Search results for " Software"
showing 10 items of 1178 documents
Separation of Concerns and Role Implementation in the PASSI Design Process
2007
The use of design patterns proved successful in lowering the development time and number of errors when producing software with the object-oriented paradigm. In previous works we engaged the production of a tool for the reuse of patterns for multi-agent systems. Now we are fronting a new problem: automatic code generation for agents, designed with a specific methodology, with the support of design patterns and using an aspect oriented approach. In this work we present our preliminary experiences in the identification, description, production and use of aspects for multi agent systems and a tool for code production.
The Sound Design Toolkit
2017
The Sound Design Toolkit is a collection of physically informed sound synthesis models, specifically designed for practice and research in Sonic Interaction Design. The collection is based on a hierarchical, perceptually founded taxonomy of everyday sound events, and implemented by procedural audio algorithms which emphasize the role of sound as a process rather than a product. The models are intuitive to control – and the resulting sounds easy to predict – as they rely on basic everyday listening experience. Physical descriptions of sound events are intentionally simplified to emphasize the most perceptually relevant timbral features, and to reduce computational requirements as well. Keywo…
The four types of self-adaptive systems: A metamodel
2017
The basic ideas of self-adaptive systems are not a novelty in computer science. There are plenty of systems that are able of monitoring their operative context to take run-time decisions. However, more recently a new research discipline is trying to provide a common framework for collecting theory, methods, middlewares, algorithms and tools for engineering such software systems. The aim is to collect and classify existing approaches, coming from many different research areas. The objective of this work is providing a unified metamodel for describing the various categories of adaptation.
Le idee e il muro del suono. I programmi per elaboratore nella più recente giurisprudenza europea
2013
Computer programs in the most recent european case law
Grammatizzazioni dello spazio-corpo: tra algoritmizzazione ed eccedenze
2015
Lo spazio definito dalle nuove tecnologie digitali viene sempre più frequentemente descritto attorno ai concetti problematici di condivisione, cooperazione, moltiplicazione dei punti di enunciazione, facilitazione e accesso (più) democratico ai beni e ai servizi. Più realisticamente può essere raccontato come uno spazio fondato sulla chimera della neutralità e della calcolabilità dell'esistente. A partire dal tentativo continuo (e mai compiuto) di gestione delle pluri-potenzialità dello spazio-corpo attraverso la grammatizzazione algoritmica, ci interessa indagare la cartografia degli anfratti, delle zone di accumulo dell'ingestibile, coestensivi o conflittuali alla spazialità definita dal …
Recensione Vito Campanelli, Web Aesthetics. How Digital Media Affect Culture and Society; Vito Campanelli, Remix It Yourself. Analisi socio-estetica …
2014
Recensione dei volumi in oggetto
"Risolvere problemi aritmetici”: un software per migliorare le abilità di comprensione, rappresentazione, categorizzazione, pianificazione e memoria,…
2011
Sviluppare l’intelligenza emotiva.Un software per la valutazione e il potenziamento dell’intelligenza emotiva nei bambini.
2008
The Interplay Between Artificial Intelligence and Users’ Personalities: A New Scenario for Human-Computer Interaction in Gaming
2020
The latest business reports showed that Augmented Reality (AR) and Artificial Intelligence (AI) are ranked among the top 10 strategic trends for 2018. For these reasons, in this paper, we provide an interdisciplinary focus on design and personality issues, trying to discuss the interplay between games with personality and Artificial Intelligence. First, we describe taxonomy models on personality in games and empirical studies aimed at exploring personality traits of Pokemon GO users. Second, we explore virtual humans employed in investigating chess personalities via simulating human chess players. In this research article, the term virtual human is used to describe a computer program that s…
The use of Technology in the promotion of Children's Emotional Intelligence: The multimedia program "Developing Emotional Intelligence"
2018
"Developing Emotional Intelligence” is an Italian language multimedia tool created for children between 8 and 12 years of age. The software is based on the four ‘branches’ of model of emotional intelligence proposed by Mayer and Salovey and aims to evaluate and improve abilities in perception of emotions; using emotion to facilitate thought; understanding emotions; and managing emotions. In the software, four characters represent the four branches of emotional intelligence and guide children through the ‘world of emotions’ using drawings, animations, music, sounds and verbal instructions. The software is comprised of two components, namely an assessment section (27 items) and a training sec…