronic Engineeringparasitic bipolar effectreference voltage010302 applied physicsPhysicsbandgap voltage reference (BGR)charge sharingta114ta213010308 nuclear & particles physicsbusiness.industryanalog integrated circuitsTransistorspace electronicsPulse durationheavy ionPulse (physics)Voltage referenceNuclear Energy and EngineeringPulse-amplitude modulationreference circuitsmicroelectronicsradiation effectsspace applicationsOptoelectronicsbusinessCMOS analog integrated circuitsIEEE Transactions on Nuclear Science
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Minimalism for the Win : User-Centered Design for Guidance in Industrial Maintenance

2022

Background: We conducted an exploratory study to test the delivery of technical instructions built on the principles of minimalism. The aim was to investigate how we could support target users’ skill levels in a context-sensitive manner. Literature review: Related work examines minimalism, user needs and profiling, and industrial maintenance and technician experience. Research questions: 1. How can the semantic structure of DITA XML be utilized in delivering technical information to users based on their skill levels? 2. How would a layered system of information support the principles of minimalism? Methodology: We created material and tested the concept in user studies with maintenance pers…

minimalismohjeetsoftwarestructured authoringtekninen viestintädocumentationkäyttäjäkeskeinen suunnitteludokumentointiconferencesindustrial maintenanceIndustrial relationsprofessional communicationtask analysishardwareDarwin Information Typing Architecture (DITA)huoltoElectrical and Electronic Engineeringmaintenance engineeringteollisuususer-centered designtietojärjestelmätkunnossapito
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Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion

2014

Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…

mobile HCIE-healthVDP::Technology: 500::Information and communication technology: 550::Computer technology: 551MultimediaProcess (engineering)Computer sciencebusiness.industrySuiteUniversal designmedia_common.quotation_subjectCognitionVDP::Medical disciplines: 700::Health sciences: 800computer.software_genrePerceptual learningHuman–computer interactionInformation and Communications Technologyaccessible designPerceptionco-designThe InternetE-inclusionbusinesscomputergamesmedia_common
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Grounding the innovation of future technologies

2005

Mobile and ubiquitous technologies can potentially change the role of information and communication technology in human lives. Empirical, human-centered approaches are emerging as an alternative to technology-driven approaches in the innovation of these technologies. Three necessary empirical stages, intertwined with analytical ones and with each informing and grounding the succeeding stages, are analyzed. First, needfinding is utilized to discover societal and individual demands for technology. Second, observational and experimental studies examine the social and cognitive preconditions for interaction. From these two steps, a hypothesis is formulated regarding how technology will change e…

mobile human-computing interactiondesign processihminen-konejärjestelmättechnology innovationubiquitous computingkäyttäjätutkimuksetuser studiesuser-centered designinnovaatiot
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Designing for virtual mobility: Potentials and caveats

2019

This paper reflects on the joint pilot development and implementation of an international master level online course in Educational Design by three universities from different European countries. The pilot targeted curriculum internationalization and provision of international learning experiences to students with less mobility opportunities through online learning and use of technology. The key focus was on connecting students from different countries by collaborative learning and working on an authentic task in the professional domain of their study - educational media design - via a joint platform and digital media. In small international groups, students collaboratively developed mobile…

mobile learningverkkokurssitmobiilioppiminenkansainvälisyyskoulutussuunnittelucollaborative learningComputingMilieux_COMPUTERSANDEDUCATIONvirtual mobilitycurriculum designvirtuaalisuusyhteisöllinen oppiminenopetussuunnitelmat
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Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness

2016

The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile map applications? As an ad-dition to this, I have the following sub-questions: a) Why do people get lost even when using a mobile map application? b) What are the best practices to support navigation? c) How can we research what the important objects in the natural environment are that should be emphasized in mobile maps? d) How do we prevent the user from focusing on the map service at the expense of perceiving the location in the real environment? e) What would a good mobile m…

mobile mapssijaintilocation awarenesskäytettävyysaugmented realityheuristiikkausabilitykäyttöliittymättäydennetty todellisuususer experiencemobiilipalvelutusability heuristicsmobiilisovelluksetavaruudellinen hahmottaminenkarttapalvelutkäyttäjäkokemusmap service designspatial perception
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Factors Affecting Digital Tool Use in Client Interaction According to Mental Health Professionals : Interview Study

2023

Background: Digital tools and interventions are being increasingly developed in response to the growing mental health crisis, and mental health professionals (MHPs) considerably influence their adoption in client practice. However, how MHPs use digital tools in client interaction is yet to be sufficiently understood, which poses challenges to their design, development, and implementation. Objective: This study aimed to create a contextual understanding of how MHPs use different digital tools in clinical client practice and what characterizes the use across tools. Methods: A total of 19 Finnish MHPs participated in semistructured interviews, and the data were transcribed, coded, and inductiv…

mobile phonemental health professionalsvuorovaikutusteletherapymental health applicationsdigital mental health interventionsmielenterveystyösovellusohjelmatclinical practiceterveydenhuoltohenkilöstödigitaalitekniikkaintervention designmielenterveysdigitalisaatiohaastattelututkimusmatkapuhelimetinterventio
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