70 research outputs found

    MU.SA Method. Multimodal System Approach to the learning of the History of Design

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    The purpose of the research is to identify creative learning scenarios in the context of the education of university students attending courses of History and Criticism of Design. The idea is to in..

    Tavolieri digitali e percorsi videoludici

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    Designing for the next generation. Children urban design as a strategic method to improve the future in the cities

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    Nowadays, society recognizes the childhood as an important step able to generate a social value: children are the main actors of the future but it is necessary to consider the children as children and not as the next adult. Traditionally, the design for kids consider them little adults in a transition phase. The research intention is to spread a new design culture conceived expressly for children, which shall be able to communicate to them using their languages. The project is dedicated to the children - the next generation - from 3 to 11 years old. The aim of this research is to propose a methodological system to design public spaces in the cities able to orient, inform, communicate, entertain, interact, educate, and integrate all kind of children (and their parents) belonging to different cultures with one universal language.6n

    Patients with multiple sclerosis: a burden and cost of illness study

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    Background Multiple sclerosis (MS) is a chronic neuroinflammatory and neurodegenerative disease negatively impacting patients' physical, psychological and social well-being with a significant economic burden. Objectives The study estimates MS burden and cost of illness in Italy from a societal perspective in 2019. Methods Information on the impact of the disease on daily activities, symptoms, employment, resource utilization and the role of caregivers was collected through questionnaires completed by 944 patients and caregivers. Results were stratified according to both disease severity and payer. Mean costs and overall costs were extrapolated from the sample to the Italian MS population considering published distribution of severity. Results The study showed a great impact of the disease on daily and work activities increasing with the disability. The overwhelming burden of fatigue emerged. Mean annual costs were estimated at euro39,307/patient (euro29,676, euro43,464 and euro53,454 in mild, moderate and severe cases, respectively). Direct healthcare costs were the major component (euro21,069), followed by indirect costs (euro15,004). The overall cost of the disease in Italy was euro4.8 billion. The National Healthcare System (NHS) sustained most of the costs (80%), most notably direct healthcare costs, while patients paid almost all non-healthcare expenses. Conclusions This study confirmed that MS carries a substantial burden to patients and society, highlighting the need for awareness of this disease

    Influence of Interferon beta treatment on quality of life in multiple sclerosis patients

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    BACKGROUND: Interferon-beta (IFN-β) shows beneficial effect on the course of multiple sclerosis (MS), nevertheless its route and frequency of administration and side effects might impact negatively the quality of life (QoL) of MS patients. The objective of this study was to evaluate the influence of IFN-β on QoL in MS patients. METHODS: Seventy-seven disease modifying treatment (DMT) free and 41 IFN-β treated MS patients were evaluated. QoL, assessed by MSQoL-54, was related to IFN-β treatment and to clinical and demographic parameters at baseline and after two years. Multivariate hierarchical linear model for repeated measurements was used. RESULTS: Treated patients showed a younger age, a lower disease duration and a higher relapse rate in the two years preceding study entry. At inclusion time treated and untreated patients did not differ in relapse rate, expanded disability status scale (EDSS), fatigue, depression, physical and mental QoL. IFN-β did not influence QoL at inclusion time, but when QoL was evaluated after two years, treatment negatively affected mental QoL. Depression and fatigue negatively influenced physical and mental QoL both at baseline and after two years. EDSS correlated with a poor physical QoL only at baseline. CONCLUSION: IFN-β had a negative impact on QoL over the time in MS patients, influencing mainly mental QoL. The impairment of QoL in MS was strongly associated with increasing fatigue and depression, whereas clinical disability had a minor unfavourable role

    Proceedings of the Fifth Italian Conference on Computational Linguistics CLiC-it 2018

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    On behalf of the Program Committee, a very warm welcome to the Fifth Italian Conference on Computational Linguistics (CLiC-­‐it 2018). This edition of the conference is held in Torino. The conference is locally organised by the University of Torino and hosted into its prestigious main lecture hall “Cavallerizza Reale”. The CLiC-­‐it conference series is an initiative of the Italian Association for Computational Linguistics (AILC) which, after five years of activity, has clearly established itself as the premier national forum for research and development in the fields of Computational Linguistics and Natural Language Processing, where leading researchers and practitioners from academia and industry meet to share their research results, experiences, and challenges

    Standard cataloguing of augmented objects for a design museum

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    Abstract Demo-ethno-anthropological assets belonging to the cultural heritage are not "autonomous" but represent the nodes of a complex system of relations. Their narration – for the purposes of knowledge and cultural diffusion – cannot transcend this relational dimension that recognises an enormous potential for development in the application of digital culture and in the prudent use of augmented reality. In the perspective of a design museum, it is therefore necessary to accompany each artefact / asset with a digital matrix that provides accurate information in relation to its critical interpretation. The exposure of an augmented object, in fact, allows to read better its use and social value along specific interpretative lines. This essay summarizes the study of a new type of archive – the animated archive of cultural materials – intended as a system of standard cataloguing of objects for a museum on design. Moreover, it is based on the critical comparison between the contribution of ludic humanism and the augmented narrative. This comparison is necessary because the rhetorical and design systems of the playful narrative offers interesting information for the realization of virtual – and non – exhibits, since the type of involvement and the environment required by the spectator is very similar; but above all because games are an important experimentation of interactive models of learning and cultural production
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