1,721,049 research outputs found
New QMC approaches for the simulation of electronic systems: a first application to aromatic molecules and transition metal compounds
Take the Information and Change (Your Life) (T.I.C.): A New Method to Learn and Live Emotions and Relationships in a Given Space
Take the Information and Change (your life) (T.I.C.): A New Method to Learn and Live Emotions and Relationships in a Given Space
Gli studi scientifici internazionali, condotti negli ultimi anni in fondamentali branche del sapere, come la pedagogia, la psicologia, l’antropologia e le neuroscienze, confermano il ruolo de-terminante del gioco nell’evoluzione cognitiva individuale. Proprio sulla base di questi presup-posti, nasce il format T.Game, Total Game, ideato per simulare, in cinquanta minuti di attività ludico-formativa, le dinamiche relazionali ed emozionali che si verificano nel corso della vita. Un gioco all’interno del quale si impara a diventare soggetti agenti ed agiti, anche secondo la prospettiva della psicologia sociale cognitiva. In questo format, la musica e il movimento, dunque mente e corpo, acquistano un ruolo predo-minante in ottica cognitiva, perché stimolano e motivano i partecipanti nella presa di coscienza del ruolo delle emozioni nelle relazioni umane, sia nella vita privata che professionale. Il format, un vero e proprio esempio di Design Thinking, è stato proposto in vari contesti pro-fessionali e formativi. Ai partecipanti è stata fornita una mappa delle emozioni (spirale delle emozioni), all’interno della quale riconoscere la propria situazione esistenziale, in riferimento a quattro scenari vitali (lavoro, amore, casa e relazioni). Abbiamo inoltre effettuato un’indagine esplorativa sui partecipanti, attraverso due scale di ricerca, proposte prima dell’esperienza e ri-proposte dopo sei mesi da essa. Emergono dati interessanti, che dimostrano la validità scientifica del format, e il ruolo che l’arte e la musica svolgono nella formazione di processi cognitivi vincenti (Alessandro Bertirotti).Scientific international studies made in the last years in fundamental branches of knowledge, such as pedagogy, psychology, anthropology, and neuroscience, confirm the decisive role of playing a game in individual cognitive evolution. On this bases, the format T. Game, Total Game, finds its birth. It’s been created to present in fifty minutes of a playful educational activity, relational and emotional dynamics we encounter during our lives. A gameinside which we learn to become acting and acted individuals, according to the perspective of social cognitive psychology too. In this format, music and movement, mind and body, have the main role, according to a cognitive view, as they stimulate and motivate participants to become aware of the emotions role in human relationships, both in our private and professional life. The format is an example of real Design Thinking, and it’s been offered in different educational and professional situations. An emotions map has been given to people taking part in the event. They had to find out, inside the map their own existential situation, according to four life sceneries (work, love, home, and relationships). We also have been able to explore reactions of participants, through two research ranges done before experiencing the format and six months after it. Interesting data emerged to demonstrate the scientific validity of the format, and the role that art and music have in building winning cognitive procedures (Alessandro Bertirotti)
Reconfigurable Architectures for Low Power and Computation Intensive Video/Image Signal Processing
F.I.T. - Forma Informa Trasforma – (Shape Inform and Transform). A new Method (T.Game) to learn and live emotions and relationships in a given space
Gli studi scientifici internazionali, condotti negli ultimi anni in fondamentali branche del sapere, come la pedagogia, la psicologia, l’antropologia e le neuroscienze, confermano il ruolo determinante del gioco nell’evoluzione cognitiva individuale. Proprio sulla base di questi presupposti, nasce il format T.Game, Total Game, ideato per simulare, in cinquanta minuti di attività ludico-formativa, le dinamiche relazionali ed emozionali che si verificano nel corso della vita. Un gioco all’interno del quale si impara a diventare soggetti agenti ed agiti, anche secondo la prospettiva della psicologia sociale cognitiva. In questo format, la musica e il movimento, dunque mente e corpo, acquistano un ruolo predominante in ottica cognitiva, perché stimolano e motivano i partecipanti nella presa di coscienza del ruolo delle emozioni nelle relazioni umane, sia nella vita privata che professionale. Il format, un vero e proprio esempio di Design Thinking, è stato proposto in vari contesti professionali e formativi. Ai partecipanti è stata fornita una mappa delle emozioni (spirale delle emozioni), all’interno della quale riconoscere la propria situazione esistenziale, in riferimento a quattro scenari vitali (lavoro, amore, casa e relazioni). Abbiamo inoltre effettuato un’indagine esplorativa sui partecipanti, attraverso due scale di ricerca, proposte prima dell’esperienza e riproposte dopo sei mesi da essa. Emergono dati interessanti, che dimostrano la validità scientifica del format, e il ruolo che l’arte e la musica svolgono nella formazione di processi cognitivi vincenti.Scientific international studies made in the last years in fundamental branches of knowledge, such as pedagogy, psychology, anthropology, and neuroscience, confirm the decisive role of playing a game in individual cognitive evolution. On this bases, the format T. Game, Total Game, finds its birth. It’s been created to present in fifty minutes of a playful educational activity, relational and emotional dynamics we encounter during our lives. A gameinside which we learn to become acting and acted individuals, according to the perspective of social cogni-tive psychology too. In this format, music and movement, mind and body, have the main role, according to a cognitive view, as they stimulate and motivate participants to become aware of the emotions role in human relationships, both in our private and professional life. The format is an example of real Design
Thinking, and it’s been offered in different educational and pro-fessional situations. An emotions map has been given to people taking part in the event. They had to find out, inside the map their own existential situation, according to four life sceneries (work, love, home, and relationships). We also have been able to explore reactions of partici-pants, through two research ranges done before experiencing the format and six months after it. Interesting data emerged to demonstrate the
scientific validity of the format, and the role that art and music have in building winning cognitive procedures
Ground state properties of the one-dimensional Coulomb gas using the lattice regularized diffusion Monte Carlo method
We study the ground state properties of a quasi-one-dimensional electron gas interacting via an effective potential with a harmonic transversal confinement and long-range Coulomb tail. The exact correlation energy has been calculated for a wide range of electron densities by using the lattice regularized diffusion Monte Carlo method, which is a recent development of the standard projection Monte Carlo technique. In this case it is particularly useful as it allows one to sample the exact ground state of the system, even in the low-density regime when the exchange between electrons is extremely small. For different values of the width parameter b (0.1 a(0)(*)<= b <= 4 a(0)(*)), we give a simple parametrization of the correlation energy, which provides an accurate local density energy functional for quasi-one-dimensional systems. Moreover, we show that static correlations are in qualitative agreement with those obtained for the Luttinger liquid model with long-range interactions
Hardware accelerators for baseband processing in Digital Video Broadcasting-Handheld (DVB-H) systems
On-chip Communication Infrastructures for the Integration of Video IP cores in a Multi Processor System-on-Chip
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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