1,721,026 research outputs found

    Why did italians not protest against prime minister Berlusconi’s sexism behavior (even when condemning it)? The role of ambivalent sexism, emotion and self-objectification in the pathway to action mobilization against sexism (Poster)

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    Paladino MP, Fasoli F, Zaniboni S, Vaes J, Volpato C. Why did italians not protest against prime minister Berlusconi’s sexism behavior (even when condemning it)? The role of ambivalent sexism, emotion and self-objectification in the pathway to action mobilization against sexism (Poster). Presented at the Social Perception Cognition and Language in honor of Arcuri, Padua, Italy

    The Cognitive Representation of Self-Stereotyping

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    The present work looks at the self-stereotyping process and reveals its underlying cognitive structure. When this process occurs, it is necessarily the result of an overlap between the representation of the ingroup and that of the self. Two studies measured this overlap and showed that it was higher on stereotype-relevant than on stereotype-irrelevant traits, it involved both positive and negative stereotypical traits, and it implied a deduction-to-the-self process of ingroup stereotypical dimensions. Moreover, the status of one’s social group was found to be a key variable in this process, showing that selfstereotyping is limited to low-status group members. Indeed, results of Study 2 showed that the overlap between the self and the ingroup for high-status group members was the result of an induction-to-the-ingroup process of personal characteristics. Implications for research on people’s self-construal are discussed

    Designing sustainable furniture: guidelines to promote furniture Life Cycle Design

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    Given the serious environmental impact of the furniture system, the role of design in innovating furniture products toward sustainability is increasingly recognized as a key leverage, as acknowledged by the European Union’s Circular Economy Action Plan in 2020. The need for sustainable design knowledge to address environmental issues caused by the life cycle of furniture products – a fundamental part of the furniture system – has now been prioritized. Despite the fact that Life Cycle Design (LCD) is widely studied as a systematic approach that considers all life cycle stages and engages the objectives of reducing environmental impacts, its application within the furniture system is still very limited. Within this framework, the paper presents furniture-specific LCD guidelines to guide sustainable furniture design. These guidelines were developed through an established methodology involving scholars and specialists on both Design for Sustainability and Furniture Design, and were the results of a research project funded by the Italian Ministry of Education (MIUR), aimed at developing and disseminating innovative design strategies and guidelines to foster a sustainable and circular economy within the furniture industry. In this sense, these guidelines will promote long-term open innovation and technological transformation of furniture products, allowing designers and organizations to support the implementation of sustainable options from the beginning of the design process

    Speculative tinkering on circular design materials through 3D printing

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    Despite the spread of new circular materials and digital technologies, designers’ awareness of how to practically implement them is not fully achieved yet. Therefore, new ways to foster digital craftsmanship skills and experiential knowledge should be implemented. This contribution aims to reflect on digital technologies, especially 3D printing, in speculative design approaches with circular materials through the development of the materials library from the FiberEUse research project. This “materials and product library system” is an adaptive experiential tool that goes beyond merely collecting physical materials samples. It also includes possible products, speculative applications, and non-textual content, merging physical and virtual learning experiences. Its physical section comprises a materials library with flat samples of the materials and a product library with applications or cut-offs of some meaningful details of products. By analyzing the library’s development path, three incremental phases emerge in terms of interaction with circular materials and 3D printing for speculative approaches: experiencing materials, technology, and products. The first phase aims to preliminary explore the potential and qualities of materials through traditional craftsmanship skills. The second phase deals with the first experimentations with the technology, understanding the limits and influence on the expressive-sensorial qualities. The third phase is oriented toward new applications, investigating the possible outcomes from a formal point of view. As a synthesis, the tinkering process emphasizes the active role of experiential tools in spreading the use of circular materials and digital technologies, helping acquire new skills through an experiential approach. It also adds a further level to the exploitation of materials libraries, paving the way for new possible uses, i.e., distributed replication, participation, and implementation. As a result, materials libraries assume a more active role in the experiential knowledge transfer even during their development, representing a practical path to building new skills. Hence, a new model of materials libraries may emerge as a replicative learning and speculative design tool

    Dematerializing fashion. Improving design-led sustainable and hybrid retail experiences via digital twins

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    Digitization has changed the way individuals build relationships, work, and consume. Such changes have affected the fashion industry in significant ways, revealing a whole series of new practices, not only regarding the design and manufacturing processes but also modifying how products are displayed, distributed, and consumed. In the age of connectivity and technological innovation, a dematerialized economy is being shaped based on rethought consumption patterns and solutions to reduce energy demand. New concepts come together aiming at the possibility of economic development supported by sustainable social and environmental practices. Regarding this, the fashion industry has relatively recently embraced the dematerialization of fashion products, exploring different paths and opportunities that multiply the possibilities of relationships with the consumer and on the other promotes more sustainable and valuable processes. Since the outbreak of the covid-19 pandemic, luxury brands and large retailers invested in the incorporation of new technologies, especially regarding the digitization of clothing, where multi-million partnerships between fashion brands and the games industry in the development of skins for electronic games proved to be a promising investment. In addition, for many companies, the adoption of 3D design and computer graphics software for the creation, modelling and prototyping processes represents an optimization in the workflow, increasing productivity, efficiency and reducing the environmental impact. The boundaries between the physical and the digital seem to be progressively being blurred, offering new experiences to users. In these circumstances, the Digital Twins technology, already adopted by other industries, is now starting to find its place in the fashion system, showing a potentially disruptive impact on traditional retail and communication channels that pass from omnichannel to phygital up to a new hybrid reality. Considering the range of applications and usability opened by the digitalization of fashion, the emergence of new technologies (AI, VR, MX, Digital Twins) and the complexity of new challenges and impositions faced by the design field, the present paper aims to define innovative trajectories within the fashion retail sector, impacting both business models (in order to make it more sustainable and valuable) and consumer experiences. In addition, this paper intends to discuss how de- sign could contribute to creating new sustainable experiences, supporting the transition between physical and digital spaces, as well as adapting operational practices to make the phygital process positive and viable

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    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

    Perchè le Italiane e gli Italiani non protestano contro il sessismo? Il caso del Premier e le donne

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    Fasoli F, Paladino MP, Vaes J, Volpato C. Perchè le Italiane e gli Italiani non protestano contro il sessismo? Il caso del Premier e le donne. In: Camussi E, Monacelli N, eds. Giornate di studio GDG, UNINOVA. Questioni sul corpo in Psicologia Sociale. 2010: 81-86
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