meSch (Material EncounterS with digital Cultural Heritage) has the goal of designing, developing and deploying tools for the creation of tangible interactive experiences that will connect the physical experience of museums and exhibitions with relevant digital cross-media information in novel ways. The meSch envisioning and realisation approach is grounded on principles of co-design, the broad participation of designers, developers and stakeholders into the process, and on a Do-It-Yourself philosophy to making and experimentation.
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The objective of the 3-year project PerTe (Persuasive Technologies) is to design, implement and evaluate new technologies that are able to purposefully and implicitly influence the behavior of a co-located group of people. The project addresses specific research topics, such as: social signal processing, group behavior modeling and persuasive technologies.
The project objective was that of studying and experimenting with advanced technologies that can enhance cultural heritage appreciation by creating an interactive and personalized guide. The aim was that of developing and using innovative technology to provide an educational and entertaining experience fit for each individual's background, needs and interests.
ITCH (Intelligent Technologies for Cultural Visists and Mobile Education) was a joint project between Italy and Israel, sponsored by the Italian Ministry of University and Research and by the Autonomous Province of Trento. The project was concerned with new concepts for intelligent technologies supporting museum visits.
The project aims at developing collaborative technologies designed to promote the learning of social competence by children who are typically developing and those with Autistic Spectrum Disorders (ASD).
The main objective of LODE (LOgic-based web tool for DEaf children) project was to create a multimedia educational tool for deaf children from eight to thirteen, to help and motivate them understanding a text articulated in various temporal events linked together by causal relationships, and to promote, at the same time, the personal narrative skills.
This research activity aims to design and develop effective learning tools, based on the analyses of users' behaviour, their interactions with the systems and personalized functions to better meet individual preferences and needs.
Personalization technology can effect various aspects of the interaction with users, e.g.: the information selected for presentation; the organization of the overall presentation; the media used to interact with users; the interaction modalities; the flow of the human-system dialogue; the individual vs. group type of adaptation...
Consegnato ieri a Roma, presso la sede dalla FIEG, il premio all’innovazione “Nostalgia di Futuro" 2013 assegnato al progetto dedicato all'interazione con ragazzi con sindrome autistica, sviluppato dall'Unità di ricerca "i3" del Centro IT della Fondazione Bruno Kessler di Trento.
A paper titled "Balancing Adaptivity and Customisation: In Search of Sustainable Personalisation in Cultural Heritage" by E. Not and D. Petrelli has been presented at the 22nd Conference in User Modelling, Adaptation and Personalization, UMAP 2014, Aalborg, Denmark, 7-11 July 2014
Read the paper in the Springer proceedings (link).