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…

Settore L-FIL-LET/09 - Filologia E Linguistica RomanzaComputer scienceHead (linguistics)Northern Italian Dialects; Friulian; subject clitics; Split CP; split subject featuresGramàtica comparada i general -- ClíticsP1-1091Subject cliticscomputer.software_genreSettore L-LIN/01 - Glottologia E LinguisticaItalià (Llengua) -- ClíticsNorthern italian dialectsFriuliansplit subject featuresThird personSubject CliticsItalian language -- CliticsCliticSubject (grammar)PC1-5498Syntax; Split CP; Northern Italian Dialects; Friulian; Subject Clitics; split subject featuresSyntaxLlengües romàniques -- ClíticsPhilology. LinguisticsRomanic languagesParsingRomance languages -- CliticsSubject CliticSplit cpSplit CPVariety (linguistics)SyntaxLinguisticsSettore L-FIL-LET/12 - Linguistica ItalianaNorthern Italian DialectsGrammar Comparative and general -- CliticsSplit subject featuresNorthern Italian Dialectcomputer
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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…

Settore L-FIL-LET/12 - Linguistica ItalianaHistorybusiness.industryPhrasal verbItaliano regionale verbi sintagmaticiArtificial intelligencePhrasal verbs regional Italian Sicilian dialect linguistic contact restandardizationcomputer.software_genrebusinesscomputerNatural language processingLinguistics
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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

Settore M-FIL/04 - EsteticaEstetica nuovi media software esperienza estetica web
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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…

Settore M-FIL/04 - Esteticasoftware interface human-computer interaction interaction designsoftware interfaccia interazione uomo-macchina interaction design
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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.

Settore M-PSI/01 - Psicologia GeneraleAdolescentApplied psychology050109 social psychologyDevelopmental roboticsSocial skillsArtificial IntelligenceEducational roboticsHumansadolescent artificial intelligence autism child computer program0501 psychology and cognitive sciencesAutistic DisorderCooperative BehaviorChildSocial BehaviorProblem SolvingGeneral PsychologyCognitive sciencebusiness.industryPsychology Educational05 social sciences050301 educationRoboticsRoboticsChild PreschoolRobotArtificial intelligencePsychologyCognitive roboticsbusiness0503 educationSoftwareScientific achievement
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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 …

Settore M-PSI/01 - Psicologia GeneraleComputer scienceVirtual WorldVirtual Worldsplayful learning environment.computer.software_genreprogramming learningVisual-spatial Working MemoryHuman–computer interactionLearningGeneral Materials ScienceCognitive skillMultimediabusiness.industryVirtual worldRoboticsCognitionRoboticsRoboticProgrammingVirtual learning environmentRobotArtificial intelligencebusinesscomputerInstructional simulationProcedia - Social and Behavioral Sciences
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"Risolvere problemi aritmetici”: un software per migliorare le abilità di comprensione, rappresentazione, categorizzazione, pianificazione e memoria,…

2011

Settore M-PSI/01 - Psicologia GeneraleProblemi aritmetici software apprendimento
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Sviluppare l’intelligenza emotiva.Un software per la valutazione e il potenziamento dell’intelligenza emotiva nei bambini.

2008

Settore M-PSI/01 - Psicologia GeneraleSettore M-PSI/04 - Psicologia Dello Sviluppo E Psicologia Dell'EducazioneIntelligenza emotiva valutazione potenziamento software
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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…

Settore M-PSI/01 - Psicologia GeneraleSettore M-PSI/04 - Psicologia Dello Sviluppo E Psicologia Dell'Educazionesoftware multimediale intelligenza emotiva usabilità.
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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…

Settore M-PSI/01 - Psicologia Generalechess personalitymedia_common.quotation_subjectContext (language use)02 engineering and technologyvirtual humanPersonality psychologycheEmpirical researchTaxonomy (general)0502 economics and business0202 electrical engineering electronic engineering information engineeringPersonalityBig Five personality traitsgamingVirtual actormedia_commonAugmented Realitybusiness.industry05 social sciences020207 software engineeringpersonality050211 marketingAugmented realityArtificial intelligencePsychologybusiness
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