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Academic literature on the topic 'Esperienza utente'
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Journal articles on the topic "Esperienza utente"
Hazan, Susan. "Mindfulness and the Museum: Can Digital Delivery of Cultural Heritage Contribute to our Wellbeing?" DigItalia 16, no. 2 (December 2021): 25–52. http://dx.doi.org/10.36181/digitalia-00035.
Full textCappella, A. W., E. Giacchi, G. Pompa, and C. Castagna. "Metodi naturali e cultura della vita Valutazione di una esperienza di insegnamento." Medicina e Morale 45, no. 4 (August 31, 1996): 669–82. http://dx.doi.org/10.4081/mem.1996.902.
Full textFARNETI, P., G. MACRÌ, G. GRAMELLINI, M. GHIRELLI, F. TESEI, and E. PASQUINI. "Curva di apprendimento nella scialoendoscopia diagnostica e interventistica per le patologie salivari ostruttive." Acta Otorhinolaryngologica Italica 35, no. 5 (October 2015): 325–31. http://dx.doi.org/10.14639/0392-100x-352.
Full textSommaruga, Marinella, Paola Gremigni, and Porta Paola Della. "Esperienze di pazienti e utenti durante una breve interazione comunicativa con il personale ospedaliero." PSICOLOGIA DELLA SALUTE, no. 1 (June 2009): 5–14. http://dx.doi.org/10.3280/pds2009-001001.
Full textArbia, Monica, Annalisa Anzani, and Antonio Prunas. "L'utilizzo di app per incontri nella popolazione genderqueer: esperienze, vissuti e motivazioni." PSICOLOGIA DELLA SALUTE, no. 1 (January 2021): 32–52. http://dx.doi.org/10.3280/pds2021-001004.
Full textMarinelli, Augusto, Claudio Fagarazzi, and Alessandro Tirinnanzi. "Valutazione degli effetti economici, ambientali e territoriali di alcune filiere biomassa-energia presenti in Toscana." RIVISTA DI STUDI SULLA SOSTENIBILITA', no. 2 (February 2013): 13–31. http://dx.doi.org/10.3280/riss2012-su2003.
Full textBertollo, Sabrina. "Esperienze di didattica collaborativa nella Terza Missione: lingua tedesca per la formazione continua." Altre Modernità, no. 27 (May 30, 2022): 113–30. http://dx.doi.org/10.54103/2035-7680/17881.
Full textSilva, Clara Maria, and Ana Maria Orlandina Tancredi Carvalho. "Bambine e bambini con background migratorio nei servizi educativi in Italia." Zero-a-Seis 23, no. 43 (March 12, 2021): 543–60. http://dx.doi.org/10.5007/1980-4512.2021.e73636.
Full textd'Ovidio, Marianna, and Giampaolo Nuvolati. "Mobilitŕ, classe creativa, popolazioni urbane." SOCIOLOGIA URBANA E RURALE, no. 94 (April 2011): 43–61. http://dx.doi.org/10.3280/sur2011-094005.
Full textVillani, Maria Rosaria, Bruno Caccianotti, Giovanni Barone, and Matteo Giordano. "Eradicazione possibile dell'epatite HCV negli utenti che afferiscono al Ser.D: esperienza di collaborazione tra un Ser.D della Provincia di Foggia e l'U.O.C. Malattie Infettive Policlinico Riuniti di Foggia." MISSION, no. 56 (January 2022): 63–70. http://dx.doi.org/10.3280/mis56-2020oa12631.
Full textDissertations / Theses on the topic "Esperienza utente"
CALDIROLI, CRISTINA LIVIANA. "Usabilità e Accessibilità al Web: carico cognitivo e difficoltà percepita nell’esperienza utente in normolettori e con dislessia evolutiva." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2019. http://hdl.handle.net/10281/258917.
Full textThe aim of this research is to investigate perception and cognitive load on the web both in normolectors people and in people with developmental dyslexia. Like other activities that are carried out by people offline, surfing the web is a complex cognitive activity, especially due to the presence of numerous stimuli to be processed. The cognitive resources available during the performance of a task are in fact limited and are used selectively to achieve a specific purpose or goal. As demonstrated by the cognitive load theory, during the processing of an information or the execution of a task, cognitive processes closely related to working memory intervene. High cognitive load can hamper information processing, perception of stimuli, and memorization, particularly during complex tasks that require processing of a lot of information. This trait represents an even more pronounced problem in people with developmental dyslexia, who perceive an overload of working memory earlier and higher than normolectors persons. It must be emphasized that developmental dyslexia is a specific difficulty of learning of neurological origin (Lyon et al., 2003) and affects the development of literacy and language skills. Developmental dyslexia is indicated as a learning difficulty in literacy, in children with typical development, due to a lasting loss of phonological processing skills necessary for learning to read and write (Tunmer and Greaney, 2010). Although there is no single definition of developmental dyslexia, the different approaches agree in recognizing it as a lack of reading skills, which is a critical element highlighted in most of the definitions (Chen et al., 2015). While the causes of developmental dyslexia are still debated, the researchers agree that the main challenge is to study how to get dyslexic children to read more words in less time; in fact, a dyslexic child reads in one year the same number of words that a good reader reads in two days (Zorzi et al., 2012). A large amount of information is presented as written text and this makes it difficult for people with developmental dyslexia to use the information written in a standard way (Rello and Barbosa, 2013) and the same difficulties can be found in normolectors with dyslexia. In fact, from 15 to 20% of the population that uses the web has symptoms and characteristic features of dyslexia such as slow reading, imprecision in reading, difficulty in writing, use of letters written in a similar way (eg "p" and "D"), confusion between similar words in both writing and reading (Shaywitz et al, 2001; Craven et al., 2006; McCarthy and Swierenga; de Santana et al., 2012). In the first study of the project we want to investigate what is the relation between the user experience and the cognitive load that a person has to manage when he performs various activities on the web (eg: reading, making purchases, etc. ). In the second experiment, a group of participants with developmental dyslexia took part. In this case we wanted to investigate the difficulties perceived by users with a specific disturbance in reading. Also in this case the participants have carried out specific activities on the web. Finally, by concluding the report, the initial premises were compared with the results obtained, assuming future trends as regards the web experience research and web accessibility trend.
Raffelli, Francesca. "Il Design Thinking e il Service Design per un approccio strutturato all'innovazione dell'esperienza di fruizione di un festival di opera lirica." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.
Find full textCORNEJO, OLIVARES OSCAR EDUARDO. "In-The-Field Monitoring of Interactive Applications." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2019. http://hdl.handle.net/10281/241251.
Full textMonitoring techniques can extract accurate data about the behavior of software systems. When used in the field, they can reveal how applications behave in real-world contexts and how programs are actually exercised by their users. However, the collection, processing, and distribution of field data must be done seamlessly and unobtrusively while users interact with their applications. To limit the intrusiveness of field monitoring a common approach is to reduce the amount of collected data (e.g., to rare events and to crash dumps), which, however, may severely affect the effectiveness of the techniques that exploit field data. This Ph.D. thesis investigates the trade-off between field monitoring and the degradation of the user experience in interactive applications, that is, applications that require user inputs to continue its operations. In particular, we identified two big challenges: to understand how the user perceives monitoring overhead and, to study how to collect data in a non-intrusive way without losing too much information. In brief, we provide three main contributions. In the first place, we present an empirical study aimed at quantifying if and to what extent the monitoring overhead introduced in an interactive application is perceived by users. The reported results can be exploited to carefully design analysis procedures running in the field. In particular, we realized that users do not perceive significant differences for an overhead of 80\% and seldom perceived an overhead of 140\%. Secondly, we introduce a monitoring framework for deriving comprehensive runtime data without affecting the quality of the user experience. The technique produces a finite state automaton that shows possible usages of the application from the events observed in the field. From the model, it is also possible to extract accurate and comprehensive traces that could be used to support various tasks, such as debugging, field failures reproduction and profiling. Finally, we present a strategy to further reduce the impact of monitoring by limiting the activity performed in parallel with users' operations: the strategy delays the saving of events to file to idle phases of the application to reduce the impact on the user experience. The approach considerably decreases the impact of monitoring on user operations producing highly accurate traces. The results obtained in this Ph.D. thesis can enable a range of testing and analysis solutions that extensively exploit field data.
GENEROSI, ANDREA. "Tecniche di Deep Learning per analizzare e migliorare la Customer Experience in contesti digitali e fisici." Doctoral thesis, Università Politecnica delle Marche, 2020. http://hdl.handle.net/11566/274561.
Full textThe digital transformation that today affects most industrial sectors has had a significant impact on the entire retail ecosystem, from the production to the sale and after-sale of products and services. This thesis work addresses this change by proposing a retail management methodology based on the concept of Customer Experience and innovative tools based on artificial intelligence systems, which together and integrated are able to enhance and make this transformation more effective. An important factor in the progressive changes in Retail concerns the introduction of technologies based on artificial intelligence, capable of collecting and interpreting a large amount of data generated by the various sales and customer contact channels, in order to improve the knowledge of the consumers, who are increasingly at the centre of the entire ecosystem, predict their behaviour, attitudes and preferences and activate personalised experiences capable of connecting them with the brand, with the result of increasing loyalty, sales and conversion rates. The customer's experience of a product, service or simply the environment in which they know the brand has become increasingly crucial in every process of design, production, sales, distribution and service that affects the retail ecosystem. The study on how to design and manage through new technologies the Customer Experience through precise actions in the different points of contact between customer and brand (touchpoints) is today the key for many retailers to achieve success in a market full of competitive challenges. In all touchpoints the customer interacts with the brand through the primary senses and there are different ways in which it reacts to the received stimuli, both rationally and emotionally: it is especially in this last case that the success in having a good CX is fundamental to ensure brand loyalty. Given the complexity of being able to monitor all the touchpoints, the design of a correct CX is often neglected if not completely omitted. Today, some of the most widely used methodologies to analyze the acceptance level of any experience by a user/customer, are very cumbersome and costly in terms of time and spent resources. In this context, the research on which this PhD thesis is focused is born, that is to find a technology able to automate data collection, interpret them to know the customer's response to a series of multisensory and multimedia stimuli and implement an adaptive CX that enables an empathic connection and involvement with the brand. To achieve this goal, this research will make use of pervasive and not intrusive tools and technologies, in order to obtain a large amount of data (Big Data) in the most "authentic" possible way, so to not contaminate the results by introducing unwanted bias: today these tools that are increasingly part of our daily life are the cameras, from webcams to integrated smartphone cameras. In order to fully use and exploit these technologies, the disciplines of Computer Vision and especially Deep Learning will help, allowing to analyze video streams and predict their content and meaning, exactly as if a human being were watching them.
NEGROGNO, LUCA. "Forme di interlocuzione di utenti e familiari nei servizi di salute mentale. Studio etnografico sulle esperienze di partecipazione." Doctoral thesis, Urbino, 2017. http://hdl.handle.net/11576/2641811.
Full textMARCUTTI, SIMONE. "Sistemi immersivi per contesti sociali: come progettare e sviluppare nuovi tipi di esperienze ed interazioni." Doctoral thesis, Università degli studi di Genova, 2020. http://hdl.handle.net/11567/1010690.
Full textThis work will analyze the concept of “immersive experience” and notions related to it, with the final aim to identify and describe the key elements to consider when designing and developing immersive digital artifacts in social contexts. The first part of the dissertation introduces the concepts of immersiveness and immersion, with a specific focus on technologies able to stimulate various human senses, thus enabling a perception called “sense of immersion”. Then, I will classify the possible social contexts in which an immersive experience can happen, highlighting the differences in terms of needs, constraints and agents involved. The combination of the knowledge belonging to immersion and social contexts leads to a deeper concept of immersive experience with theories and best practices useful for its development. This insight allowed the categorization of nine key elements that shape an immersive experience: social contexts, environment, content, fruition, people relation, people disabilities, involved display, tracking and outcomes. Such elements converge in four different variables to consider during the stages of analysis, design and development. Such variables refer to the information related to the context in which the experience occurs, the kind of users involved, the technologies and expertise required to complete the development. Starting from these considerations, I developed a model named CUTE (Context, Users, Technologies, Expertise) that can be used to analyze existing products and develop new projects. The model has been used for all the immersive experiences I realized during these years of PhD. In particular, the development of additional features for a videolaparoscopic simulator; the design and development of a birth simulator; the development of an augmented reality experience in educational context; a survey on the possible alternatives to enable Natural User Interfaces on mobile devices; the creation of a virtual coach for motor recovery; the development of an application to visit inaccessible places; the creation of an immersive solution for the design of public spaces and events; the development of an application dedicated to immersive journalism; the study of an intelligent system for waste disposal. Altogether the concepts introduced in the various sections and the results of single experiences gives hints about the readiness of the individual contexts regarding the introduction of immersive technologies as well as considerations on the applicability and possible evolutions of the CUTE model developed.