Search results for "Software"
showing 10 items of 7396 documents
A syntactic analysis of the subject clitic a in the Friulian variety of Campone
2015
This article presents a syntactic analysis of the third person subject clitic a in Camponese, a heretofore unstudied Friulian variety. Following Poletto's (2000) map of subject clitics, we argue that it bears [+third person] features, and is, in fact, the spell-out of the functional head Subj°, located in the highest projection of TP (following Rizzi & Shlonsky 2007). In the first part of the article, we offer a detailed description of the distribution and syntactic properties of the subject clitic a, identifying its position in relation to the other elements that occur in the CP and TP. In the second part we discuss two proposals put forward to account for split clitics like a-l in the…
Contact between Italian and dialect in Sicily: the case of phrasal verb constructions
2017
The Phrasal Verb Constructions (PVCs) are an interesting example of the intertwining between Italian and dialects of Italy. These constructions are formed by a verbal base (especially of motion), and a locative or direction marking particle and exist in standard Italian as well as in regional varieties of Italian and dialects (i.e. Italian andare via 'go away', mettere giù 'put down'). Because of their progressive diffusion in different varieties of regional Italian, PVCs can be construed as an emerging feature increasingly accepted in regional standards. In this perspective, PVCs are an example of the contact between varieties that contribute to the restandardization of contemporary Italia…
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
Software e design: i media digitali nel quotidiano
2015
L’oggetto che oggi maggiormente caratterizza la quotidianità è senza dubbio il computer (sotto forma di pc, tablet, smartphone, ecc.); esso è determinato dal software che lo fa funzionare e che determina i modi dell’esperienza dell’utente. Comprendere gli oggetti digitali significa dunque comprendere il software in ogni sua dimensione: la sua progettazione, le opportunità che crea, i vincoli che impone e che di conseguenza consentono un utilizzo consapevole di questi oggetti. Computer, tablet, smartphone are the most important everyday objects in our life because we made experiences by them; they run due to their software: so it is necessary to understand it, his form, his design and his tr…
New frontiers for psychology and education: Robotics
2004
The paper reviews the first attempts to study the educational and psychological usefulness of robotics: (1) the social and cooperative dimensions involved in the robot-building activities; (2) the reasoning strategies implied in building and programming robots; (3) the influences of robotics on mathematical and scientific achievement; (4) the use of robotics in modification of social skills of autistic children.
Robotic and virtual World Programming labs to Stimulate Reasoning and visual-spatial Abilities
2013
Abstract The individuals’ cognitive skills, academic performance and their relationship with programming of robots or virtual learning environment is a topic of particular interest in the area of human-robot interaction. This paper presents a pilot study performed on a group of 36 lower secondary school students involved in a 32-hours laboratory based on the combination of LEGO Mindstorm NXT and Microsoft Kodu Game Lab (KGL) and aimed at programming first a robot and further a more complete virtual world based on a narrative-designed scenario. The findings of the research will be discussed in the light of the effectiveness of using robotics and virtual world programming as a meaningful and …
"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
Il software “Sviluppare l’Intelligenza Emotiva”: usabilita’, gradevolezza e primi dati empirici.
2008
Introduzione: Il software “Sviluppare l’intelligenza emotiva” (D’Amico e De Caro, 2008), è il primo strumento multimediale composto da un modulo di assessment ed un percorso di training sui quattro “rami” dell’Intelligenza Emotiva (IE), definiti nel modello di Mayer e Salovey (1997) quali: percezione, comprensione, uso e gestione delle emozioni.Nel presente studio-pilota viene riportata la prima esperienza di utilizzo del modulo di assessment del software.Metodo: In un'unica sessione individuale, 74 studenti delle tre classi di scuola secondaria di primo grado hanno compilato, assistiti da uno sperimentatore, la prova e un breve questionario. Il modulo di assessment è composto da una totale…
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…