Search results for "Design"

showing 10 items of 5885 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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Research Perspectives: Reconsidering the Role of Research Method Guidelines for Interpretive, Mixed Methods, and Design Science Research

2021

Information systems (IS) scholars have proposed guidelines for interpretive, mixed methods, and design science research in IS. Because many of these guidelines have also been suggested for evaluating what good or rigorous research is, they may be used as a checklist in the review process. In this paper, we raise the question: To what extent do research guidelines for interpretive, mixed methods, and design science research offer evidence that they can be used to evaluate the quality of research. We argue that scholars can use these guidelines to evaluate what good research is if there is compelling evidence that they lead to certain good research outcomes. We use three well-known sets of gu…

mixed methodsNoticeComputer sciencebusiness.industrydesign sciencemetodologiaInternet privacyresearch guidelinestietojärjestelmätiedeDesign sciencePermissionComputer Science Applicationstheory of scientific methodologyServertutkimusmenetelmätInformation systemtieteenteoriainterpretive researchDesign science researchbusinessCitationPublicationInformation SystemsJournal of the Association for Information Systems
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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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Capturing User Experiences of Mobile Information Technology with the Repertory Grid Technique

2010

We describe the application of the repertory grid technique (RGT) as a tool for capturing the user experience of technological artifacts. In noting the artificiality of assessing the emotional impact of interactive artifacts in isolation from cognitive judgments, we argue that HCI techniques must provide practical solutions regarding how to assess the holistic meaning of users’ interactive experiences. RGT is a candidate for this role. This paper takes the reader step by step through setting up, conducting, and analyzing a RGT study. RGT is a technique on the border between qualitative and quantitative research, unique in that it respects the wholeness of cognition and does not separate the…

mobile HCIrepertory griddesignuser experiences
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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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Etude qualitative sur les représentations expertes du social et mobile learning

2013

mobile learningrepresentation[SHS.INFO]Humanities and Social Sciences/Library and information sciencesdesign[ SHS.INFO ] Humanities and Social Sciences/Library and information scienceslearning communityconception[SHS.INFO] Humanities and Social Sciences/Library and information sciencese-learning
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