Search results for "games"
showing 10 items of 429 documents
From smart to lean : how to design for better cities, happier citizens and save the world
2018
Come è possibile progettare città più “sostenibili”, “resilienti” e “smart” in un’era di scarsità di risorse, profondi conflitti sociali ed epocali emergenze ambientali? Le nuove e complesse sfide urbane stanno profondamente cambiando il ruolo di progettisti e pianificatori, sempre più “designer/manager” di un costante processo di revisione di tutto ciò che concerne l’habitat umano. Indagando in modo cross-disciplinare il complesso sistema di relazioni fra uomo, città e risorse naturali, si presenta un nuovo approccio a progetto e attuazione delle politiche urbane per la sostenibilità ambientale e sociale. Un approccio manageriale mutuato dall’ambito della gestione di imprese e l’innovazion…
Preface : Games for Urban Sustainability
2019
The issues related to the growth of the urban population are among the mostimportant challenges of our time. T he recurring question is why it is so important to address sustainability at city scale and our answer is quite simple: the bulk of non-renewable resource consumption occurs in cities and this implies they are the firstplace where the innovations which must guide us towards a new model of sustainabledevelopment,i.e.the development that meets the needs of the present withoutcompromising the ability of future generations to meet their own needs [1], must be experimented.The main issue is therefore to design and to plan cities so that all the processesthat take place inside them becom…
Having the final say: Machine support of ethical decisions of doctors
2015
Machines that support highly complex decisions of doctors have been a reality of r almost half a century. In the 1950s. computer-supported medical diag nostic systems started with "punched cru·ds in a shoe box". In the 1960s :md 1970s medicine wa�. to a cenain extent, transfo rmed into a quantitative science by inten sive i nt erdisc ip linary research coUaborations o f exp erts fi·om medicine. mathemat ics and electrical engineering; This was followed by a second shift in research on machine support of medical decisions from numerical probabilistic to knowledge basedapproaches. Solutions ofthe later form cameto be known as (medic;ll) expert systems, knowledge based systems research o•· …
Mind Games
2021
This paper describes the preliminary stages and the theoretical and methodological inspiration for the design of UrbanCraft, a gamified activity based on Kevin Lynch's mental maps and aiming at enhancing youth participation and inclusion in urban co-design and governance. This activity draws on previous local experiences on participation and social inclusion, held in the Southern Italian city of Palermo, in an attempt to mix urban studies, serious games and artificial intelligence methodologies. In this experiment, we designed a gamified activity conceived for nine- to twelve-year-old primary and secondary school children, due to our previous cooperation with several primary and secondary s…
Rendering in corso...
2022
Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book
European fitness landscape for children and adolescents: updated reference values, fitness maps and country rankings based on nearly 8 million test r…
2023
Objectives (1) To develop reference values for health-related fitness in European children and adolescents aged 6–18 years that are the foundation for the web-based, open-access and multilanguage fitness platform (FitBack); (2) to provide comparisons across European countries. Methods This study builds on a previous large fitness reference study in European youth by (1) widening the age demographic, (2) identifying the most recent and representative country-level data and (3) including national data from existing fitness surveillance and monitoring systems. We used the Assessing Levels of PHysical Activity and fitness at population level (ALPHA) test battery as it comprises tests with the h…
Ontology in Game Theoretical Semantics
2013
ANALYZING VIDEOGAMES TO LEARN HOW TO THINK CRITICALLY
2013
The reflections contained in this research work deal with the educational challenge launched by the cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many of the earliest scholarly studies emanated from the research laboratories of pedagogical departments were typically concerned with the possible effect of games and young players. For a long time videogames have been forgotten as educative medium because they have been considered as mere trifles – low art – carrying none of the weight, gravitas or credibility of more traditional media. The seemingly bewildering varie…
A Neuroeducation Analysis of Videogames
2016
The reflections contained in this research work deal with the educational challenge launched by Neuroeducation theory and the other cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education a…
Hunter-GatHerer Game: uno strumento simulativo dei comportamenti di caccia/raccolta nel mondo paleolitico
2013
In this paper we present the Hunter-Gatherer Game, a computer simulation of an environment where the individual and group survival depends on the ability to capture a prey or to find edible vegetables. The instrument is based on the Darwinian Hunter-Gatherer Theory stating that, during the Palaeolithic age, natural selection designed different gender preferences for foraging strategies (hunting in men and gathering in women), which are still sculpted in our modern brains. At present we are using the Hunter-Gatherer Game in order to experimentally test the above-mentioned theory, even though it also encompasses a number of potential applications.