26 research outputs found

    Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience

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    The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Mixed reality for cross-cultural integration. Using positive technology to share experiences and promote communication

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    The opinion article highlights some innovative resources to deal with the challenges of migrations, relying in the field of positive technologies and, more specifically, in the concept of mixed reality. In the contemporary society, migrations are a common phenomenon that rises cultural and psycho-social issues, as well as political and economic challenges. People move from their place of origin for educational or professional purposes or because they are forced to leave due to political, economic and social conditions, and also natural disasters which produce population flows. Whatever the push and pull factors are, when people move permanently or temporarily they tend to maintain close ties with their place of origin (with people, places, culture, practices etc.), while trying to develop attachment with the place of residence. Immigrants construct their identities in the context of a negotiation between old and new homes’ contexts. However, such a process is not free from issues and relevant consequences on immigrants’ well-being. Some psychosocial issues can be identified regarding identity re-negotiation while moving to a different place, and cultural integration: immigrants could experience feeling of isolation, estrangement and alienation, related to the difficulty to create strong social ties in the new place; the “acculturation stress” associated to adaptation to new culture, language and practices. Positive technologies offer innovative resources to deal with these challenges, by considering the human health and well-being as the main objective for technological advancement. In a broad sense, Positive technology may be used to structure, augment or replace user experience with digital content; also, positive devices may be used to promote positive emotions (hedonic technology), to support the user in the achievement of engaging and self-actualizing experiences (eudaimonic technology), and to enhance connectedness among individuals, groups and societies (social-interpersonal technologies). In such perspective, the mixed reality technology provides resources for intervention in that it is based on the addition of digital elements in the physical environment, instead of its substitution with an immersive experience which, in this case, may act as a palliative care for sadness but does not help to integrate oneself in a new, “real” physical environment and social context. Specifically, mixed reality based Positive technologies can help in maintaining the relation with the home country, and also in fostering the inclusion in and attachment to the receiving society, by providing users with sources of identification that stretch beyond the national and local contexts of their old and new homes. Addressing the social connectedness, the mixed reality can provide the medium to share the meanings that people attach to places, people and cultures, and creating belonging in the receiving society. Indeed, people can better approach the receiving society by understanding the cultural meanings connected with places, history and activities. The concept expressed in the opinion article is still in its infancy. However, it provides an innovative idea for positive technology (at the social-interpersonal level), which may guide the development of future devices and applications for enhancing health and well-being in the growing population looking for a new life in places distant from home

    Transformational design for food systems: cultural, social and technological challenges

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    Due to climate changes, resources availability and evolving markets, the food system is developing towards an articulated and complex ecology, with fast transformations occurring in food production, preparation, delivery and disposal. In this context, innovation is needed not just to ideate solutions to deal with a fast-changing system but also to accompany the change adopting a systemic long-term approach. We reflect on the transformational potential of design in the food sector enabled by digital technologies, one of the current major drivers of change. We define two levels of changes implying digital technologies, those that radically change the food system and those enabling changes within a given system. These levels are exemplified with case studies documented in literature and with students’ projects showing how transformational design can help grasp the complexity of current problems, and question the current status quo by facilitating a dialogue among stakeholders to stimulate behaviour change without prescribing it. In this article we encourage a paradigm shift of design from craft activity to a holistic approach of systemic thinking where the designer assumes the role of promoter and facilitator of change. Reflections on challenges at cultural, social and technological levels are provided in the conclusion section

    Designing digital technologies for sustainable transformations of food systems

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    This Special Issue focuses on exploring the latest trends in the use of information technology to cope with emerging societal transformations on the food system and its interrelations. It aims to be a starting point, especially to show what a key role designers play today in the ongoing transformation process and transition of food systems. It shows that the great challenge of digital innovation in the food sector is to re-design not only the products, but also the services and processes imposed by the ongoing digital transformation

    Smart community-based services for older persons with disability: a desk review and analysis of design projects

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    Persons aging with disability (AWD) experienced the onset of disability in the early-mid life and their experience is quite different from those who acquire age-related disabilities in late life (disability with aging, DWA). Appropriate intervention models and services are required for these populations to enhance independent living and inclusion in a life-span and ecosystemic perspective. Smart Community-Based Services (SCBS) exploit technologies and systems to empower the persons into more integrated and coordinated networks. This study analyses the state of art in SCBS through a desk review. The 11 selected projects range from small to large-scale projects, adopt different approaches from techno-centric to user-centric, and exploit diverse key-enabling technologies to form smart ecosystems. Even if the research on this topic is still limited and often experimental, SCBS has the potential to address cross-population AWD/DWA needs, and connect diverse environments by orchestrating technologies, services and key-persons in the communities and favouring a more sustainable service planning

    Visitors’ satisfaction and perceived affective qualities towards museums: the impact of recreational areas

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    Questo studio indaga il ruolo svolto dai fattori ambientali sulla valutazione di una visita al museo da parte degli utenti. È stata condotta un’indagine empirica per rilevare la soddisfazione dei visitatori e la valutazione dell'esperienza museale, con un'attenzione particolare alle aree ricreative (negozio di souvenir e ristorante/bar). Un campione di 160 visitatori di due musei di Roma (50% italiani e 50% madrelingua inglese) ha completato un questionario comprendente scale sulle qualità affettive dei luoghi (Russell & Pratt, 1980), sulla soddisfazione e sulle motivazioni della visita. I risultati hanno mostrato che le aree ricreative, in particolare il negozio di souvenir, facilitano la creazione di una relazione positiva tra il visitatore e l'ambiente museale. La valutazione degli utenti ù stata anche associata a differenze linguistiche e relative alle motivazioni alla base della visita.This study investigates the role played by environmental factors on users’ evaluation of a museum visit. An empirical research was carried out to detect visitors’ satisfaction and assessment of museum experience, with a special focus onto its recreational areas (i.e., gift shop and restaurant/cafeteria). A sample of 160 visitors of two museums of Rome (50% Italians and 50% English mother tongue) completed a questionnaire including scales on affective qualities of places (Russell & Pratt, 1980), satisfaction towards the visit, and motives for the visit. Results showed the relevance of recreational areas, especially the gift shop, in facilitating the creation of a positive relationship between the visitor and the museum environment. Users’ assessment was also associated to differences in visitors’ mother tongue, age, educational level and motives underlying the visit

    3D printed customized facemask for maxillary protraction in the early treatment of a Class III malocclusion: proof-of-concept clinical case

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    In order to improve fit and comfort, a maxillary protraction facemask customized to the patient’s anatomy was produced by means of 3D face scanning, digital design and additive manufacturing. An 8-year-old patient in need of early treatment for the Class III malocclusion received a rapid palatal expander and a Petit-type facemask, whose components were digitally designed on a 3D scan of the patient’s face. For face scanning, the iPad Pro 2018 tablet (Apple, Cupertino, CA, USA) with the Bellus3D DentalPro application (Bellus3D, Campbell, CA, USA) was used. Facemask components were modelled with 3D Blender software. The rests were 3D printed in BioMed Clear biocompatible resin (Formlabs, Somerville, MA, USA), and the bar in stainless steel. For greater comfort, the internal surface of the rests was lined with a polymer gel pad (Silipos, Niagara Falls, NY, USA). The manufacturing procedure of the customized facemask is patented. The patient wore the facemask at night for a period of 9 months. The patient’s experience was evaluated with a questionnaire at 1 week, 3, 6, and 10 months of treatment. The customized facemask was well accepted by the patient and obtained the expected treatment outcome. Furthermore, 3D face scanning, 3D modelling and 3D printing allow for the manufacturing of customized facemasks with improved fit and comfort, favoring patient compliance and treatment success. © 2022 by the authors. Licensee MDPI, Basel, Switzerland

    Designing digital technologies for sustainable transformations of food systems

    No full text
    This Special Issue focuses on exploring the latest trends in the use of information technology to cope with emerging societal transformations on the food system and its interrelations. It aims to be a starting point, especially to show what a key role designers play today in the ongoing transformation process and transition of food systems. It shows that the great challenge of digital innovation in the food sector is to re-design not only the products, but also the services and processes imposed by the ongoing digital transformation

    Transformational design for food systems: Cultural, social and technological challenges1

    No full text
    Due to climate changes, resources availability and evolving markets, the food system is developing towards an articulated and complex ecology, with fast transformations occurring in food production, preparation, delivery and disposal. In this context, innovation is needed not just to ideate solutions to deal with a fast-changing system but also to accompany the change adopting a systemic long-term approach. We reflect on the transformational potential of design in the food sector enabled by digital technologies, one of the current major drivers of change. We define two levels of changes implying digital technologies, those that radically change the food system and those enabling changes within a given system. These levels are exemplified with case studies documented in literature and with students’ projects showing how transformational design can help grasp the complexity of current problems, and question the current status quo by facilitating a dialogue among stakeholders to stimulate behaviour change without prescribing it. In this article we encourage a paradigm shift of design from craft activity to a holistic approach of systemic thinking where the designer assumes the role of promoter and facilitator of change. Reflections on challenges at cultural, social and technological levels are provided in the conclusion section
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