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Agency: European Commission | Branch: FP7 | Program: CP-CSA | Phase: SEC-2013.5.3-2 | Award Amount: 17.05M | Year: 2014

EU CISE 2020 is an important step towards the accomplishment of the European roadmap for CISE; the project attains the widest possible experimental environment of innovative and collaborative processes between European maritime institutions. EU CISE 2020 takes as reference a broad spectrum of factors in the field of European Integrated Maritime Surveillance, arising from the European legal framework, as well as from studies, pilot and R&D projects accomplished in the last three years; in particular, the project is based on: the CISE Roadmap developed by DG MARE the results of European pilot projects BluemassMed and MARSUNO, the work performed by CISE TAG-Technical Advisory Group, the European studies on maritime surveillance already carried out, the results of Security research projects in progress, with particular reference to PERSEUS and SEABILLA the needs of innovation expressed by the maritime stakeholders arising from their operational experience in managing maritime surveillance processes and systems at European, international and national levels. Under the guidance of a Stakeholder Board, EU CISE 2020 will manage in parallel the elaboration of the action plan for the operational validation of new elements of R&D needed to develop CISE (concepts of architecture, concepts of operation, standards of data and services, new services, new processes, ...), the development of an open European test bed for incremental advancement of CISE in the medium-long term, the independent Verification & Validation of the new elements of R&D, as well as the assessment of organizational instruments necessary to sustain the appropriate governance structure and to stimulate public-private cooperation. EU CISE 2020 draws a major space of opportunity for national and European maritime Institutions to collaboratively innovate their processes and systems, and for European enterprises to develop a new range of solutions and services competitive in the international market.


Grimaldi R.,Link Campus University | Palatucci M.,ISIA Rome Design | Medaglia C.M.,Link Campus University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The Technology could have a greater impact on the life of people, especially for disabled people. In this paper we focus on smart objects designed for the autistic people. In fact the IoT technologies are proving their suitability for these users. So we made a review and a qualitative analysis of the actual offer of these objects, adding also items for disabled people and not specifically designed for autistic people. Its general aim is try to understand if the smart objects could be useful for the autistic people and how they do this. As result, we present a proposal of classification of the smart objects for the autistic people, based on the symptoms of the Autism on which the object could have an effect. © Springer International Publishing Switzerland 2016.


Opromolla A.,ISIA Rome Design | Opromolla A.,Link Campus University
CEUR Workshop Proceedings | Year: 2015

The co-design practice aims to involve city users in the (re)design of products and services of a territory meeting the real people needs. Although its application gives clear advantages to the territories, many problems of this practice prevent a real, effective, and continuous active participation of people. So, its tools, approaches, and methodologies need to be renovated. In this paper the state of the art of a PhD thesis, aiming to identify how the co-design processes could be improved, is shown. In details, the preliminary analysis and results of the research are discussed, focusing on the gamification of the social dynamics among the city users who take part in the co-design processes as a possible solution to the emerged problems.


Di Pietro L.,Third University of Rome | Guglielmetti Mugion R.,Third University of Rome | Musella F.,Link Campus University | Renzi M.F.,Third University of Rome | Vicard P.,Third University of Rome
Expert Systems with Applications | Year: 2015

University education is crucial for cultural and economic growth. Thus, the academic mission recognizes the achievement of both institutional and social objectives, and research provides the basis for the systematic creation of knowledge and the development of human capital. Universities attempt to manage a global system with a holistic vision based on data and facts and oriented to the continuous improvement of its effectiveness and efficiency. The goal is achieved by implementing a monitoring system based both on internal and external performances. As a consequence, it is necessary to consider both students perspective regarding needs, expectations, level of satisfaction and loyalty and internal key performance indicators. This paper proposes the use of Bayesian networks for jointly monitoring internal and external performance of a Master's programme of an Italian University in a holistic approach. A Bayesian network is estimated using a learning algorithm able to analyze the association structure among mixed ordinal and nominal variables. Various scenarios are evaluated thanks to efficient computational algorithms of Bayesian networks. © 2014 Elsevier Ltd. All rights reserved.


Pagliari F.,University of Rome Tor Vergata | Pagliari F.,Link Campus University | Mandoli C.,Japan National Institute of Materials Science | Forte G.,Japan National Institute of Materials Science | And 8 more authors.
ACS Nano | Year: 2012

Cardiac progenitor cells (CPCs) are a promising autologous source of cells for cardiac regenerative medicine. However, CPC culture in vitro requires the presence of microenvironmental conditions (a complex array of bioactive substance concentration, mechanostructural factors, and physicochemical factors) closely mimicking the natural cell surrounding in vivo, including the capability to uphold reactive oxygen species (ROS) within physiological levels in vitro. Cerium oxide nanoparticles (nanoceria) are redox-active and could represent a potent tool to control the oxidative stress in isolated CPCs. Here, we report that 24 h exposure to 5, 10, and 50 μg/mL of nanoceria did not affect cell growth and function in cardiac progenitor cells, while being able to protect CPCs from H 2O 2-induced cytotoxicity for at least 7 days, indicating that nanoceria in an effective antioxidant. Therefore, these findings confirm the great potential of nanoceria for controlling ROS-induced cell damage. © 2012 American Chemical Society.


Opromolla A.,Link Campus University | Volpi V.,Link Campus University | Medaglia C.M.,Link Campus University
Communications in Computer and Information Science | Year: 2016

The human side of the city is taking more and more importance. It allows to create a positive human experience and to evaluate what people feel and what are their emotions in the city during the interaction with services and spaces. Moreover, in order to make the cities more “human”, an active citizens’ involvement in design processes is more and more considered as a necessary factor. However, the mere existence of tools that can engage people does not ensure real and effective actions. This work proposes to consider the dissemination of game elements in the city environment (exploiting the physical affordances of the urban pattern) as a possible approach to enhance the citizens’ engagement, and discusses the related technological and interaction issues. The musical language is proposed as a possible language related to the game context that we would apply to city for engagement purposes in the urban environment. © Springer International Publishing Switzerland 2016.


Volpi V.,Link Campus University | Opromolla A.,Link Campus University | Medaglia C.M.,Link Campus University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The widespread of ICTs has been transforming the physical city. This process has been definitely influencing people’s experiences within the urban environment creating new public spaces of interaction, affecting the physical and social urban structures. So, the city can be considered as an interface embedding different relational systems. In this perspective, Public Administration may benefit from the emergence of new interaction patterns for reinforcing the relationship with citizens. In effect, as the success of any public initiative appears to be strongly influenced by human aspects, Public Administrations should use the city interface to facilitate the communication and the collaboration with citizens. This paper aims to reflect on the interactive systems connecting citizens and Public Administration within the public sphere, and on the emergence of new perspectives and relations among people and urban places, in order to suppose new types of public touchpoints and interfaces supporting a sustainable city development. © Springer International Publishing Switzerland 2016.


Imbellone A.,Link Campus University | Marinensi G.,Link Campus University | Medaglia C.M.,Link Campus University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

The paper presents a study about the role of instructions and feedback within serious games in connection with the duration and with the level of difficulty of the game. Short and simple serious games can require to minimize instructions and feedback that otherwise risk to be perceived as obstructive for the game experience. Results obtained from a sample of 54 people show that both instructions and feedback are significantly linked to the expressed adequacy of the level of difficulty of the game. The expressed adequacy of the duration of the game has a significant role in mediating the relationship between the judgment on instructions and on the adequacy of the level of difficulty. The conclusion is that inadequate instructions and feedback are likely to be counterproductive, and they must be designed taking into account the duration and the level of difficulty of the game. © Springer International Publishing Switzerland 2016.


Dibitonto M.,Link Campus University | Medaglia C.M.,Link Campus University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Artificial intelligence could be used to help users to better accomplish certain tasks, especially when critical or subjected to human errors. However, automating tasks could lead to other problems that could affect the final performance of the user. In this paper we investigate - from a Human Factors point of view - how different levels of automation (LOAs) may result in a change of user’s behaviour and performances in smart surveillance systems. The objective is to find a correct balance between automating tasks and asking the user to intervene in the process. We performed tests (using qualitative-quantitative measures) to observe changes in performances, Situation Awareness and workload in relation to different LOAs. © Springer International Publishing Switzerland 2015.


Opromolla A.,Link Campus University | Volpi V.,Link Campus University | Ingrosso A.,Link Campus University | Medaglia C.M.,Link Campus University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

In a “smart” city context, citizens’ participation allows to create public services and products meeting the real people’s needs. In this regard, the co-design process is a useful practice for encouraging city users to co-create new effective solutions. However, it is fundamental to renovate methodologies and tools for citizens’ engagement. In this paper, we argue that the gamification approach could increase the willingness of city users in getting involved in Public Administration (PA) decision-making processes and in co-design practices. Assuming that, we present the main findings of a survey conducted to investigate city users’ behaviours and needs on gamification and co-design issues. These findings will be useful to identify the most suitable applications combining these two practices. © Springer International Publishing Switzerland 2015.

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