Search results for "virtu"
showing 10 items of 1987 documents
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…
Robotica e Mondi Virtuali: un’esperienza di Edutainment con LEGO ® Mindstorm e Kodu Game Lab
2014
Un gruppo di studenti del primo anno della scuola secondaria di primo grado è stato coinvolto in uno studio di ricerca-azione volto ad esplorare le abilità cognitive coinvolte e stimolate dall’uso di tecnologie quali LEGO® Mindstorm e Kodu Game Lab (KGL). I risultati dello studio dimostrano che l’utilizzo di queste due tecnologie richiede, negli alunni coinvolti nel laboratorio, l’applicazione di processi cognitivi e competenze scolastiche differenti. Nello specifico, LEGO® Mindstorm sollecita maggiormente l’impiego di abilità di ragionamento logico-deduttivo, la capacità di elaborare velocemente target visivi, il problem solving geometrico, e la lettura e comprensione del testo-. L’uso di …
Cognitive rehabilitation of schizophrenia through NeuroVr training.
2013
Cognitive difficulties are prevalent in people with diagnosis of schizophrenia and are associated with poor long-term functioning. In particular, memory, selective, divided and sustained attention and executive functions are altered by this disease. We used a Virtual Reality environment (developed via the NeuroVr2.0 software) for the rehabilitation of shifting, sustained attention and action planning functions using tasks reminiscent of daily life tasks. Test and retest showed significant differences in the assessed cognitive dimensions.
Assessment of executive functions in patients with obsessive compulsive disorder by NeuroVirtual Reality
2012
Towards transational virtual study circles: an introduction to the E-report project
2007
E-report is an European Union project aiming at the constitution of a repertory of reference material with regard to the development of innovative methods in the field of e-learning system for educational projects and also for distance learning in VET. The activities of research, experimentation and analysis are combined with the use of ICT with massive use of tutoring activities, learning groups and transnational virtual study circles.
Il funzionamento psicosociale dei gruppi che interagiscono via web
2011
Il funzionamento psicosociale dei gruppi che interagiscono attraverso forme di comunicazione mediata dal computer è l’oggetto della presente rassegna. Dopo avere brevemente illustrato le principali teorie formulate a riguardo, vengono evidenziate somiglianze e differenze tra le modalità di funzionamento di questo tipo di gruppi con i più tradizionali gruppi in cui l’interazione tra i membri avviene in presenza. Quest’analisi viene condotta separatamente per i principali ambiti di indagine della psicologia sociale dei gruppi: identità, norme, struttura e prestazioni. La rassegna si chiude illustrando i principali problemi aperti nello stato dell’arte di questo settore di ricerca.
Virtual reality environments to rehabilitation attention deficits in schizophrenic patients
2016
Abstract. Cognitive dysfunction is a core feature of schizophrenia. Patients with schizophrenia shown perform poorly on tasks that require vigilance or sustained attention. Patients with more pronounced attention deficits are least likely to acquire skills in psychosocial programs as the attention problems makes it difficult for them to process the information given in groups, and they may not be able to sustain attention for the session duration. The study aimed to develop a Virtual Reality cognitive training to improve the selective, divide and sustained attention. Specifically, we developed, via the NeuroVr 2.0 software, three different virtual environments with the hierarchical sequence…
Psicopatologia delle realtà virtuali
2009
Virtual Reality environments to reduce dental anxiety
2018
Dental procedural pain and anxiety are issues that affect a conspicuous part of the population, leading to a decrease of dental care frequency. The problem affects the patient as well as the dentist, who often has to face a certain resistance by the patients while doing the necessary procedures. The aim of the study is to demonstrate that is possible to reduce this anxiety through the use of Virtual Reality (VR). A group of 7 patients was immersed in a VR scenario during dental treatment in order to distract them from the feared procedure. The results are encouraging and show how VR is capable of insulating the subject from the surrounding annoying stimuli