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…

Settore ICAR/13 - Disegno Industrialelean management sustainability co2 reduction participation PAES SUMP applied games social innovation
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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…

Settore ICAR/20 - Tecnica E Pianificazione Urbanisticagames urban sustainability behavior changeSettore ICAR/13 - Disegno Industriale
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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•· …

Settore INF/01 - InformaticaEthical Dilemmas Philosophy of Science Medicine Serious GamesSettore M-FIL/02 - Logica E Filosofia Della Scienza
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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…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMental mapsserious gamesyouth participationMental maps youth participation serious games NLP PalermoSettore M-GGR/01 - GeografiaNLPSettore M-PED/03 - Didattica E Pedagogia Speciale
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Rendering in corso...

2022

Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book

Settore L-ART/06 - Cinema Fotografia E Televisionegaming videogames postmedication algorithmic society digital culturegaming videogame posticnema società algoritmica cultura digitale
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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…

Settore M-EDF/01 - Metodi e Didattiche delle Attivita' Motorie: Multidisciplinaire généralités & autres [D99] [Sciences de la santé humaine]Physical Therapy Sports Therapy and RehabilitationGeneral Medicineyouth norms physical testingphysical fitness; children; adolescent; europe;Athletic & outdoor sports & gameschildrenadolescentMedicine and Health Sciencesphysical fitnessOrthopedics and Sports Medicineddc:796europephysical endurance: Multidisciplinary general & others [D99] [Human health sciences]
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Ontology in Game Theoretical Semantics

2013

Settore M-FIL/02 - Logica E Filosofia Della ScienzaLogical Games Hintikka Independence-friendly Logic truth ontology semanticsRealism
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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…

Settore M-PED/04 - Pedagogia SperimentaleInnovation Video games evaluation.
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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…

Settore M-PED/04 - Pedagogia SperimentaleNeuroeducation Media education videogames ICT innovative teaching methodologiesSettore M-PED/03 - Didattica E Pedagogia Speciale
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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.

Settore M-PSI/01 - Psicologia GeneraleHunter-Gatherer TheorySettore INF/01 - InformaticaTeoria del Cacciatore-Raccoglitore Psicologia evoluzionistica giochi simulativiSimulation GamesEvolutionary Psychology
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