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 - 15 of 17
The dramatic global health emergency due to the SARS-CoV-2 pandemic requires new diagnostic devices capable of identifying the presence of virus particles in patient biological samples. In this direction, the development of an innovative low-cost test, which provides the result within a few minutes, which is reproducible and which can reveal the direct presence of even a few viral particles, would be of fundamental importance for the monitoring and containment of the pandemic.
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.
The constant demand for more powerful and energy-efficient electronic devices than existing ones is challenging scientists and companies to develop innovative solutions that can address such primary technological needs. Based on a recent scientific discovery made by our team we have developed a technology for superfast and extremely scalable logic and computing circuits with minimal energy losses, which has the potential to become the leading technology in the future world of largescale computing and telecommunication infrastructures.
In the last years, genetics played a strategic role in the identification of therapeutic targets for complex diseases. Genetic studies identified thousands of variants contributing to disease onset and/or to the influence of measurable features (phenotypes) impacting health. The mechanism of action by which they modulate diseases and phenotypes is still unknown for the vast majority.
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.
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:
We offer integrated tools for the acquisition, analysis, modelling and optimization of visitor flows in museums characterized by frequent congestion and/or complex geometries. Our intervention is divided into 4 phases:
1) Data acquisition related to the paths followed by visitors in the museum, number of visitors in the rooms, time of permanence, ... The acquisition is performed via a specific IoT system, smartphone app or manual counting.
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).
An interoperable and modular Digital Geospatial Ecosystem (DGE) is proposed, designed, implemented and tested in order to: collect in real time, manage and share geographic data; make usable tools and functionalities to support actions to prevent, monitor and mitigate impacts from extreme events as well as to prepare for and respond to emergency situations. The DGE is composed of the following modules:
SITODIET is an innovative software that supports a translational approach to health’s state. It integrates various sources of physiological, behavioral, and psychological data to reduce the risks associated with the onset of lifestyle-related diseases (primary prevention), to support health professionals in early diagnosis (secondary prevention) or to manage the personalized therapy’s patient (tertiary prevention). SITODIETcollects data automatically, through actigraphy tools, as wristband or smartwatch, or manually
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.
The technology refers to a system for the safety and control of the mobility of vehicles, pedestrians, and mass transport users, in conventional and advanced contexts and is suitable for use as an infrastructure for the production/sharing of information and data, aimed at monitoring and intervention in critical areas by offering specific functions concerning the detection of potentially dangerous situations or the optimization of resources.
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.