Search results for "mente"

showing 10 items of 782 documents

Sympathetic cooling schemes for separately trapped ions coupled via image currents

2021

Cooling of particles to mK-temperatures is essential for a variety of experiments with trapped charged particles. However, many species of interest lack suitable electronic transitions for direct laser cooling. We study theoretically the remote sympathetic cooling of a single proton with laser-cooled $^9$Be$^+$ in a double-Penning-trap system. We investigate three different cooling schemes and find, based on analytical calculations and numerical simulations, that two of them are capable of achieving proton temperatures of about 10 mK with cooling times on the order of 10 s. In contrast, established methods such as feedback-enhanced resistive cooling with image-current detectors are limited …

Atomic Physics (physics.atom-ph)Other Fields of PhysicsFOS: Physical sciencesGeneral Physics and Astronomynucl-exphysics.atom-ph530Physics - Atomic PhysicsNuclear Physics - Experimentddc:530Physics::Atomic PhysicsNuclear Experiment (nucl-ex)Präzisionsexperimente - Abteilung BlaumNuclear ExperimentNew Journal of Physics
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Nota a Cass. 20 settembre 2019, n. 43542, C., in materia di atti osceni in luogo pubblico

2020

La sentenza in epigrafe si segnala all’attenzione perché chiarisce i presupposti di incriminazione del reato di atti osceni alla luce del d.lgs. 15 gennaio 2016, n. 8. Com’è noto, con tale intervento di riforma (e in particolare attraverso l’art. 2, co. 1, lett. a) del predetto decreto) il legislatore ha depenalizzato la forma “semplice” di atti osceni in luogo pubblico o aperto al pubblico, tuttora disciplinata dall’art. 527, comma 1, c.p., ma adesso soggetta a una “mera” sanzione amministrativa pecuniaria (pur se di ammontare notevole, trattandosi di una somma da euro 5.000 a euro 30.000). Resta invece la natura delittuosa degli atti osceni commessi «all’interno o nelle immediate vicinanz…

Atti osceni e contrari alla pubblica decenzaLuoghi abitualmente frequentati da minoriPericolo concreto che minori assistano agli atti
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Techniques and procedures for the definition of AR applications in architectural and archaeological contexts

2022

The growth and development of Augmented reality applications and their use in different contexts has been recently fostered by two factors: i) the hardware and computing power of mobile devices has been radically improved; ii) Apple and Google have released two development platforms for AR applications. AR has been a major topic in research on cultural heritage fruition for many years, but the latest developments are really promising, and they seem capable of overcoming the difficulties that have delayed the diffusion of this technology. The paper focuses the potential and criticalities of augmented reality systems used for fruition purposes in architectural and archaeological contexts. The…

Augmented Reality AR Virtual reconstructionSettore ICAR/17 - Disegno
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Metodi per la ricostruzione virtuale e la visualizzazione di opere d'architettura perdute

2022

Digital technologies for architecture representation have strongly modified uses and rules inherited from a millennial tradition. In the initial development period CAD tools worked as electronic drafting machines and digital drawings were almost similar to hand-made drawings; plans, fronts, sections and the like. In this period perspective and axonometric drawings were rarely executed because architects realized that these drawings had to be substituted by 3D digital models views, but modeling tools were not so familiar to professionals, both for software and hardware limitations. The evolution of architecture digital representation is still in progress, but it is possible to outline a prec…

Augmented RealityDigital RepresentationVirtual RealityPerspective restitutionSettore ICAR/17 - Disegno3D modeling
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Virtual and Augmented Reality in Finance: State Visibility of Events and Risk"

2021

This chapter reflected on the potential of Virtual Reality and Augmented Reality (VR / AR) technologies in supporting the dynamics of global financial systems and in addressing the grand challenges posed by unexpected events and crisis. The chapter briefly overviewed traditional VR/AR uses and described three early attempts to use 3D/ VR / AR technologies in Finance. In light of the recent financial crisis, there is a potential added valued in harnessing the use of VR/AR technologies to convey a greater visibility of the financial state (including visibility of financial risk). Various dimensions of the problem are considered. The chapter suggested a blend of service oriented computing SOC …

Augmented RealityFinanceVirtual realityEngineeringmedia_common.quotation_subject[INFO.INFO-SE] Computer Science [cs]/Software Engineering [cs.SE]0211 other engineering and technologies02 engineering and technology[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE][ INFO.INFO-SE ] Computer Science [cs]/Software Engineering [cs.SE]RecessionVirtual reality[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]021105 building & construction0502 economics and business[ SHS.ECO ] Humanities and Social Sciences/Economies and finances[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]media_commonGrand ChallengesFinanceAugmented Realitybusiness.industryFinancial risk05 social sciences[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]Business value[SHS.ECO]Humanities and Social Sciences/Economics and Finance[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Unexpected eventsBusiness intelligenceFinancial crisisAugmented reality[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]business050203 business & managementFinance
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Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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HEART MOBILE LEARNING

2018

The widespread diffusion of mobile technologies in today’s society and the technological developments of recent years offers new opportunities for learning providing innovative techniques and tools in education. In this paper, we will introduce HeARt, an augmented reality mobile Learning system to support university medical students in their learning activities during an anatomy laboratory. Students usually use, in their daily anatomy laboratory, a physical human heart model to investigate and learn about heart anatomy. Even though these models are perfect education tools to observe details and touch "with hands" all the heart sections, they need a supplementary encyclopaedia to learn all h…

Augmented RealityMobile LearningComputer scienceMedicineHuman Anatomy
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From the Paper to the Tablet: On the Design of an AR-Based Tool for the Inspection of Pre-Fab Buildings. Preliminary Results of the SIRAE Project

2018

Energy-efficient Buildings (EeB) are demanded in today’s constructions, fulfilling the requirements for green cities. Pre-fab buildings, which are modularly fully-built in factories, are a good example of this. Although this kind of building is quite new, the in situ inspection is documented using traditional tools, mainly based on paper annotations. Thus, the inspection process is not taking advantage of new technologies. In this paper, we present the preliminary results of the SIRAE project that aims to provide an Augmented Reality (AR) tool that can seamlessly aid in the regular processes of pre-fab building inspections to detect and eliminate the possible existing quality and ener…

Augmented RealityProcess (engineering)Computer scienceCommunicationmedia_common.quotation_subject0211 other engineering and technologies020207 software engineering02 engineering and technologylcsh:Chemical technologyBiochemistryAtomic and Molecular Physics and OpticsAnalytical Chemistry021105 building & construction0202 electrical engineering electronic engineering information engineeringSystems engineeringlcsh:TP1-1185Augmented realityQuality (business)pre-fab buildingsinspectionElectrical and Electronic EngineeringInstrumentationenergy efficiencymedia_commonSensors
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Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
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Augmented Mirror: Interactive Augmented Reality System Based on Kinect

2011

Part 1: Long and Short Papers; International audience; In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to manage avatar emotions.

Augmented Realitybusiness.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION020207 software engineering02 engineering and technologyVirtual CharactersComputer-mediated realityReal imageMotion captureMixed realityDepth mapMotion CaptureComputer graphics (images)0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingComputer visionAugmented reality[INFO]Computer Science [cs]Artificial intelligencebusiness
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