Paola Salomoni

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The Internet is turning into a participating community where consumers and producers of resources merge into <i>"prosumers"</i>, dialectically sharing their knowledge, their interests and needs. This Web 2.0 archetype is now strongly impacting on e-learning methodologies and technologies, by enforcing the participation of students in creating and sharing(More)
Web 2.0 is affecting the structure of our society by creating new spaces of freedom, giving voice to any opinion, easing interpersonal relationships, and encouraging the creation of collaborating collectivities. Technologies such as blog, podcasting, wiki, and news feeds have the power to transform every user from a mere information consumer to a potential(More)
Contrary to what commonly thought, profiling users and devices is still a complex issue, especially in the case of learners with special needs, who deserve a customized access to e-learning platforms. A plethora of languages, protocols and tools have been proposed which can be exploited to create users' and devices' profiles, separately. Unfortunately, none(More)
The large diffusion of e-learning technologies represents a great opportunity for underserved segments of population. This is particularly true for people with disabilities for whom digital barriers should be overstepped with the aim of reengaging them back into society to education. In essence, before a mass of learners can be engaged in a collective(More)
This short paper presents some preliminary results (both quantitative and qualitative) gathered from field trials with three different mobile apps that allow walkers to map urban accessibility barriers/facilities, while wandering around. The three apps were designed based on different gamification mechanisms, respectively exploiting: i) intrinsic (i.e.,(More)
Wireless networking is becoming an increasingly important communication means. Entry points to content delivery networks (e.g. portals) have to cope with the primary necessity of distributing multimedia contents to 3G mobile devices. In this paper we discuss the software architecture of a wireless Internet application we have designed and implemented to(More)
With the aim to individualise human-computer interaction, an Intelligent Tutoring System (ITS) has to keep track of what and how the student has learned. Hence, it is necessary to maintain a Student Model (SM) dealing with complex knowledge representation, such as incomplete and inconsistent knowledge and belief revision. With this in view, the main(More)
Outdoor learning provides an opportunity for direct learning experiences which can enrich the school curriculum in different subject areas, such as natural sciences, architecture visual arts and industrial/civil engineering. This experiencebased instruction can be effectively enhanced by computerbased learning environments by providing each student with a(More)
The development of high performance computing and communications is enabling the creation of new exciting automated learning environments. In particular, the creation of richer distance learning environments has been obtained by merging together the World Wide Web with the educational features of multimedia and simulation technologies. However, most of(More)