Stefano Di Tore

Orcid: 0000-0003-1796-6744

According to our database1, Stefano Di Tore authored at least 22 papers between 2012 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Measuring perspective taking with the "Virtual Class" videogame: A child development study.
Comput. Hum. Behav., February, 2024

Inclusion: A Concept Too Young for Artificial Intelligence.
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024

Non-player Character Smart in Virtual Learning Environment: Empowering Education Through Artificial Intelligence.
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024

Exploring Artificial Intelligence in Videogames: An Application to the Didactic Paradigm "the Virtual Class".
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024

2023
Simplexity to Improve Human-Machine Interaction in 3D Virtual Reality.
Int. J. Digit. Lit. Digit. Competence, 2023

MetaWelt: Embodied in Which Body? Simplex Didactics to Live the Web 3.0.
Proceedings of the Universal Access in Human-Computer Interaction, 2023

2022
The Use of Archaeological Finds to Realize Digital Assets Through 3D Scanning: From Presence to Distance in Museum Education.
Int. J. Digit. Lit. Digit. Competence, 2022

A Case Study of "3D Dice" as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and Edugames - Possible Relationships.
Int. J. Digit. Lit. Digit. Competence, 2022

An Edugame as a Didactic Tool for the Development of Executive Functions.
Int. J. Digit. Lit. Digit. Competence, 2022

The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study.
Proceedings of Third Workshop of Technology Enhanced Learning Environments for Blended Education, 2022

Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study.
Proceedings of the International Conference on Computational Science and Computational Intelligence, 2022

2021
Learning through gaming in times of COVID-19: The pedagogical value of Edugames.
Proceedings of the IC4E 2021: 12th International Conference on E-Education, E-Business, E-Management, and E-Learning, Tokyo Japan, 10, 2021

Didactics between Past and Present: Distance Learning Platforms in the Covd-19 Era in Italy.
Proceedings of the IC4E 2021: 12th International Conference on E-Education, E-Business, E-Management, and E-Learning, Tokyo Japan, 10, 2021

Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources.
Proceedings of the Higher Education Learning Methodologies and Technologies Online, 2021

2016
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills.
Int. J. Digit. Lit. Digit. Competence, 2016

2015
Measuring the Reading Abilities of Dyslexic Children through a Visual Game.
Int. J. Emerg. Technol. Learn., 2015

2014
IKeWYSe - I Know What You See: An Educational Ontology-Driven Simulation Game to Foster Perspective-Taking Skills.
Proceedings of the 2014 International Conference on Intelligent Networking and Collaborative Systems, 2014

MADRIGALE: A Multimedia Application for Dyslexia and Reading Improvement GAmifying Learning Experience.
Proceedings of the 2014 International Conference on Intelligent Networking and Collaborative Systems, 2014

2013
Digital Umwelt: Towards a Didactic Use of Natural Interfaces.
Int. J. Digit. Lit. Digit. Competence, 2013

"Il Gioco delle Forme": Design and Development of an Educational Exergame.
Int. J. Digit. Lit. Digit. Competence, 2013

Measuring Empathy to Support Learning Design and Narrative Game: A Phenomenological Approach.
Proceedings of the Seventh International Conference on Complex, 2013

2012
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy.
Int. J. Digit. Lit. Digit. Competence, 2012


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