Andrea Di Ferdinando

According to our database1, Andrea Di Ferdinando authored at least 19 papers between 2000 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2020
Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

2019
An approach to evaluating the user experience of serious games.
Comput. Educ., 2019

The DoCENT role play game: a tool for the training of the digital creativity for teachers.
Proceedings of the First Symposium on Psychology-Based Technologies co-located with XXXII National Congress of Italian Association of Psychology, 2019

The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2019

2017
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools.
Expert Syst. J. Knowl. Eng., 2017

SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2017

Approaches to Embed Bio-inspired Computational Algorithms in Educational and Serious Games.
Proceedings of the 1st International Workshop on Cognition and Artificial Intelligence for Human-Centred Design 2017 co-located with IJCAI 2017, 2017

2016
Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples.
Proceedings of the Adaptive and Adaptable Learning, 2016

2015
Agent Based Modelling to Build Serious Games: The Learn to Lead Game.
Proceedings of the Bioinspired Computation in Artificial Systems, 2015

Grounding Serious Game Design on Scientific Findings: The Case of ENACT on Soft Skills Training and Assessment.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015

Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015

2014
BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts.
Proceedings of the Internet of Things. User-Centric IoT, 2014

Building Up Serious Games with an Artificial Life Approach: Two Case Studies.
Proceedings of the Evolution, Complexity and Artificial Life, 2014

2011
Objects, spatial compatibility, and affordances: A connectionist study.
Cogn. Syst. Res., 2011

2007
Modeling Orienting Behavior and Its Disorders with "Ecological" Neural Networks.
J. Cogn. Neurosci., 2007

2005
Action and hierarchical levels of categories: A connectionist perspective.
Cogn. Syst. Res., 2005

2004
Ecological Neural Networks for Object Recognition and Generalization.
Neural Process. Lett., 2004

2002
The Role of Action in Object Categorization.
Proceedings of the Fifteenth International Florida Artificial Intelligence Research Society Conference, 2002

2000
Evolving Modular Architectures for Neural Networks.
Proceedings of the Connectionist Models of Learning, 2000


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