Stefano Di Tore
University of Salerno
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Publication
Featured researches published by Stefano Di Tore.
complex, intelligent and software intensive systems | 2013
Giuseppina Rita Mangione; Tiziana Discepolo; Pio Alfredo Di Tore; Stefano Di Tore; Carla Cozzarelli; Felice Corona
This work is the first step of a research aimed at the creation of instruments for empathy measurement in the learning - teaching process. In this context, the present article contributes to investigation towards the phenomenological approach to empathy concept (spatial theory of empathy[1]) and to the relationship between empathy and learning. The paper documents the choices made in the design stage of a narrative game aimed at measuring the competence of empathy. Assessment of empathy is a necessary step in a wide investigation path that could be especially useful in the design of innovative and adaptive learning experiences with a view to an ATI approach.
International Journal of Digital Literacy and Digital Competence | 2012
Stefano Di Tore; Paola Aiello; Pio Alfredo Di Tore; Maurizio Sibilio
Up to which point can people consider as part of their body the Pong racket, or an avatar on the screen, on which do people exert direct motor control as well? When individuals move in a virtual environment, do the proprioceptors convey information about the location of which body? In which environment? How will the information contaminate each other? How does the temperature felt on the real environment influence the interaction in the virtual environment? This paper is not intended to answer these questions, it is rather intended to raise fundamental questions of perception and phenomenology in a digital context in which bodies “are not born; they are made†(Haraway, 1991). The work should act as a positio quaestionis, with the aim of affirming the urgent need for a necessarily interdisciplinary reflection on the overall design of the body - perception - cognition - technology perimeter; it also identifies in the Berthoz simplexity and Ginzburg evidential paradigms, and in the Hansen concept of mixed reality, the building blocks of a theoretical framework aimed to the solution of these questions.
intelligent networking and collaborative systems | 2014
Pio Alfredo Di Tore; Stefano Di Tore; Luca A. Ludovico; Giuseppina Rita Mangione
In modern society about 10% of children experience difficulty in learning to read. They suffer from a neuro-developmental disorder called dyslexia. Scientific research has shown that the ability to play action video games improves reading skills of dyslexic children. MADRIGALE research aims at designing and implementing an educational action game oriented to promote, through forms of engaging and motivating interaction, phonological training and visuo-spatial attention in dyslexic subjects aged between 7 and 9.
Journal of e-learning and knowledge society | 2013
Pio Alfredo Di Tore; Tiziana Discepolo; Stefano Di Tore
This article aims to describe a possible scenario for the applications of e-learning solutions to the field of Physical Education. Knowledge related to Physical Education is here defined as enactive knowledge, codified in the form of motor responses and acquired in the action, not mediated by the iconic and symbolic plan. The iconic and symbolic dimension, typical of Graphical User Interfaces, has been a barrier to the creation of e-learning strategies in Physical Education. The new paradigms of Human Computer Interaction such as Natural Interfaces, the spread of “everyday’’ technologies that retrieve to HCI the physical dimension, and the diffusion of exergames in education, now make it possible to imagine large-scale creative and collaborative elearning-based physical education. The article describes coarse-grained theoretical and methodological approaches underlying learning of motor skills and indicates the possible technological scenario, according to the type of interaction determined by the Natural Interfaces.
Research on Education and Media | 2015
Giuseppina Rita Mangione; Luca A. Ludovico; Pio Alfredo Di Tore; Stefano Di Tore; Felice Corona
Abstract The ability to play action videogames – not directly related to phonological or orthographic training – seems to be a teaching tool able to intervene specifically on spatial attention and drastically improve the reading skills of dyslexic children. The MADRIGALE project aims at the design and development of an action game, simultaneously involving both phonological and attention training in order to adapt educational game strategies for special needs. Within the MADRIGALE project, the design of the prototype was presented at the International Conference on Intelligent Networking and Collaborative Systems, while an experimentation about educational effectiveness of the prototype, conducted using ‘Prove MT2’ as a benchmarking tool for measuring accuracy and speed of reading, was published in the International Journal of Emerging Technologies in Learning (iJET). This paper is an extension of the work presented in SIREM – SIEL 2014 Conference, and presents the results of a Game Evaluation Sheet administered to 50 primary school teachers with experience of dyslexic students
Journal of e-learning and knowledge society | 2014
Pio Alfredo Di Tore; Stefano Di Tore; Giuseppina Rita Mangione; Felice Corona; Jordi Conesa Caralt
Research on narrative and interaction with pedagogical studies which refer to disciplines that require strong immersion for the acquisition of knowledge in areas such as museum education lead scholars to question the importance of perspective taking. This work represents the evolution for educational purposes of a narrative video game designed for the measurement of perspective taking skills. Perspective taking skills, or the ability to change point of view, involve the need for a mental rotation, in relation to the environment or to an object in the environment, while maintaining a main perspective environment in question. This is the key feature, for Alain Berthoz, of empathy. Empathy is a dynamic process that requires a doubling, it is to adopt an egocentric point of view, but after an allocentric manipulation, while inhibiting the emotional contagion, which is rather typical of sympathy. Empathy is a process considered to be particularly relevant in the field of education. Historically, the interest of the educational community focused on the empathic abilities of the teacher, primarily due to the influence of the work of Carl Rogers. The main goal of this research is to design an smart environment that allows to intervene in adaptive way on the empathic abilities of the students, working on their perspective taking skills, and to analyze the different building blocks that may be used to create the proposed educational tools. The prototype of the narrative game from which this study started is aimed at assessing the age at which students develop perspective-taking and mental rotation skills. The present study shifts the focus of research from skills measuring to skills training. The specific educational needs have led to a complete re-design of the application and to the introduction of a semantic layer that can adaptively support user whit ad hoc feedback. This paper presents the spatial theory of empathy framework, describes the narrative game prototype, an smart environment aimed at measuring the perspective taking skills, and introduces the design of a specific ontology for the educational version.
Journal of Human Sport and Exercise | 2012
Stefano Di Tore; Francesca D'Elia; Paola Aiello; Nadia Carlomagno; Maurizio Sibilio
REM – RESEARCH ON EDUCATION AND MEDIA | 2013
Simona Ferrari; Nadia Carlomagno; Pier Cesare Rivoltella; Stefano Di Tore; Pio Alfredo Di Tore
Education Sciences and Society | 2014
Maurizio Sibilio; Stefano Di Tore
Archive | 2012
Rui Corredeira; Stefano Di Tore; Paola Aiello; Carmen Palumbo; Rodolfo Vastola; Gaetano Raiola; Francesca D'Elia; Nadia Carlomagno