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Dive into the research topics where Lorella Gabriele is active.

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Featured researches published by Lorella Gabriele.


pervasive computing and communications | 2006

An e-learning platform for academy and industry networks

Giuseppe Alì; Eleonora Bilotta; Lorella Gabriele; Pietro Pantano

The European project COMSON (coupled multiscale simulation and optimization in nanoelectronics) is a Marie Curie RTN project that involves five partners from academia and three from industry world, with the main objective of realising an experimental demonstrator platform (DP) in software code, which comprises coupled simulation of devices, interconnects, circuits, EM fields and thermal effects in one single framework. The DP is the basis for a lifelong e-learning system, devoted to the training and transfer of knowledge within COMSON, in order to promote exchange of resources and to share knowledge. In this paper we give a brief description of COMSON and summarize the characteristics and functionality of MODMAT.net, a prototype e-learning platform realized for the management of information and didactics online. In our intention, this platform is used as the starting point for developing an e-learning platform with high levels of portability and reusability


international conference on interactive collaborative learning | 2013

An emotional learning environment for subjects with Autism Spectrum Disorder

Francesca Bertacchini; Eleonora Bilotta; Lorella Gabriele; Diana Elizabeth Olmedo Vizueta; Pietro Pantano; Francesco Rosa; Stefano Vena; Antonella Valenti

Numerous studies highlight that serious games, 3D virtual learning environments and Information Communication Technologies can be powerful tools in supporting people affected by Autism Spectrum Disorders. In particular, they can be very effective in helping to recognize and comprehend social behaviours and emotions. In this paper, an authoring system designed and implemented in order to stimulate and to facilitate the understanding of emotions is presented (Face 3D). This software could be a highly appropriate tool for autistic children with high cognitive functions, who are often attracted by technology.


Archive | 2012

Active Learning in a Robotics Laboratory with University Students

Lorella Gabriele; Francesca Bertacchini

Educational Robotics is a research field aimed at promoting an active engaging learning through the artifacts students create and the phenomena they simulate. In fact, designing, building, and programming a small robot, users discover and learn in a playful and joyful way. Moreover, the constructivist approach fosters the development of creative and critical skills, as well as problem-solving, communication skills, cooperation, and teamwork. This chapter presents the results of a research with university students, carried out at the Universita della Calabria (Italy): an Educational Robotics laboratory has been integrated in a Cognitive Psychology Course in order to examine the kind of learning, workgroup retention, and engagement. Outcomes show that engaging experiences can remarkably enhance students’ learning efficiency and retention of the acquired materials. Moreover, a rich interaction can provide entertaining and appealing experiences capable of promoting learning and understanding.


international conference on interactive collaborative learning | 2015

Coding with Scratch: The design of an educational setting for Elementary pre-service teachers

Vaca-Cardenas; Leticia Azucena; Francesca Bertacchini; Lorella Gabriele; Antonella Valenti; Diana Elizabeth Olmedo; Pietro Pantano; Eleonora Bilotta

This work describes the design of a first experience of coding with Scratch, a simple programming language, for pre-service teachers. In particular, the aim of this study has been the investigation of the Scratch programming setting for 58 pre-service teachers, enrolled in a Motor Science course, Degree of Science of Primary Training, at University of Calabria (Italy). The experience has had a duration of 2 months and 4 mentors for instructional interventions have been involved.


international conference on web-based learning | 2011

Learning in the Smart City: A Virtual and Augmented Museum Devoted to Chaos Theory

Francesca Bertacchini; Eleonora Bilotta; Manuela Carini; Lorella Gabriele; Pietro Pantano

This paper presents a virtual museum introducing the interactive VR and MEMS applications related to the learning of chaos and complexity theory. In this museum, the user can learn the history of the dynamical systems and how to build Chuas circuit, as well as realize artistic artifacts transforming attractors into sounds and music. This environment can be used in the city in order to create new ways of experiencing science, turning physical activities into virtual ones, an important step towards being able to have the museum in the smart city. Moreover, some applications have been developed to work on iPad and iPhone and can be used as a guide in the real exhibitions. A user-centred design strategy with 40 students has been carried out in order to implement the Virtual Museum of Chuas Attractors, aiming at widening the experience in the smart city and allowing a considerable public participation.


international conference on e-learning and games | 2007

ImaginationTOOLS™: made to play music

Francesca Bertacchini; Eleonora Bilotta; Lorella Gabriele; Vincenzo Mazzeo; Pietro Pantano; Costantino Rizzuti; Stefano Vena

In this paper we present ImaginationTOOLS™ a new musical software useful to generate, analyze and synthesize sounds using mathematical models based on the Dynamical Systems and the Theory of the Chaos. The system allows to build and explore acoustical and musical concepts in a manipulatory way, creating network of object called TOOLS which behave as intelligent agents of different kinds (input, output, processes). By joining a specific agent with other agents, the user builds emergent acoustical/musical 3D graphs, both in synchronous and in asynchronous ways. This process of building musical compositions in a 3D environment in real time embodies the manipulation of objects and gives to the user the possibility to create, by using a process of auditory feed-back, aesthetical choices which well adapt with his/her musical ideas, so reducing the complexity of music composition. We think that the innovative characteristics of the software can really facilitate and improve the musical learning.


eurographics, italian chapter conference | 2007

ImaginationTOOLS (TM)- A 3D Environment for Learning and Playing Music

Eleonora Bilotta; Pietro Pantano; Francesca Bertacchini; Lorella Gabriele; G. Longo; Vincenzo Mazzeo; Costantino Rizzuti; A. Talarico; G. Tocci; Stefano Vena

In this paper, we present ImaginationTOOLS, a software which uses mathematical models to generate, analyse and synthesize sound and music. User learns in an imaginary 3D-city basic concepts on mathematical models and music by interacting with pedagogical agents; composes in a laboratory room using a manipulatory agent-like interface; listens to music in an immersive room and creates interactive music with ad-hoc designed instruments and performs and shares music on the net. It represents a real advancement on the existing similar scientificallyoriented products available on the market and it is considered a fusion of different music and multimedia technologies, with a strong developmental trend into physical interaction design. It is the first software using 3D interaction in a 3D environment to produce sound and music, extending the potential of musicians by experimenting in the psycho-acoustical domain of sound and overcoming the problems of musical education, with simple interface.


2015 Digital Heritage | 2015

Virtual museums and Calabrian cultural heritage: Projects and challenges.

Simona Giglio; Lorella Gabriele; Pietro Pantano; Eleonora Bilotta; Francesca Bertacchini

This work aims at illustrating how Information and Communication Technologies (ICT) could be used to exploit and disseminate Cultural Heritage, providing learning experiences for different targets of users, especially young people. The objective is also to promote and diffuse Calabrian cultural heritage of the ancient Magna Graecia period in a global perspective. The case study of Calabrian Magna Graecia (Italy) is presented, with particular reference to the projects “Virtual Museum Net of Magna Graecia” and “NETConnect”.


International Journal of Online Engineering (ijoe) | 2010

SCIENAR Virtual Community: An Useful Tool to Promote the Synergies Among Artists and Scientists

Iole Alfano; Manuela Carini; Lorella Gabriele; Giuseppe Naccarato

This paper describes a Virtual Community (VC) developed within the framework of the European project SCIENAR (Scientific Scenarios and Art). The SCIENAR project explores the connections between Art and Science and the use of new media and Information Communication Technologies (ICTs) for the exploration and representation of these relationships in an innovative and productive way. The main objective of the Virtual Community described herein is to strengthen the role of the â??artistic-scientific


ieee international conference on computer science and information technology | 2009

Learning microelectronics through technology and research

Jose Sepulveda; Rocco Servidio; Lorella Gabriele; Giuseppe Alì

The CoMSON project is a distributed European research project that combines research efforts from both academia and industry. This project is distributed among eight institutions across Europe. The aim of this project is to implement an experimental simulation platform (in software code) for devices in micro and nano-electronics with an integrated eLearning system. This project has two main goals. First, to train graduate students and post-docs in mathematical modeling, through the creation of this simulation platform, and second the delivery of this simulation platform to be used as a training tool for new recruits. In this paper we describe the information system architecture created to provide the partners with a strong collaborative and development research environment. This architecture provides a framework with three main goals: information sharing, collaboration in research and, training. This scheme easily allows users to access, update and interact with information and with other researchers within all the stages of the project.

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