- The resilience of sustainable finance
- PROPEL Positive Energy Districts and Neighbourhoods: Development of innovative PEDs in systems of city-district systems
- SECRA - Robotica Sociale Empatica e Cognitiva per l’Autismo
- I_PAD Archivio Italiano della Performance in Digitale". Mappatura e diffusione del patrimonio iconografico e audiovisivo della performance mediale italiana: L'archivio di Giacomo Verde
- Piano di sviluppo territoriale sostenibile e innovativo per l’Etruria meridionale," finanziato dalla Società Cooperativa Culture
- L’influenza dei media nei processi di costruzione di una società gender inclusive” per il progetto GEMINI-Gender Equality through Media Investigation and New Training Insights
- Le sfide dell’innovazione digitale nell’Istruzione Superiore: insegnamento-apprendimento, ricerca e organizzazione nell'era digitale” per il progetto D-Challenghe
- Atlante del giallo. Storia dei media e cultura popolare in Italia (1954-2020)
- La Giustizia Sportiva. Profili evolutivi e Comparati
- Impact Economy e Social Innovation: Politiche, Fattori Abilitanti, Misurazioni
- Functional analysis and graphic design to enhance the training effectiveness of web and mobile social learning platforms.
- Study and analysis of paradigms of natural interaction for Ambient Intelligence and internet of things.
- Design methodologies and techniques for evaluating the usability and user experience of smart objects in a domestic environment.
- Effective instructional models in blended learning environments: how to increase the level of flexibility and effectiveness of instructional processes by integrating innovative learning and teaching technologies and methodologies.
- Teaching art history: new teaching methodologies enabling the integration of mobile devices and wearable technologies
- Citizens within smart cities. More effective technologies, tools and methodologies for people's participation in decision-making processes, and in the co-creation and co-design of services.
- Study and analysis related to the brokerage systems for the provision of services in the social-health field, aimed at elderly and/or frail users within the framework of the Home Care 4 All project.
- Technologies in support of the participation of the citizen and smart terrotory;
- Micro-planning of the didactic activity and development of Learning Objects for massive online open courses.
- Study of new communication metaphors and models within exhibition contexts through the application of Interaction Design and User Experience paradigms
The resilience of sustainable finance
Progetto di ricerca prevede l’implementazione di modelli di rete per lo studio del rischio di contagio tra fondi di investimento. Il progetto ha due obiettivi: 1) misurare quantitativamente come la presenza di fondi etici nella rete renda il sistema maggiormente resiliente alla propagazione di shock sistemici; 2) individuare indici di vulnerabilità che permettano di evidenziare in anticipo quei nodi della rete maggiormente esposti al rischio di contagio.
PROPEL Positive Energy Districts and Neighbourhoods: Development of innovative PEDs in systems of city-district systems
L’obiettivo della ricerca è di supportare i coordinatori nell’analisi dei PED business models, delle loro componenti innovative incluse la governance, e nell’elaborazione di un sistema di supporto alle decisioni (DSS – Decision Support System) da utilizzare durante la progettazione e la gestione del PED.
SECRA - Robotica Sociale Empatica e Cognitiva per l’Autismo
La ricerca prevede la conduzione di uno studio clinico randomizzato su larga scala. Gli obiettivi principali del progetto di ricerca sono: a) creare un protocollo cognitivo e sociale-emotivo da applicare nella terapia per l'autismo assistita da robot; b) valutare se un robot può migliorare le capacità cognitive, sociali ed emotivi dei bambini con autismo in tre differenti contesti sperimentali: laboratorio, scuola, casa. In particolare, l’attività dell’assegno riguarderà lo sviluppo del protocollo per gli aspetti cognitivi e psicologici, la raccolta dati in ogni fase della ricerca.
I_PAD Archivio Italiano della Performance in Digitale". Mappatura e diffusione del patrimonio iconografico e audiovisivo della performance mediale italiana: L'archivio di Giacomo Verde
Questo progetto propone un nuovo framework e un modello di archiviazione sotto forma di repository on line ad accesso aperto per quelle produzioni teatrali che hanno componenti tecnologiche. Il caso di studio è l'archivio di Giacomo Verde, rappresentativo del movimento video teatrale italiano (1980-1995). Il progetto si articola in due percorsi paralleli e interrelati: 1. un percorso teorico, in cui verrà selezionata e analizzata una serie di documentazioni di opere d'arte 2. un percorso di ricerca pratica, incentrato sullo sviluppo di un repository on line per i set di dati, la raccolta e l'archiviazione dei metadati.
Piano di sviluppo territoriale sostenibile e innovativo per l’Etruria meridionale," finanziato dalla Società Cooperativa Culture
Attraverso il rilascio di specifiche policy recommendation e la costruzione di innovativi modelli di governance a partire dalle più recenti esperienze, e attraverso il coinvolgimento delle realtà territoriali e dei partenariati già esistenti e da creare, il progetto intende sviluppare un piano di sviluppo territoriale sostenibile del territorio della Bassa Etruria. Il piano utilizzerà approcci innovativi e modelli operativi a varia scala in grado di sfruttare indicatori geografici per la misura dell’ ex ante e per la valutazione dell’impatto ex post, sia a livello micro che meso.
L’influenza dei media nei processi di costruzione di una società gender inclusive” per il progetto GEMINI-Gender Equality through Media Investigation and New Training Insights
Gender Equality through Media Investigation and New training Insights indaga l’influenza dei prodotti mediali nello sviluppo di un approccio gender inclusive da parte dei giovani europei. Studia le rappresentazioni delle gender identities nella serialità per comprendere se e come esse contribuiscano alla diffusione di stereotipi di genere e/o all’affermazione di un modello socio-culturale basato sulla gender equality in quattro aree: mediterranea, settentrionale, orientale e anglosassone.
Le sfide dell’innovazione digitale nell’Istruzione Superiore: insegnamento-apprendimento, ricerca e organizzazione nell'era digitale” per il progetto D-Challenghe
La ricerca applicata intende esplorare lo stato dell’arte e l’evoluzione in essere delle pratiche e della cultura digitale delle organizzazioni accademiche, dei docenti e del personale universitario, per favorire la riorganizzazione dei processi sotto la spinta delle trasformazioni digitali, lo sviluppo dell'innovazione nei processi di insegnamento-apprendimento e di ricerca nell'Istruzione Superiore.
Atlante del giallo. Storia dei media e cultura popolare in Italia (1954-2020)
Il progetto si propone di indagare la storia del giallo italiano come chiave privilegiata per rileggere la storia culturale del nostro paese alla luce delle trasformazioni del sistema mediale, nonché delle sinergie inter- e transmediali, che questo genere ha favorito tra letteratura, cinema, radio e industria musicale, televisione e fumetto, dagli anni ‘50 ai giorni nostri
La Giustizia Sportiva. Profili evolutivi e Comparati
Il Progetto intende elaborazione di una ricerca avente ad oggetto l’evoluzione della Giustizia Sportiva C.O.N.I., anche alla luce degli attuali rapporti tra ordinamento sportivo e statale. L'impegno di ricerca sarà altresì incentrato su una analisi comparativa della regolamentazione della giustizia sportiva offerta dai principali ordinamenti europei (Francia e Regno Unito).
Impact Economy e Social Innovation: Politiche, Fattori Abilitanti, Misurazioni
Il progetto di ricerca, con la Social Innovation quale elemento chiave, esplorerà le seguenti aree: ì. politiche pubbliche a livello locale ed internazionale; ìì. network e fattori abilitanti di supporto al community engagement ed alle start-up di impatto; ììì. “Impact Investing” attraverso modalità innovative di implementazione e finanziamento di progetti pubblico-provati ed imprese di social innovation, quindi identificando metodologie e indicatori utili alla “misurazione di impatto
Functional analysis and graphic design to enhance the training effectiveness of web and mobile social learning platforms.
Start date: 01/01/2015
Study and realization of interfaces and characterizing iconographic elements for the personalization of individual environments of the Social Learning Management System. Graphic design and production of multimedia learning objects making up the e-learning traing path.
Definition of the Visual Identity and the Digital Identity of the Project, for the purpose of maximising the effectiveness of the dissemination at the reference targets. Specific attention will be given to web presence (website and social channels), as well as to digital and paper-based informative and promotional material (video, brochure, gadget, etc.).
Study and analysis of paradigms of natural interaction for Ambient Intelligence and internet of things.
Start date: 01/01/2015
Theoretical research aimed at defining new interaction models, in social research for the purpose of defining user requirements, in prototyping different solutions through the use of Interaction Design and ICT tools, and in validating designed solutions through usability evaluation methods. New human-computer interaction (HCI) paradigms, particularly natural interaction paradigms, applied to the new scenarios of Ambient Intelligence and the Internet of Things. Ambient Intelligence and the Internet of Things are scenarios that pose new challenges in the field of HCI and the paradigms that will be used in human-computer interaction in the future, on a path from complexity to simplicity.
Design methodologies and techniques for evaluating the usability and user experience of smart objects in a domestic environment.
Start date: 08/09/2014
Investigation of smart objects in the home environment by delving into design methodologies and usability and user experience evaluation techniques best suited to the domain.
The smart object phenomenon is about transferring "intelligence" into everyday objects, aiming to improve and make the experience of individuals less complex. Among the most impactful applications in this regard are smart objects designed for frail groups (specifically, the elderly and disabled).
These new interfaces, in which digital and physical are hybridized, actually impose a change in human-machine interaction. Interaction becomes more complex, arising the need for a new interaction design and evaluation methodologies that, taking into account the multiple elements involved, aim to optimize the final user experience.
Effective instructional models in blended learning environments: how to increase the level of flexibility and effectiveness of instructional processes by integrating innovative learning and teaching technologies and methodologies.
Start date: 27/01/2014
Survey on the latest technologies and currently emerging methodologies in the field of e-learning, that will play a decisive role in influencing the learning environments in the near future.
The rapid progress of technologies, particularly mobile technologies, allowing the users to access training content without time constraints, means that adults involved in learning processes have more flexible access to training and the possibility of constantly improving their knowledge and skills.
Organisations offering e-learning training solutions must therefore be able to meet the expectations of new learners by employing different training strategies that can ensure the flexibility and effectiveness of learning processes.
The teaching of art history: new didactic methodologies that will enable the integration of mobile devices and wearable technologies
Start date: 08/09/2014
Research based on the identification of new didactic methodologies for the teaching of Art History. The recent diffusion of wearable technologies and the opportunities offered by the ever increasing integration of network technologies in the urban spaces makes possible the fruition of the cultural heritage throughout the territory, by adding virtual resources to real experiences. As a result, the experience of fruition is amplified, allowing the subject to range over the fields of history, art and, more generally, culture, favouring the process of understanding works of art. The teaching of Art History can therefore evolve by taking advantage of the integration of the latest generation of technologies, defining new teaching methodologies.
Citizens within smart cities. More effective technologies, tools and methodologies for people's participation in decision-making processes, and in the co-creation and co-design of services.
Start date: 01/06/2014
The research project identifies how, in the Italian context, people can participate in decision-making processes and contribute to the design of solutions and services based on their needs. The project investigates the specificities of the Italian territory in order to define the most appropriate tools. The project forcuses on the different levels of citizen participation in decision-making processes, identifying the tools through which PAs can inform and involve citizens in the most effective way, the most suitable methodologies for monitoring and analysing citizen needs within smart territories and the tools that define an increasingly active role of people in said processes. The research project is developed using social research and interaction design methodologies and application tools such as open data and data visualisation, new mobile technologies, interactive maps.
Study and analysis related to the brokerage systems for the provision of services in the social-health field, aimed at elderly and/or frail users within the framework of the Home Care 4 All project.
Start date: 01/01/2015
Social research phase for the definition of requirements, prototyping through interaction design tools and validation of the platform, to be carried out through usability evaluation methods. The project rethinks the demand-supply matching model of home care services and is based on the development of an ICT infrastructure that acts as a broker between providers and users of home care services. Through a thematic marketplace, the infrastructure provides the end user with a single point of access, granting a wide range of services (nursing services, home rehabilitation) and ensures a user experience consistent with the user's capabilities and possibilities of interaction. Multi-channel and multi-language interfaces are studied in the project.
Technologies in support of the participation of the citizen and smart territory.
tart date: 01/06/2014
The research project is based on the study of new technologies and methodologies at the base of the participation of the citizens in smart city projects. The main elements supporting activities concerning open government issues are identified through user needs analysis and the use of user-centered design methods. In particular, the project takes into consideration the tools for the implementation of interactive services, open data and social map from the point of view of user experience and interaction design, fruition of mobility services, data visualization and communication between the citizen and the public administrations.
Micro-planning of the didactic activity and development of Learning Objects for massive online open courses.
Start date: 05/03/2015
Micro-planning of the didactic activity. Elaboration of models of development of didactic contents (storyboard), for the various types of Learning Objects (LO), in particular for traditional learning objects, and interactive learning objects. The project will give specific attention to how different learning contents can be integrated for the purpose of the realization of a specific didactic model. Management of the development of didactic projects, and organization of gamification elements useful to enable a greater involvement of the students in relation to the MOOC courses developed within the framework of the research project itself.
Study of new communication metaphors and models within exhibition contexts through the application of Interaction Design and User Experience paradigms
Start Date: 01/10/2015
Application of Interaction design and UX paradigms within the pramework of HCI, focusing on GUI and Gestural Interfaes, through the analysis, the project, the realization and the evaluation of interfaces providing a greater involvement and a more intuitive user experience. The research focuses on the study of new metaphors and communication models to be applied within exhibition contexts, which are increasingly involved in the search for digital technologies suitable for guiding and involving the visitor, through the application of Graphic and Emotional Design principles. The initial stage of the research, provides for a thorough analysis of innovative technological solutions for exhibition environment, designed to improve the use and management of cultural areas.