22 research outputs found

    «Children go touch»: note sulle pratiche di appropriazione delle tecnologie («touch») dei più piccoli (0-10 anni) e sulla necessità di una didattica digitalmente aumentata

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    Our paper is divided into three parts: the first, analyzing the results of a recent report of the Academy of Sciences of France concerning the interactions between children and touch-screens, clarifies the epistemological-evolutionary background within which we develop our research about the way children manage this kind of technology. The second part begins with an analysis of the digital revolution impact on the macro-economic scenarios in order to better understand the following review of the most recent international and Italian researches concerning the use of touch-technology by children (0-10) in informal contexts such as family and peers. This review aims to demonstrate how the age of children access to technology in general – and especially to smartphone and tablet based on touch-screen interfaces – has significantly lowered. The third is concerned with understanding how and why the new educational models culturally enhanced by digital technology can't ignore the new informal touch-culture of children

    La Classe di Bayes: note metodologiche, epistemologiche ed operative per una reale digitalizzazione della didattica nella scuola italiana *

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    Bayes' Classroom: Methodological, Epistemological and Operational Notes for a Real Digitalization of Teaching in the Italian School System The gap between the new «digital natives» learning styles and teaching strategies and practices – still very traditional in Italy – is wide. We need to radically re-think the teaching and learning setting, at least, with regard to three fundamental issues: (a) the physical spaces of education; (b) the methodological approaches; (c) the technologies involved in the learning process. The aim is to sketch a possible design for the new digitally augmented education, based on a social-constructivist approach. The analysis of data and evidence related to behavioral and cognitive styles of the younger generations have led us to identify the logic of scientific discovery (in this case, understood in terms of Bayesian epistemology) as the best suited cultural matrix to develop a model of augmented education. In order to illustrate our proposal, we first describe how and why the brain-frame of «digital natives» is different when compared to our Gutenberg-based way of teaching. The second part describes the design of our methodological and technological proposal, and outlines its three step-structure: tool box, cooperative problem-solving, and situation room. The third part provides some remarks on the impact of this approach on the concept of democratic citizenship

    Virtual Prototyping : first practice of a European research group

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    Lien vers la version Ă©diteur: http://www.inderscience.com/books/index.php?action=record&rec_id=696&chapNum=5&journalID=1021&year=2009International audienceThe EMIRAcle association has been created as a European association in order to refer as a pool of European experts with respect to design and manufacturing scientific research. A group of EMIRAcle partners have been working on "Virtual Prototyping (VP)" competencies. The long terms main objectives were: To set a common understanding concerning virtual prototyping To gather competencies in Virtual Prototyping including maturityregarding new concepts and software demonstrators To provide to academics or industries methods, models and software tosupport Virtual Prototyping The paper aims at presenting first results of that research group concerning the creation of a VP knowledge map (second objective). Those results are based on a design case study led by several partners of the EMIRAcle association

    Urinary physiology and hypoxia: a pilot study of moderate-altitude trekking effects on urodynamic indexes

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    Exposure to high altitude is one of the most widely used models to study the adaptive response to hypoxia in humans. However, little is known about the related effects on micturition. The present study addresses the adaptive urinary responses in four healthy adult lowlanders, comparing urodynamic indexes at Kathmandu [1,450 m above sea level (a.s.l.); K1450] and during a sojourn in Namche Bazar (3,500 m a.s.l.; NB3500). The urodynamic testing consisted of cistomanometry and bladder pressure/flow measurements. Anthropometrics, electrocardiographic, and peripheral capillary oxygen saturation data were also collected. The main findings consisted of significant reductions in bladder power at maximum urine flow by ~30%, bladder contractility index by 13%, and infused volume both at first (by 57%) and urgency sensation (by 14%) to urinate, indicating a reduced cystometric capacity, at NB3500. In addition to the urinary changes, we found that oxygen saturation, body mass index, body surface area, and median RR time were all significantly reduced at altitude. We submit that the hypoxia-related parasympathetic inhibition could be the underlying mechanism of both urodynamic and heart rate adaptive responses to high-altitude exposure. Moreover, increased diuresis and faster bladder filling at altitude may trigger the anticipation of being able to void, a common cause of urgency. We believe that the present pilot study represents an original approach to the study of urinary physiology at altitude

    Virtual Prototyping : first practice of a European research group

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    Lien vers la version éditeur: http://www.inderscience.com/books/index.php?action=record&rec_id=696&chapNum=5&journalID=1021&year=2009The EMIRAcle association has been created as a European association in order to refer as a pool of European experts with respect to design and manufacturing scientific research. A group of EMIRAcle partners have been working on “Virtual Prototyping (VP)” competencies. The long terms main objectives were: •To set a common understanding concerning virtual prototyping •To gather competencies in Virtual Prototyping including maturityregarding new concepts and software demonstrators •To provide to academics or industries methods, models and software tosupport Virtual Prototyping The paper aims at presenting first results of that research group concerning the creation of a VP knowledge map (second objective). Those results are based on a design case study led by several partners of the EMIRAcle association

    Destrutturare l'aula, ma con metodo: spazi e orizzonti epistemologici per una didattica aumentata dalle tecnologie

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    This first paragraphs of this paper has been developed into two levels of argumentation. The first aimed to perform a genealogical analysis of the role of the different technologies (book and digital media) in redefine time, spaces, methods and relationships within the learning environments. More in detail we try: (a) to define the relationship between evolution of educational technologies and the new growing strategies for learning and teaching; (b) to understand the close connection (cultural and practical) among digital media, new teaching methods (based on the constructivist paradigm) and different educational environments and settings. As a consequence, the paper sketches an analysis of the «new» digitally augmented spaces for learning. In particular, we point out how methodological and didactical innovation and design of new «spaces and multiple environments» for learning are inextricably linked. They are actually the spaces in which it possile to apply new technologies for augmented learning. From all these points of view, the traditional classroom is definitely obsolete

    Metodo per la suddivisione di un part program in operazioni elementari

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    L’invenzione riguarda un nuovo metodo per identificare automaticamente le operazioni elementari e le corrispondenti istruzioni di lavorazione (G-code) all’interno di un qualsiasi programma di lavorazione (part program) per macchine utensili a CNC (controllo numerico computerizzato). In generale l’invenzione si riferisce al problema di convertire in modo automatico un part program tradizionale, avente natura lineare, in un part program non lineare
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