Search results for "Communication."
showing 10 items of 9236 documents
Girls4STEM: Gender Diversity in STEM for a Sustainable Future
2020
Science, Technology, Engineering, and Mathematics (STEM) are key disciplines towards tackling the challenges related to the Sustainable Development Goals. However, evidence shows that women are enrolling in these disciplines in a smaller percentage than men, especially in Engineering related fields. As stated by the United Nations Women section, increasing the number of women studying and working in STEM fields is fundamental towards achieving better solutions to the global challenges, since the potential for innovation is larger. In this paper, we present the Girls4STEM project, which started in 2019 at the Escola Tè
Vers une plateforme sémantique pour l'enseignement des sciences et de la culture numérique
2016
The technologies of Semantic Web for education have several advantages: accessibility and sustainability of resources, increased clarification and organization. Here we present our project of a semantic platform, the interest of those technologies, and a human / machine communication model that helps learner, teacher and scientist to think better, reflexively, the activities of each of them. The experiments about digital culture pave the way for a quality digital training.
Post-it
2020
The history of the invention of post-it, the famous small piece of yellow paper with a re-adherable strip of glue, help us see how designing can be a way of redesigning more than a creation ex nihilo. A designer is who works on the meaning of things, focusing on the relations an artifact creates with humans and non humans. Standing in front of an object, then, the question changes: not what is design but when.
Questa non è una dieta. Linguaggi e strategie del dimagrimento
2014
Stare a dieta è un modo di vivere, tutti stiamo in qualche modo in una dieta. A tavola siamo sempre più circondati da tribù di foodies in qualche regime particolare (senza glutine, senza carne né pesce, senza lattosio, senza sale, solo per citarne pochissimi) e cucinare è diventato un districarsi tra esigenze e capricci, bisogni e voluttà dei convitati. Non ci cureremo in questo saggio delle motivazioni che, in linea di principio, stanno alla base delle scelte alimentari, se siano dettate da bisogni fisici, quindi “reali” e “funzionali”, come nel caso di chi soffre di intolleranze o altri disturbi di salute, oppure se siano guidate da decisioni esistenziali (vegetariani, vegani, crudisti ec…
L’Ateneo di Palermo, da Università a L’Univercittà: un caso di comunicazione pubblica in Sicilia
2014
Se consideriamo l'istituzione universitaria come un soggetto che si muove nella società e che agisce in essa, confrontandosi costantemente con i suoi pubblici, interni ed esterni, e, più o meno direttamente, con gli altri atenei, e se riteniamo significante ogni tipo di azione, a prescindere dalla sostanza espressiva, non potremo fare distinzioni tra immagine e identità, tra comunicazione e reputazione: l'identità si dà solo attraverso unÊimmagine percepibile (espressione), e viceversa, l'immagine non può che comunicare un insieme di valori, cioè un'identità (contenuto). L'identità di un soggetto sociale, come un'istituzione, va considerata come l'esito finale di tutte le manifestazioni tes…
“Dear Young People, don’t vote”. Seniors in political advertisements: irony and/or legitimation
2019
The widespread representation of older people in popular culture as passive and inert has been challenged in a range of recent studies and publications (Nussbaum / Coupland 2004, Caprara et al. 2013). In view of the increasing number of older adults in today’s society, the notion of aging has received significant attention in the public sphere where common assumptions and stereotypes are challenged and potential scenarios are presented. As it has been discussed from different academic perspectives over the past twenty years, older people’s collective condition is undergoing important sociological and cultural changes, making the elderly - among other things - an enticing political reservoir…
Seniors’ social image: the representation of ageing in electoral campaigns
2019
This study builds on previous research on ageing representation in relation to common assumptions and stereotypes (Schneider & Ingram 1993; Holladay & Coombs 2004, Kaid & Garner 2004), in order to provide an overview of the ways in which older adults have been addressed and exploited in US political (i.e. electoral) campaigns. Considering campaign ads as multimodal texts, Kress & van Leeuwen’s social semiotic approach (2001) is used to examine how multimodal elements convey seniors’ images. In addition, this analysis draws on legitimation theory (van Leeuwen 2008) to analyse which legitimation tactic is employed to convey meanings through the voice of elderly people. In this…
Towards Equivalence Links between Senses in PlWordNet and Princeton WordNet
2017
AbstractThe paper focuses on the issue of creating equivalence links in the domain of bilingual computational lexicography. The existing interlingual links between plWordNet and Princeton WordNet synsets (sets of synonymous lexical units – lemma and sense pairs) are re-analysed from the perspective of equivalence types as defined in traditional lexicography and translation. Special attention is paid to cognitive and translational equivalents. A proposal of mapping lexical units is presented. Three types of links are defined: super-strong equivalence, strong equivalence and weak implied equivalence. The strong equivalences have a common set of formal, semantic and usage features, with some o…
Une approche « culturelle » du sensible en communication : de la préfiguration à la reconfiguration
2022
Players' progression through GraphoGame, an early literacy game: Influence of game design and context of play
2019
Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals…