186,588 research outputs found
Lamerica. Film italien de Gianni Amelio
Videau André. Lamerica. Film italien de Gianni Amelio. In: Hommes et Migrations, n°1185, mars 1995. Histoires de familles. p. 62
Lamerica. Film italien de Gianni Amelio
Videau André. Lamerica. Film italien de Gianni Amelio. In: Hommes et Migrations, n°1185, mars 1995. Histoires de familles. p. 62
AMELIO: evaluating the team-building potential of a mixed reality escape room game
The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carried out to establish whether playing AMELIO influences team cohesiveness. Ten teams of three played AMELIO and filled out pre- and post-game questionnaires with validated measurements of team cohesiveness and mediating factors related to team composition, game experience and team dynamics. The findings show a positive and significant increase in team cohesiveness, with stronger effects for teams with lower pre-game familiarity. In terms of game experience and team dynamics, audio aesthetics and empathy proved to be significant mediating factors. This AIDS game validation and improvement, and understanding and guiding the team building process.</p
A knowledge representation framework for managing Leonardo Da Vinci’s Mona Lisa: case study of the hidden painting
This paper explores the use of Artificial Intelligence/Knowledge Representation methods for digitally modeling the cultural heritage items. It fully complies with the concept of “Cultural Heritage Digital Twin”, which is characterized by a “physical” component of the cultural entity, concerning style, dimension, name of the artist, execution time, etc., and by an “immaterial” component representing, among other things, the emotional and intangible messages transmitted by the entity. The “Narrative Knowledge Representation Language” (NKRL) is then been adopted for digitally representing the two components of the twin and its immaterial component in particular, due to its ability to represent in a simple but rigorous and efficient way complex situations and events, behaviors, attitudes, etc. An experiment concerning the “hidden painting” that lies beneath the Mona Lisa (“La Gioconda”) image on the same poplar panel has been then realized, showing that NKRL is able, in fact, to successfully provide a suitable representation of at least some of the intangible elements of the “visual narrative” represented by this still largely undeciphered portrait
Effect of shock wave stimulation on hypertonic plantar flexor muscles in patients with cerebral palsy: A placebo-controlled study.
Background: Extracorporeal shock wave therapy has been reported to be effective in reducing muscle hypertonia in adults. Aim: To evaluate the effect of shock wave treatment of spastic muscles in children with cerebral palsy. Methods: Twelve children with spastic equinus foot (6 boys, 6 girls; mean age 8 years (standard deviation (SD) 2.31)) were monitored. Clinical (Ashworth Scale, passive range of motion) and instrumental (pedobarography) examination were performed. This is an open study with one placebo treatment session, followed 6 weeks later by one active shock wave treatment session. Gastrocnemius muscles and soleus muscles were treated. Results: After placebo stimulation no clinical or instrumental effect was seen. After a single active shock wave stimulation a significant decrease in the Ashworth Scale (from 3 to 2), an increase in the range of motion (from 20 degrees to 50 degrees), and an increase in the whole plantar surface area of the treated limb (from 40.3 to 80.2 cm2) were observed in all patients. This effect lasted for 4 weeks in all patients. Conclusions: A single active shock wave stimulation produced a significant long-lasting reduction in hypertonia in the plantar flexors in children with cerebral palsy
Enhancements of epidemic routing in delay tolerant networks from an energy perspective
In last years, the challenge of providing end-to-end service where end-to-end forwarding paths do not exist is faced by the new emerging approach of Delay Tolerant Networks (DTNs), that support interoperability of "regional networks" by accommodating long delay between and within regional networks, such as space communications, networking in sparsely populated areas, vehicular ad-hoc networks and underwater sensor networking. The common issue of these environments consists in the absence of guarantees about the existence of continuous end-to-end paths between source and destination nodes. In this paper we consider epidemic schemes to solve this problem, proposing an extended approach aimed at the routing optimization in terms of energy consumption and message delivery probability. The performance of our idea have been evaluated through a deep campaign of simulations, verifying that the proposed extended epidemic approach leads the system to an overall enhancement. © 2013 IEEE
Hospital risk management at the time of Covid-19: An analysis of the Lombardy Region
Covid-19 has imposed a rethinking of risk management systems in the healthcare sector. The aim of this paper is to investigate how the risk has been and is managed by the healthcare organizations, on the basis of regional directives. The analysis focuses on the health system of the Lombardy Region. In particular, the authors focused on the resolutions adopted by the Lombardy Region in the acute phase of the pandemic (2 March 2020-12 May 2020) with the aim of rebuilding the system put in place by the Region for risk prevention and management. Thanks to the resolutions, the Lombardy Region has established a risk management system, consisting of a surveillance system and an emergency management system that seems to have led to positive consequences
CSR and Sustainability Report for Nonprofit Organizations. An Italian Best Practice
The purpose of this paper is to analyze the sustainability report for the communication of Corporate Social Responsibility (CSR) in a nonprofit organization. To this aim, an Italian case study is analyzed: the Fondazione Renato Piatti Onlus, a nonprofit organization of Social Utility. In the first part, we analyze the CSR for nonprofit organizations and the sustainability report (also called ‘social balance’). In the second part, we present evidence from the case study. The research is exploratory in nature when considering the connection of corporate social responsibility efforts to the nonprofit sector, a qualitative methodology was chosen over quantitative methods. Specifically, the case study was used to show what strategy a nonprofit organization can develop. Nowadays CSR strategies received a growing attention from both businesses and nonprofit organizations but also from the EU which forced large public-interest entities to present a social balance. For nonprofit organizations, applying social responsibility is not a voluntary issue. Nonprofit organizations have an ethical obligation to their stakeholder and to the public to conduct their activities with accountability and transparency. Scholars have increasingly been studying the impact of corporate social responsibility as a business strategy in for-profit companies. However, there is still lack of researches on how nonprofit organizations implement CSR into the strategy. As a consequence of the above remarks, a large part of nonprofit organizations fails to correctly implement a successful long term CSR strategy. The Fondazione Renato Piatti Onlus belongs to that group that has been able to incorporate social responsibility within the organization, then expanding its content into a social report drawn up in accordance with the guidelines of the Italian Agency for the Third Sector
AMELIO: evaluating the team-building potential of a mixed reality escape room game
The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carried out to establish whether playing AMELIO influences team cohesiveness. Ten teams of three played AMELIO and filled out pre- and post-game questionnaires with validated measurements of team cohesiveness and mediating factors related to team composition, game experience and team dynamics. The findings show a positive and significant increase in team cohesiveness, with stronger effects for teams with lower pre-game familiarity. In terms of game experience and team dynamics, audio aesthetics and empathy proved to be significant mediating factors. This AIDS game validation and improvement, and understanding and guiding the team building process
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