Alessandro De Gloria
University of Genoa
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Featured researches published by Alessandro De Gloria.
British Journal of Educational Technology | 2015
Sylvester Arnab; Theodore Lim; Maira B. Carvalho; Francesco Bellotti; Sara de Freitas; Sandy Louchart; Neil Suttie; Riccardo Berta; Alessandro De Gloria
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games, which has a focus upon pedagogy-driven SGs. This paper relies on the assumption that the fundamental aspect of SG design consists in the translation of learning goals/practices into mechanical element of gameplay, serving to an instructional purpose beside that of play and fun. This paper proposes the Learning Mechanics–Game Mechanics (LM-GM) model, which supports SG analysis and design by allowing reflection on the various pedagogical and game elements in an SG. The LM-GM model includes a set of pre-defined game mechanics and pedagogical elements that we have abstracted from literature on game studies and learning theories. Designers and analysts can exploit these mechanics to draw the LM-GM map for a game, so as to identify and highlight its main pedagogical and entertainment features, and their interrelations. The tool may also be useful for teachers to evaluate the effectiveness of a given game and better understand how to implement it in educational settings. A case study is reported to illustrate the frameworks support in determining how gameplay and pedagogy intertwine in an SG. Finally, the paper presents the results of two comparative user tests demonstrating the advantages of the proposed model with respect to a similar state-of-the-art framework.
International Journal of Emerging Technologies in Learning (ijet) | 2010
Francesco Bellotti; Riccardo Berta; Alessandro De Gloria
Serious Games represent an acknowledged potential for instruction, because they are able to strongly motivate learners. They can also provide immersive environments where advanced users can practice knowledge and skills, also exploiting multimodal interaction. They can combine the effectiveness of computer processing and data storage, with high levels of attractiveness. Our work has investigated the state of the art research on SGs, starting from the cognitive aspects, that are necessary in order to root technological development and applications in sound theoretical foundations. The paper discusses some key aspects about SG design and exploitation: choice of components-off-the-shelf or from-scratch design, tools and methodologies for development or adaptation, intelligent tutoring, virtual coaches and affective learning, living worlds, game mechanics, Human-Computer Interaction. While several SGs have been developed, still the literature stresses a lack of significant, extensive user tests. Further research is necessary to investigate in greater detail the real effectiveness of the various types of SGs. The paper proposes several research questions - that range from requirements elicitation to design and from deployment to use and evaluation - to be answered in order to avoid technology pushing and drive technological research according to the requirements of the end-users and stakeholders. We believe that deepening the analysis about these issues is key to strengthen the foundations of SG research, for which we identify four major directions: definition of metrics and learning progress evaluation tools; methodologies and tools for designing games from various topics and for various users; computing and communication architectures; technologies that can enhance the overall system performance.
Computers in Education | 2015
Maira B. Carvalho; Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Carolina Islas Sedano; Jannicke Baalsrud Hauge; Jun Hu; Matthias Rauterberg
There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely satisfied. In this paper, we present a conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill this gap. ATMSG supports a systematic and detailed representation of educational serious games, depicting the ways that game elements are connected to each other throughout the game, and how these elements contribute to the achievement of the desired pedagogical goals. Three evaluation studies indicate that ATMSG helped participants, particularly those with gaming experience, identify and understand the roles of each component in the game and recognize the games educational objectives. We present a model for serious games analysis and conceptual design, called ATMSG.Activity theory is used as the underlying theoretical framework.ATMSG supports a systematic and detailed representation of educational serious games.ATMSG depicts how the combination of serious games elements supports pedagogical goals.A taxonomy of serious games elements is presented to assist the analysis of SGs.
British Journal of Educational Technology | 2010
Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Ludovica Primavera
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing a couple of SVWs and abstracted a conceptual framework relying on the task-based learning pedagogical theory. The model defines games set in realistic SVWs enriched with embedded educational tasks. Tasks are simple trial activities that embody units of knowledge. The player can discover them in his or her SVW exploration and interact with them in order to construct meaning, build lasting memories and deepen understanding of the featured item(s). The model involves pedagogical task annotation—which allows decoupling the tasks, which can be reused in different VWs from the definition of their delivery strategy in the context of a specific VW, which is specified by the VW designer and automatically managed by the run-time engine. This approach simplifies the authoring work. The visual Creative Toolkit (CT) we have developed is being used for producing contents for the 15 reconstructed cultural cities that will be featured in the first version of the Travel in Europe VW. The paper described the overall framework and the details of the CT. It also presented an implemented example, briefly discussing the methodology we have followed for developing cultural heritage content. [ABSTRACT FROM AUTHOR]
international symposium on microarchitecture | 1993
A. Costa; Alessandro De Gloria; P. Faraboschi; Mauro Olivieri
Instruction-level parallelism in a single stream of code for non-numerical applications has been the subject of many recent researches. This work extends the analysis to symbolic applications described with logic programming. In particular, the authors analyze the effects on performance of speculative execution, memory alias disambiguation, renaming and flow prediction. The obtained results indicate that one can reach a sustained parallelism of 4 (comparable with imperative languages), with the proper optimizations. The authors also show a comparison between static and dynamic scheduled approaches, outlining the conditions under which a dynamic solution can reach substantial improvements over a static one. In this way, they point out some important optimizations and parameters of a dynamic scheduling approach, indicating a guideline for future architectural implementations. >
ubiquitous computing | 2002
Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Massimiliano Margarone
Abstract: Future generation cars will be characterized by a wide range of Information Technology (IT) services providing safety and infotainment. This makes the car an information intensive environment where the visual channel is overloaded, putting the safety of drivers and passengers in jeopardy. We propose the use of a 3D auditory display to provide information from the Advanced Driver Assistance Systems. This reduces the eye-off-road time, exploiting the human capability to associate sounds with positions in space. Preliminary lab tests reveal the suitability of this approach. The system still has to be carefully tuned and personalized to achieve usability and reliability, but we think that it provides a complementary channel that is specially useful in low visibility conditions.
international symposium on safety, security, and rescue robotics | 2011
Cai Luo; Andre Possani Espinosa; Danu Pranantha; Alessandro De Gloria
In safety mission, search and rescue, the two main tasks are detecting the location of the survivors and evacuate them from a building full of danger. In many cases, the environment inside the building is unknown which prevents the robot team to provide instant aid for the situation. In this project, a new approach is presented as a solution to this problem. It consists of a ground vehicle used for the purpose of environment mapping, a micro aerial vehicle used simultaneously for the purpose of search and localization with a vertical camera and a horizontal camera, and two other micro ground vehicles with sonar, compass and colour sensor used as the back-up team. Experimental results are presented demonstrating this multi robot teams ability to complete tasks faster than a single robot rescuer in indoor environments.
international symposium on microarchitecture | 1990
Alessandro De Gloria; P. Faraboschi
Application specific architectures are assuming an important role in the design of tailored systems as they enable a better cost/performance ratio, by exploiting application intrinsic features, with respect to standard components. An ASA design environment has been developed in order to allow the evaluation of different architecture solutions in terms of cost and performance. The system deals with parallel synchronous non-homogeneous architectures and, starting from the high-level description of the application benchmarks, reaches code generation and simulation of architectures whose description can range from simple timing organization to detailed data-path and instruction structures. As an application example, the system is applied to the comparison of pipelined and parallel micro-architecture organizations for floating-point processing.<<ETX>>
Entertainment Computing | 2015
Maira B. Carvalho; Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Giorgia Gazzarata; Jun Hu; Michael D. Kickmeier-Rust
Service-Oriented Architecture (SOA) is a set of practices for architectural design of software that exploits services as loosely coupled components orchestrated to deliver various functionalities. The SOA paradigm is not well established in the Serious Games (SG) domain, but it is expected to provide benefits, particularly in reducing the conceptual and technological complexity of the development. In this paper, we propose and study the application of a SOA approach to SG development. We have used the SOA approach to develop an adaptive Serious Game for teaching basic elements of probability to high school and entry-level university students, called The Journey. Details of the architecture implementation are offered, as well as the results of an evaluation of the system using the Architecture Tradeoff Analysis Method (ATAM). Based on our experience, we argue that the SOA approach can make SG development shorter, more flexible and more focused.
IEEE Transactions on Intelligent Transportation Systems | 2015
Pietro Dell'Acqua; Francesco Bellotti; Riccardo Berta; Alessandro De Gloria
Traffic flow prediction is a fundamental functionality of intelligent transportation systems. After presenting the state of the art, we focus on nearest neighbor regression methods, which are data-driven algorithms that are effective yet simple to implement. We try to strengthen their efficacy in two ways that are little explored in literature, i.e., by adopting a multivariate approach and by adding awareness of the time of the day. The combination of these two refinements, which represents a novelty, leads to the definition of a new class of methods that we call time-aware multivariate nearest neighbor regression (TaM-NNR) algorithms. To assess this class, we have used publicly available traffic data from a California highway. Computational results show the effectiveness of such algorithms in comparison with state-of-the-art parametric and non-parametric methods. In particular, they consistently perform better than their corresponding standard univariate versions. These facts highlight the importance of context elements in traffic prediction. The ideas presented here may be further investigated considering more context elements (e.g., weather conditions), more complex road topologies (e.g., urban networks), and different types of prediction methods.