Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Giovanni Vincenti is active.

Publication


Featured researches published by Giovanni Vincenti.


Archive | 2011

Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds

Giovanni Vincenti; James Braman

This project is a proposal for a case study that aims to describe and understand communicative and pedagogical processes involved in Second Life (SLTM) in a context of second language learning, by modelling in-world lessons of Portuguese as a second language for ERASMUS students arriving in Portugal. The purpose is to provide examples of situated elearning driven activities and perceive how an immersive context stimulates learning by involving students in a virtual reality situation, where real life language context situations are provoked and where ‘not possible in real life’ learning routines happen. This will allow experiencing the advantages of this platform compared to physical life teaching and learning contexts, through the inherent characteristics of this medium, such as the synchronous and simultaneous use of voice and text.


Archive | 2011

Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom

Giovanni Vincenti; James Braman

Giovanni Vincenti received his Doctorate of Science in Applied Information Technology from Towson University in 2007 after an academic career that focused on Bioinformatics through a B.A. in Biology and an M.S. in Computer Science. He is in charge of Research and Development at Gruppo Vincenti, a small but dynamic company with interests across several fields. His main areas of research include Fuzzy Mediation, Technology-Based Education and Emotionally-Aware Agency. He is also a Lecturer with the Department of Computer and Information Sciences at Towson University. He published his findings at several regional, national and international conferences. His interest in education and technology-based instruction comes from years of direct interaction with students in the classroom and empirical experiences that formed him as a teacher. Market: This premier publication is essential for all academic and research library reference collections. It is a crucial tool for academicians, researchers, and practitioners and is ideal for classroom use. Giovanni Vincenti (Towson University, USA) and James Braman (Towson University, USA)


Archive | 2009

Handbook of Research on Computational Arts and Creative Informatics

James Braman; Giovanni Vincenti; Goran Trajkovski

As technology becomes further meshed into our culture and everyday lives, new mediums and outlets for creative expression and innovation are necessary. The Handbook of Research on Computational Arts and Creative Informatics covers a comprehensive range of topics regarding the interaction of the sciences and the arts. Exploring new uses of technology and investigating creative insights into concepts of art and expression, this cutting-edge Handbook of Research offers a valuable resource to academicians, researchers, and field practitioners.


EAI Endorsed Transactions on e-Learning | 2011

Letter to the Reader

Giovanni Vincenti; James Braman

We would like to start our service to you, our readers, by expressing our most sincere appreciation for your curiosity about this initiative. This project has finally taken shape after years of planning and countless communications among a significant number of people. In true modern fashion, even though we have been working together for years, we have no idea what most of those within our extended team look like. This fantastic world of technology once again enables us to produce significant works without the need of direct or even synchronous interaction. It is this very aspect of today’s global infrastructure that plays the most central role into this project: the ability of interacting socially through electronic media, focussing on research and practice applied to the modern classroom. Our interest in e-education stems from the pure curiosity of ‘how can we improve our teaching’ once we became faculty members, with a significant load of classes to manage every semester. Our initial studies were concentrating mainly in agent-based simulations and artificial intelligence, interests that are still deeply rooted within us and that we carry on exploring. It is the classroom aspect of our jobs that has led us to exploring new and more efficient ways to utilize technology in teaching. Whether we are carrying out office hours in multi-user virtual environments, letting the students review programming concepts until the very last minute before the exam through some online demonstration, or thinking about the next project, we are researchers and practitioners just like you. The pervasiveness of information systems keeps breaking its own records, as we get to a degree of connectivity that is continuously increasing. Although its presence is not uniform through the entire globe, the possibilities that this intercontinental infrastructure offers appear nearly endless. It is in the intersection where we find the niche of e-learning and e-education that attracts us the most. As teaching is one of the most ancient practices, it has witnessed innovation first-hand. Without education we couldn’t transmit our knowledge and discoveries to others; this practice has transferred innovation from one person to the next, effectively taking a predominant role in the history of humanity. For this very reason it is only fair that education should not just teach about modern infrastructures, but it should also get a well-deserved makeover through distance learning and teaching practices. The idea of e-education is one that goes well beyond what typical readers generally perceive. When we describe our work and research to our friends and family, they often assimilate the greater field of e-education to formal schools. This idea breaks free of the traditional scholastic paradigm and reaches people who are using the Internet to learn new notions, companies who are training new employees embarking on new and exciting careers, or children who cannot utilize the traditional instructional tools in the manner most people do. E-education affects not only learners, but also society, economics, psychology, and a countless array of other aspects of every-day life. It breaks barriers and levels of users of any age, race, or credo. The ICST Transactions on e-Education and e-Learning aim at witnessing and reporting on the progress that this field is bound to walk from today’s explosive potential to tomorrow’s affective action. Just like any proud parent seeing their baby for the first time, we have very high hopes and dreams for this publication. We would like to share some of those with you. First of all, the multidisciplinary nature of e-education appeals to a greater audience. Given the interest that e-education has generated in the last few years, we are trying not to limit our audience to experts in the field of education or computing, but to a much larger audience. Our articles aim at conveying sometimes difficult concepts in a practical and replicable manner. The second aim of this publication is not to lose the true focus of any information technology infrastructure: the person. We are not working to advance the state of the art for Received on 14 June 2011


Journal of Computing Sciences in Colleges | 2013

Teaching introductory programming through reusable learning objects: a pilot study

Giovanni Vincenti; James Braman; J. Scott Hilberg

This paper describes a pilot study that examines the perceived effectiveness and usability of a dynamic reusable learning object that enriches lecture material in an introductory programming course. In particular, we focus on the topic of looping by providing students an interactive tool that lets them simulate and review the execution of code. The results suggest that students in CS0 courses may utilize this tool for learning about looping, while CS1 students are more likely to use it for reviewing concepts that they learned in class. The findings of this pilot study have enabled us to focus on which aspects to improve for the next set of reusable learning objects.


north american fuzzy information processing society | 2005

Scouting for imprecise temporal associations to support effectiveness of drugs during clinical trials

Giovanni Vincenti; Robert J. Hammell; Goran Trajkovski

The field of data mining is dedicated to the analysis of data to find underlying connections and the discovery of new patterns. This research targets the analysis of imprecise temporal associations through the modification of a standard market basket analysis approach by means of fuzzy set relations to classify the associations among different sources of data. The domain that is taken into consideration in this work is the one of medicine. We used data recorded within an Intensive Care Unit from a 8 month old infant that suffers from Acute Respiratory Distress Syndrome. In particular, we analyzed the response of the partial pressure of oxygen within the bloodstream to the application of a respirator. The results of this research show that it is possible to investigate such relations with the help of fuzzy set classification for temporal associations, and the result of such exploration is as easily understandable as the standard Market Basket algorithm. The findings support the physiological response, suggesting that this approach is worthy of notice. We are confident that such an algorithm will show its capabilities when applied to the clinical trials part of drug testing, given the results outlined in this article.


international conference on online communities and social computing | 2009

Learning Computer Science Fundamentals through Virtual Environments

James Braman; Giovanni Vincenti; Ana Maria Arboleda Diaz; Andrew Jinman

Utilizing the inherent visual qualities of immersive virtual environments can be advantageous for educating students on particular topics. Basic fundamentals in Computer Science curriculums often can be difficult for students to grasp due to high levels of abstraction and various theoretical frameworks used to describe important structures. Virtual worlds such as Second Life® provide a unique medium for education, allowing for the visualization of concepts coupled with the interaction potential that this environment allows. Briefly discussing traditional methods for teaching fundamental topics in several courses, we discuss how Second Life can be integrated into classroom instruction for the benefit of student understanding of complex materials. We outline some of our preliminary observations and student feedback as we begin to use virtual environments in new innovative ways.


international conference on online communities and social computing | 2013

Teaching about the impacts of social networks: an end of life perspective

James Braman; Giovanni Vincenti; Alfreda Dudley; Yuanqiong Wang; Karen Rodgers; Ursula Thomas

As the use of various social networking technologies increase, so does the importance of understanding the long term implications for users in the context of end of life. Users post many digital artifacts online for many reasons, such as for storage, construction of their digital identity, communication, etc. Often these posts and uploads inadvertently build the digital legacy of the user. In this paper, we discuss the impacts of social networking and the construction of an online identity from an end of life perspective. The authors discuss the importance of education as an essential element for preparation and understanding of this topic. A survey of college social network users is also reported along with a discussion on their feedback.


Archive | 2011

Investigating Cyber Law and Cyber Ethics: Issues, Impacts and Practices

Alfreda Dudley; James Braman; Giovanni Vincenti

Ethical values in computing are essential for understanding and maintaining the relationship between computing professionals and researchers and the users of their applications and programs. While concerns about cyber ethics and cyber law are constantly changing as technology changes, the intersections of cyber ethics and cyber law are still underexplored.Investigating Cyber Law and Cyber Ethics: Issues, Impacts and Practices discusses the impact of cyber ethics and cyber law on information technologies and society. Featuring current research, theoretical frameworks, and case studies, the book will highlight the ethical and legal practices used in computing technologies, increase the effectiveness of computing students and professionals in applying ethical values and legal statues, and provide insight on ethical and legal discussions of real-world applications.


software engineering artificial intelligence networking and parallel distributed computing | 2005

Data mining for imprecise temporal associations

Giovanni Vincenti; Robert J. Hammell; Goran Trajkovski

The field of data mining is dedicated to the analysis of data in order to find underlying connections and the discovery of new patterns. Since the volume of data to be analyzed is sometimes quite significant, there is the need for efficient data mining algorithms to be implemented. The market-basket algorithm can represent a breakthrough in data mining techniques. As the associations that are to be analyzed grow more and more abstract, the market-basket approach is unable to deal with imprecise temporal associations, leaving a big area uncharted. This research is dedicated to the analysis of temporal imprecise associations through the modification of a standard a-priori approach by means of fuzzy set relations to classify the associations relating different sources of data. The results of this research show that it is possible to investigate such relations with the help of fuzzy set classification for temporal associations, and the result of such exploration is as easily understandable as the standard a-priori algorithm.

Collaboration


Dive into the Giovanni Vincenti's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge