119,959 research outputs found
Acceptance and Gamification Models of the Agon Framework, an Acceptance Requirements Framework Based on Gamification
We have been interested in developing a generic framework for modelling, analyzing and fulfilling acceptance requirements for software systems through gamification [Piras, 2016, 2017]. Our objective is to support the systematic design of engaging software that meets acceptance requirements. To meet our objective we conducted a wide review of the literature to select the most important, effective and representative user acceptance models [Ajzen, 1991, Compeau et al., 1999, Davis, 1986, Davis et al., 1992, Moore and Benbasat, 1991, Sheppard et al., 1988, Taylor and Todd, 1995, Thompson et al., 1991, Venkatesh and Davis, 2000, Venkatesh et al., 2003]. We have integrated elements of existing models to create an Acceptance Model based on goal modeling techniques [Chung et al., 2012, Horkoff et al., 2017, Li et al., 2013, Mylopoulos et al., 1992]. This model gives a generic characterization of the problem space for acceptance requirements.We have also developed a Gamification Model [Piras, 2016, 2017] that defines a design space for gamified solutions to acceptance requirements, also through a literature review. This model includes gamification concepts such as point systems (i.e., experience, redeemable, skill, karma, reputation and training points), badges, leader-boards, levels, paths, gamified training (i.e., suggestions, tricks, tours, tutorials, training paths), gamified market (i.e., rewards and market policies of redeeming, making gifts, purchasing), game roles, powers, unlockable powers, gamified community [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011], etc., and the alternative choices a designer has when designing a gamified solution [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011]. Our framework, named Agon5, recognizes the importance of understanding game mechanics and dynamics by applying well-known gamification patterns and guidelines Schell [2014], Zichermann and Cunningham [2011] in producing an effective gamified design.In order to obtain more details and the description of such models, the Agon Framework and its method, "Acceptance Requirements Analysis Based on Gamification", please read the following published papers:- L. Piras, E. Paja, P. Giorgini and J. Mylopoulos, “Goal Models for Acceptance Requirements Analysis and Gamification Design”, in 36th International Conference on Conceptual Modeling (ER), Springer, Valencia (Spain), 2017.- L. Piras, E. Paja, R. Cuel, D. Ponte, P. Giorgini and J. Mylopoulos, “Gamification Solutions for Software Acceptance: A Comparative Study of Requirements Engineering and Organizational Behavior Techniques”, in 11th IEEE International Conference on Research Challenges in Information Science (RCIS), IEEE, Brighton (UK), 2017.- L. Piras, P. Giorgini, and J. Mylopoulos, “Acceptance Requirements and their Gamification Solutions”, in 24th IEEE International Requirements Engineering Conference (RE), IEEE, Beijing, 2016
QuaderniCIRD n. 16
Vedere la Presentazione di L. Zuccheri: http://hdl.handle.net/10077/21895. La rivista QuaderniCIRD, con il numero 16 (2018), continua a proporre contributi relativi a diverse discipline di insegnamento ampiamente fruibili in contesto didattico. In questo caso, le discipline interessate sono la Letteratura italiana, le Geoscienze e la Matematica. La prima parte del numero è monografica, essendo completamente dedicata alla letteratura e soprattutto perché, come ben illustrato nell’introduzione di Tiziana Piras, tutti e tre i contributi in essa riportati prendono spunto da testi letterari di autori giuliani e li mettono in relazione al territorio. Nel primo di questi, Edda Serra propone suggestivi itinerari nell’isola di Grado collegati a struggenti testi del poeta e scrittore Biagio Marin. Nel secondo, Daniela Picamus presenta la lettura di alcuni passi tratti da “Primavera a Trieste” di Pier Antonio Quarantotti Gambini, ripercorrendo le vie della città nel corso dell’occupazione militare da parte dell’esercito jugoslavo avvenuta alla fine della seconda guerra mondiale. Il terzo articolo, di Chiara Mattioni, conduce ancora il lettore per le vie di Trieste, con la mediazione delle narrazioni autobiografiche e dei testi dello scrittore Stelio Mattioni. La seconda parte del numero contiene tre recensioni, due relative a testi scritti e una a software. La prima, nel contesto delle Scienze geologiche, è di Michele Stoppa e riguarda il testo Geologie der Berchtesgadener Berge. Eine Einfürung in Stratigraphie, Fazies und Tektonik, di LANGENSCHEIDT E. La seconda, nel contesto della didattica della matematica, è di Verena Zudini e riguarda il testo Didattica della matematica, di BACCAGLINI-FRANK A., DI MARTINO P., NATALINI R., ROSOLINI G. La terza recensione, ancora nel contesto della didattica della matematica, è di Daniel Doz e riguarda l’app per tablet e smartphone (disponibile anche in versione online per pc) Euclidea, della HORIS INTERNATIONAL LIMITED
The Roman high- and low-avoidance rat lines differ in the acquisition, maintenance, extinction, and reinstatement of intravenous cocaine self-administration
Neuropsychopharmacology. 2009 Apr;34(5):1091-101. Epub 2008 Apr 16.
The Roman high- and low-avoidance rat lines differ in the acquisition,
maintenance, extinction, and reinstatement of intravenous cocaine
self-administration.
Fattore L, Piras G, Corda MG, Giorgi O.
Institute of Neuroscience CNR, Section of Cagliari, Italy.
The selective breeding of Roman high- (RHA) and low-avoidance (RLA) rats for,
respectively, rapid vs extremely poor acquisition of avoidant behavior in a
shuttlebox has produced two phenotypes that differ in temperament traits, in
mesocortical/mesolimbic dopamine system function, and in the behavioral and
neurochemical responses to the acute and repeated administration of
psychostimulants and opiates. The phenotypic traits of the RHA line predict
higher susceptibility, compared with RLA rats, to the reinforcing properties of
addictive substances like cocaine. The present study was designed to compare the
acquisition, maintenance, reinstatement of drug-seeking after long-term
extinction, and reacquisition of intravenous cocaine self-administration (SA)
behavior in the Roman lines. Compared with RLA rats, the rates of responding
during cocaine SA acquisition were higher, extinction from cocaine SA was
prolonged, and drug-induced reinstatement of cocaine-seeking behavior was more
robust in RHA rats. Moreover, only RHA rats reacquired extinguished
lever-pressing activity when a low reinforcing dose of cocaine was available.
These findings are consistent with the view that subjects with genetically
determined high responsiveness to the acute and chronic (ie, sensitizing) effects
of psychostimulants, such as RHA rats, also display a higher propensity to self
-administer cocaine. Further comparative studies in the Roman lines, using SA
paradigms that distinguish mere drug-taking from the compulsive and uncontrolled
drug use that characterizes addiction in humans, may eventually help to
characterize the relationships among genotype, temperament traits, and
neurobiological mechanisms involved in the individual vulnerability to cocaine
addiction.
PMID: 18418365 [PubMed - indexed for MEDLINE
Acceptance and Gamification Models of the Agon Framework, an Acceptance Requirements Framework Based on Gamification
We have been interested in developing a generic framework for modelling, analyzing and fulfilling acceptance requirements for software systems through gamification [Piras, 2016, 2017]. Our objective is to support the systematic design of engaging software that meets acceptance requirements. To meet our objective we conducted a wide review of the literature to select the most important, effective and representative user acceptance models [Ajzen, 1991, Compeau et al., 1999, Davis, 1986, Davis et al., 1992, Moore and Benbasat, 1991, Sheppard et al., 1988, Taylor and Todd, 1995, Thompson et al., 1991, Venkatesh and Davis, 2000, Venkatesh et al., 2003]. We have integrated elements of existing models to create an Acceptance Model based on goal modeling techniques [Chung et al., 2012, Horkoff et al., 2017, Li et al., 2013, Mylopoulos et al., 1992]. This model gives a generic characterization of the problem space for acceptance requirements.We have also developed a Gamification Model [Piras, 2016, 2017] that defines a design space for gamified solutions to acceptance requirements, also through a literature review. This model includes gamification concepts such as point systems (i.e., experience, redeemable, skill, karma, reputation and training points), badges, leader-boards, levels, paths, gamified training (i.e., suggestions, tricks, tours, tutorials, training paths), gamified market (i.e., rewards and market policies of redeeming, making gifts, purchasing), game roles, powers, unlockable powers, gamified community [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011], etc., and the alternative choices a designer has when designing a gamified solution [Deterding et al., 2011, Hamari, 2015, Schell, 2014, Zichermann and Cunningham, 2011]. Our framework, named Agon5, recognizes the importance of understanding game mechanics and dynamics by applying well-known gamification patterns and guidelines Schell [2014], Zichermann and Cunningham [2011] in producing an effective gamified design.In order to obtain more details and the description of such models, the Agon Framework and its method, "Acceptance Requirements Analysis Based on Gamification", please read the following published papers:- L. Piras, E. Paja, P. Giorgini and J. Mylopoulos, “Goal Models for Acceptance Requirements Analysis and Gamification Design”, in 36th International Conference on Conceptual Modeling (ER), Springer, Valencia (Spain), 2017.- L. Piras, E. Paja, R. Cuel, D. Ponte, P. Giorgini and J. Mylopoulos, “Gamification Solutions for Software Acceptance: A Comparative Study of Requirements Engineering and Organizational Behavior Techniques”, in 11th IEEE International Conference on Research Challenges in Information Science (RCIS), IEEE, Brighton (UK), 2017.- L. Piras, P. Giorgini, and J. Mylopoulos, “Acceptance Requirements and their Gamification Solutions”, in 24th IEEE International Requirements Engineering Conference (RE), IEEE, Beijing, 2016.THIS DATASET IS ARCHIVED AT DANS/EASY, BUT NOT ACCESSIBLE HERE. TO VIEW A LIST OF FILES AND ACCESS THE FILES IN THIS DATASET CLICK ON THE DOI-LINK ABOV
Rapimento estatico, rivelazione e predicazione in Mani e nel manicheismo
Analisi delle esperienze mistico-estatiche di Mani, sulla base dei testi greci (CMC) e di altri documenti manichei (testi iranici).
CONTENUTI: si sono evidenziati i contesti e le ricorrenze di terminologie estatiche di "rapimento", con innovative acquisizioni dello specifico carattere paolino dell'esperienza di Mani (giudeo-cristiana, battista, gnostica).
METODOLOGIA: esposta nel contributo dove di evidenzia una continuità della dottrina che valorizza i tratti compositi dell'esperienza religiosa di Mani e il versante cristiano (oltre a quello mazdaico e buddhista) delle testuali a noi giunt
Antifungal activity of essential oil from Mentha spicata L. and Mentha pulegium L. growing wild in Sardinia island (Italy)
This study aims to evaluate the antifungal activity of Mentha spicata L. and Mentha pulegium L. from Sardinia and to assess their efficacy on virulence factors for Candida albicans, particularly on the inhibition of the germ tube formation. The major compounds of the essential oils were carvone (62.9%) for M. spicata and pulegone (86.2%) for M. pulegium. The essential oil from M. spicata showed a more preeminent effect against Cryptococcus neoformans and the dermatophytes Trichophyton rubrum and T. verrucosum (0.32 μL/mL). Both oils were very effective in inhibiting C. albicans germ tube formation, at doses well below their MIC (0.16 μL/mL)
A Portable Wireless-Based Architecture for Solving Minimum Digital Divide Problems
In today's society digital services have become the key to the success of anyone. Hence, for being competitive it is important that these services are available, employ the latest technology and are low cost. Unfortunately, it often happens that these good intentions do not correspond to reality. In this paper an information system is proposed, targeted at those small realities affected by the digital divide and at those companies that employ out of date, high cost technologies, that provides data and voice services in a unified manner using heterogeneous devices. The system utilizes innovative technologies, in particular wireless technology, to deliver low cost solutions. The distinctive feature is that it does not depend on the network hardware infrastructure and the underlying platform. Furthermore, it deals with the configuration, accounting, security, management, and monitoring aspects while maintaining its flexibility and simplicity of use both for the administrator and end user
Variations in the cranial morphology in European and North American rhinocerotidae from Eocene to Miocene: preliminary report
Quando D’Annunzio scrive “La pineta”. L’italiano tra scuola e società.
L' A. illustra i risultati di un'indagine sulla comprensione dei testi letterari e non condotta tra gli studenti universitari iscritti al corso di laurea di Scienze della Comunicazione
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