68 research outputs found

    LO-MATCH: A semantic platform for matching migrants' competences with labour market's needs

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    Citizens' mobility and employability are receiving ever more attention by the European legislation. Various instruments have been defined to overcome lexical and semantic differences in the descriptions of qualifications, rĂŠsumĂŠs and job profiles. However, the above differences still represent a significant constraint when abilities of non-European people have to be validated either for education and training or occupation purposes. In this work, a web platform that exploits semantic technologies to address such heterogeneity issues is presented. The platform allows migrants to annotate their knowledge, skills and competences in a shared format based on the European tools. The resulting knowledge base is then used to enable the automatic matchmaking of job seekers' abilities with companies' needs. The platform can additionally be used to support students and workers in the identification of their competence gap with respect to a given education or occupation opportunity, so that to personalize their further trainin

    Mixed marker-based/marker-less visual odometry system for mobile robots

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    When moving in generic indoor environments, robotic platforms generally rely solely on information provided by onboard sensors to determine their position and orientation. However, the lack of absolute references often leads to the introduction of severe drifts in estimates computed, making autonomous operations really hard to accomplish. This paper proposes a solution to alleviate the impact of the above issues by combining two vision‐based pose estimation techniques working on relative and absolute coordinate systems, respectively. In particular, the unknown ground features in the images that are captured by the vertical camera of a mobile platform are processed by a vision‐based odometry algorithm, which is capable of estimating the relative frame‐to‐frame movements. Then, errors accumulated in the above step are corrected using artificial markers displaced at known positions in the environment. The markers are framed from time to time, which allows the robot to maintain the drifts bounded by additionally providing it with the navigation commands needed for autonomous flight. Accuracy and robustness of the designed technique are demonstrated using an off‐the‐shelf quadrotor via extensive experimental test

    Education and Digital Transformation: The Riconnessioni Project

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    Schools, universities, and other educational entities are increasingly aware of the untapped potential of digital transformation, an essential process for increasing efficiency and collaboration, and reducing costs and errors in the management of at-scale training systems. In this context, the "Riconnessioni'' project was promoted by the Compagnia di San Paolo in agreement with the Ministry of Education but planned, started and developed by the Foundation for the School. The digital transformation started with a defined strategy that leveraged opportunities presented by new technology while meeting the objectives of system stakeholders. Through several steps, that strategy was developed for education connecting everything to support tomorrow's digital world and creating strong strategic partnerships able to build an ecosystem connecting people, processes, and things into a powerful, secure, and smart communications network. This paper reports on the three-year Riconnessioni project, which is combining the energies of teachers, managers, administrative staff, students, among others, and experimenting with new learning models, taking advantage of opportunities that emerged from perceptions stemming from concerns and systemic issues. To date, more than 150 schools in Italy have been included in the project, together with 550 teachers selected to scale up the instructional process. Using a methodology called "cascade training'', the 550 selected teachers were able to spread the knowledge to more than 2,600 colleagues. The monitoring and evaluation activity performed in Riconnessioni aims at processing information on implementation and results, following three lines. First, it regularly evaluates project activities from a reporting standpoint. Second, it verifies the plan consistency against implementation achievements. Third, it identifies changes produced and focuses on teachers' and students' skills to evaluate the effects of the project. The assessment framework is also discussed in this work, reporting on results regarding feedback, follow-up, and effects gathered from the field. The evaluation highlighted that labs were indeed able to improve teachers' competence and underlined the added value of cascade training which spread digital domain knowledge and awareness into the group of involved schools

    Comparing algorithms for aggressive driving event detection based on vehicle motion data

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    Aggressive driving is one of the main causes of fatal crashes. Correctly identifying aggressive driving events still represents a challenge in the literature. Furthermore, datasets available for testing the proposed approaches have some limitations since they generally (a) include only a few types of events, (b) contain data collected with only one device, and (c) are generated in drives that did not fully consider the variety of road characteristics and/or driving conditions. The main objective of this work is to compare the performance of several state-of-the-art algorithms for aggressive driving event detection (belonging to anomaly detection-, threshold- and machine learning-based categories) on multiple datasets containing sensors data collected with different devices (black-boxes and smartphones), on different vehicles and in different locations. A secondary objective is to verify whether smartphones could replace black-boxes in aggressive/non-aggressive classification tasks. To this aim, we propose the AD 2 (Aggressive Driving Detection) dataset, which contains (i) data collected using multiple devices to evaluate their influence on the algorithm performance, (ii) geographical data useful to analyze the context in which the events occurred, (iii) events recorded in different situations, and (iv) events generated by traveling the same path with aggressive and non-aggressive driving styles, in order to possibly separate the effects of driving style from those of road characteristics. Our experimental results highlighted the superiority of machine learning-based approaches and underlined the ability of smartphones to ensure a level of performance similar to that of black-boxes

    An evaluation testbed for locomotion in virtual reality

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    A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the area tracked by the VR system (typically, the size of a room) or requires expensive technologies to cover particularly extended settings. A number of approaches have been proposed to enable effective explorations in VR, each characterized by different hardware requirements and costs, and capable to provide different levels of usability and performance. However, the lack of a well-defined methodology for assessing and comparing available approaches makes it difficult to identify, among the various alternatives, the best solutions for selected application domains. To deal with this issue, this paper introduces a novel evaluation testbed which, by building on the outcomes of many separate works reported in the literature, aims to support a comprehensive analysis of the considered design space. An experimental protocol for collecting objective and subjective measures is proposed, together with a scoring system able to rank locomotion approaches based on a weighted set of requirements. Testbed usage is illustrated in a use case requesting to select the technique to adopt in a given application scenario

    Blockchain and NFTs-based Trades of Second-hand Vehicles

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    Recently, the automotive industry has been characterized by disruptive innovations, like self-driving cars or hybrid/electric engines. Despite this fact, some operations, such as the trade of second-hand vehicles, still continue to be carried out in the “traditional” way, in which the buyer has to trust the seller about the state of the vehicle. Several studies highlighted that odometer fraud alone could cost around 8.9 billion euros per year. In order to overcome these limitations, which are related to information asymmetries between buyers and sellers, in this work we propose to exploit blockchain technology to store a previous vehicle’s history in a transparent way. To further explore blockchain advantages, we also present how a decentralized second-hand vehicle market – enabling also automatic transfers of ownership upon monetary transfers – can be built, leveraging on Non-Fungible Tokens (NFTs). We propose an architecture and a practical implementation of a Decentralized Application (Dapp) and discuss the security of the proposed system, its costs, and future developments

    Blockchain and smart contracts for insurance: Is the technology mature enough?

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    Blockchain is receiving increasing attention from academy and industry, since it is considered a breakthrough technology that could bring huge benefits to many different sectors. In 2017, Gartner positioned blockchain close to the peak of inflated expectations, acknowledging the enthusiasm for this technology that is now largely discussed by media. In this scenario, the risk to adopt it in the wake of enthusiasm, without objectively judging its actual added value is rather high. Insurance is one the sectors that, among others, started to carefully investigate the possibilities of blockchain. For this specific sector, however, the hype cycle shows that the technology is still in the innovation trigger phase, meaning that the spectrum of possible applications has not been fully explored yet. Insurers, as with many other companies not necessarily active only in the financial sector, are currently requested to make a hard decision, that is, whether to adopt blockchain or not, and they will only know if they were right in 3â\u80\u935 years. The objective of this paper is to support actors involved in this decision process by illustrating what a blockchain is, analyzing its advantages and disadvantages, as well as discussing several use cases taken from the insurance sector, which could easily be extended to other domains

    Exploiting semantics for constructing and comparing occupational and educational-driven qualifications: the TIPTOE project

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    In recent years, mobility of students and workers started to be considered as a way for answering skill shortages in the European labor world. However, in order to implement effective mobility practices, suitable instruments supporting transparency and readability of the outcomes of learning processes as well as of the needs of companies and employers in general have to be developed. In fact, though some instruments have been introduced (like, for instance, the European Qualification Framework, EQF, the European Credit system for Vocational Education and Training, ECVET, etc.), they are often seen as theoretical tools rather than a practical help for involved stakeholders. In this work, the results of the TIPTOE project, a transnational initiative funded by the European Commission under the Lifelong Learning Programme are illustrated. In particular, the semantic-based methodology for the construction of a European-wide profile mixing education and labor worlds perspectives in the trade sector is discussed. Furthermore, a number of tools allowing end-users to compare owned qualifications to the reference one and supporting stakeholders in the reading of national educational and occupational profiles in the EQF dimension are presented

    Startups’ roads to failure

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    The role of a relatively small cadre of high-tech startup firms in driving innovation and economic growth has been well known and amply celebrated in recent history. At the same time, it is well recognized that, while the overall contribution of startups is crucial, the high-risk and high-reward strategy followed by these startups leads to significant failure rates and a low ratio of successful startups. So, it is curious to notice that literature tends to focus on successful startups and on quantitative studies looking for determinants of success while neglecting the numerous lessons that can be drawn by examining the stories of startups that failed. This paper aims to fill this gap and to contribute to the literature by providing a repeatable and scalable methodology that can be applied to databases of unstructured post-mortem documents deriving startup failure patterns. A further and related contribution is the analysis carried out with this methodology to a large database of 214 startup post-mortem reports. Descriptive statistics show how the lack of a structured Business Development strategy emerges as a key determinant of startup failure in the majority of cases

    Drawing Outside the Lines: Tracking-based Gesture Interaction in Mobile Augmented Entertainment

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    We present a proof-of-concept study for tracking- based gesture interaction in an augmented reality setting using tablets. By tracking a pen in front of a tablet using it’s integrated camera, we are able to map certain motions to gestures, which in turn are used to interact with the application. A comparative user study investigates the feasibility and usefulness of our approach with a simple augmented reality board game allowing translation and drawing gestures to move and create virtual board pieces, respectively. In particular, we demonstrate that users can handle it (and to what degree) and that they enjoy it (and what they potentially dislike). The results from the 25 participants of our experiment provide both subjective and objective evidence of the potential of tracking-based gesture interaction for augmented reality gaming
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