4Ts Game was born in ITD in 2017 to indicate a board game for teacher training, which aims to develop skills in designing collaborative learning activities. The game was originally conceived as a 'tangible' game, consisting of a board and 4 decks of paper cards which contain inputs that guide the teachers/players' design process. Subsequently the game evolved and was developed in its digital version. In this version, developed in Unity and with an underlying knowledge base in Prolog, the game is able to provide feedback to teachers regarding the design/game choices made.
Technologies
In this section it is possible to view, also through targeted research, the technologies inserted in the PROMO-TT Database. For further information on the technologies and to contact the CNR Research Teams who developed them, it is necessary to contact the Project Manager (see the references at the bottom of each record card).
Displaying results 1 - 13 of 13
CPIAbot is a conversational assistant supporting the learning of Italian L2 for migrants. It has been tested in particular in the context of CPIA - Centri Provinciali per l'Istruzione degli Adulti - MIUR.
The insertion of executable programs within QR codes is a new enabling technology for many application contexts in everyday life. Every time Internet access is unavailable, QR code usage is limited to reading the data it contains without any possibility of interaction.
Lifeshell is an anti-seismic furniture construction concept, which can be used for making wardrobes, tables, desktops, beds. It’s made by timber based panels: highly resistant and flexible, relatively lightweight and inexpensive. Lifeshell benefits from the natural wood elasticity and from smart connections for dissipating the great impact energies occurring during an earthquake. Lifeshell has been designed for resisting partial building collapses, and to provide a safe shell where inhabitants can find refuge.
Mergers e Acquisitions represent important forms of business deals because of the volumes involved in the transactions and the role of the innovation activity of companies. By considering the patent activity of about one thousand companies, we develop a method to predict future acquisitions by assuming that companies deal more frequently with technologically related ones.
The procedure enables the fabrication of nanocomposite membranes filled with suitable amounts of exfoliated bidimensional crystals. These are obtained with an advanced wet-jet milling technique, which provides desired thickness and lateral size of nanofillers through the pulverization and colloidal homogenization of bulk nanomaterials. The bidimensional crystals are dispersed in fluids and suitably delivered inside polymeric matrixes exhibiting a singular morphology.
It enables a systemic and evolutionary development of people, organisations and territories by overcoming the criticality of traditional approaches, which get stuck because of rationalistic reductions in complexity, as well as lack of motivation. This responds to the social sustainability needs highlighted by the UN 2030 agenda. The methodology is based on 3 pillars:
Solid State Nuclear Magnetic Resonance spectroscopy (SSNMR) is today one of the most powerful techniques for characterizing solid and soft materials and systems. This spectroscopy allows the detailed characterization of structural and dynamic properties over large spatial (0.1-100 nm) and time (102-10-11 s) scales. Accessing these properties allows a deep knowledge of a material to be obtained and its design and optimization to be oriented.
The proposed technology deals with the development of active SERS (Surface Enhanced Raman Scattering) substrates ad hoc designed for diagnostics of cultural heritage. The substrates are prepared starting from common commercial 'polishing film' sheets (lapping optical fibers) showing an intrinsic roughness (48- 1000 nm) that favors the SERS effect. A pattern of silver or gold nanoparticles are deposited on these films through Pulsed Laser Deposition (PLD).
The study of proteins is typically limited to notions, sometimes with the aid of virtual 3D models, obtained from visualization programs. A knowledge of this type, although useful, limits the ability to acquire a more direct knowledge, almost never leads to awareness of dimensions, and is particularly difficult for those who do not have a strong capacity for three-dimensional imagination.
uManager is a management game designed to foster the development of young students' entrepreneurial skills and abilities. The game offers the opportunity to manage a tourist village, stimulating the skills of decision making and problem-solving in a simulated scenario adhering to the real one. uManager is suitable for use in the classroom or at a distance, in formal and informal contexts.
This form describes a programmable, autonomous and stand-alone imaging system for the acquisition and processing of images containing subjects whose size is larger than 1cm (e.g. gelatinous zooplankton, fishes, litter, manufacts), form the seafloor or along the water column, in shallow or deep waters. It is capable to recognize and classify the image content through pattern recognition algorithms that combine computer vision and artificial intelligence methodologies.
Safe, efficient and specific nano-delivery systems are increasingly needed for precision and regenerative medicine and targeted therapies (e.g. anticancer and antimicrobial therapies), as well as for the cosmetic and nutraceutical sectors’ applications. Despite the appreciable success of synthetic nanovectors, like for example liposomes, their clinical and market application is hampered by some limitations: • large scale production, • low cost production • intrinsic toxicity • limited cellular uptake • limited consumer acceptance.