Biogeographia – The Journal of Integrative Biogeography, 2016
We present a data set on the biodiversity of Italian freshwaters, including lakeshores and riverb... more We present a data set on the biodiversity of Italian freshwaters, including lakeshores and riverbanks of natural (N=379: springs, streams and lakes) and artificial (N=11: fountains) sites. The data set belongs partly to the Italian Long Term Ecological Research network (LTER-Italy) and partly to LifeWatch, the European e-Science infrastructure for biodiversity and ecosystem research. The data included cover a time period corresponding to the last fifty years (1962-2014). They span a large number of taxa from prokaryotes and unicellular eukaryotes to vertebrates and plants, including taxa linked to the aquatic habitat in at least part of their life cycles (like immature stages of insects, amphibians, birds and vascular plants). The data set consists of 6463 occurrence data and distribution records for 1738 species. The complete data set is available in csv file format via the LifeWatch Service Centre.
Page 270. 256 Bochicchio & Fiore Chapter XIII LEZI: A Video Based Tool for Distance Learning ... more Page 270. 256 Bochicchio & Fiore Chapter XIII LEZI: A Video Based Tool for Distance Learning Mario A. Bochicchio University of Lecce, Italy Nicola Fiore University of Lecce, Italy ABSTRACT In this chapter we present LEZI, an ...
ABSTRACT Many international documents emphasize the need to develop knowledge and skills in scien... more ABSTRACT Many international documents emphasize the need to develop knowledge and skills in science. Scientific literacy enables people to use scientific principles and processes in making personal decision and to participate to the development of society. In this framework Ecology, offering the opportunity to understand the relationships between organisms and the environment, is a high-performance domain in educational processes. Here, we present an ecological education initiative named EcoLogicaCup, carried out in Italy. It is the first national online competition on ecological topics for high schools. The aim of EcoLogicaCup is to stimulate the interest of young people about ecosystems that provide our society with goods and services. EcoLogicaCup awakes students and public opinion to problems regarding the health of our biosphere. Ecological subjects such as climate changes, biodiversity, ecosystem goods and services, sustainability are available on a multilingual web platform (www.ecologicacup.unisalento.it) where teachers and students study, exercise and finally play the competition. On the platform, schools teams register, study the topics in a collaborative work, answer questions and prepare themself in the best way for the final competition. Moreover, there is also the opportunity for students to follow some lectures in video-conference with researchers on Ecology. EcoLogicaCup is organized every year and has excited much interest in the previous editions, obtaining good results. Overall more or less three hundred schools participated to the initiative during the previous editions, and more than five hundred teams played the final competition with twelve students per team.
ABSTRACT This contribution describes ' Research Game ' , a game produced in a Lif... more ABSTRACT This contribution describes ' Research Game ' , a game produced in a Lifelong Learning Programme - ‐Comenius Project (The European Scientific Research Game) which aims at motivating secondary school students through the experience of the excitement of scientific research . The project proposes practical and didactic works which combine theoretical activities with ICT in order to introduce students to the scientific research . Students collaborated internationally across Europe , to build hypotheses , carry out research , test the validity of their hypothesis and finalize a theory based on their findings . On the project platform (www . researchgame . eu / platform) teachers and students registered , created a team , interacted on a forum space , played and learned science in a new innovative way . Here , the students shared their research findings with other groups of all Europe ; finally competed online playing a serious game and showing to be able to apply the scientific method .
ABSTRACT Educators who plan science lessons often underestimate the scientific method concept as ... more ABSTRACT Educators who plan science lessons often underestimate the scientific method concept as a central part of the training activities. In fact, sharing with student contents related to the science's epistemology and its social context facilitate the science learning process and the ability to apply theoretical aspects of science to everyday life. As social constructivism suggests, the learner must be encouraged to make sense of newly developing knowledge within an already established personal knowledge framework or through cognitive connections to the own personal experiences. In this regard, a game that shows how the scientific method is useful for exploring and interpreting the environment may be an effective educational tool for science teachers. This contribute describes ‘Research Game – The European scientific research game’, an European project (Lifelong Learning Programme-Comenius, N°. 527547-LLP-1-2012-1-IT-COMENIUS-CMP), where a consortium of six partners has been set, joining together organizations from all Europe (Italy, Germany, Portugal, Turkey, United Kingdom). Research Game Project motivates secondary school students by making experience of the excitement of scientific research. Particularly, the game exposes them to the process of scientific methodology through an online education game on ecological subjects. The game requires students to collaborate internationally across Europe, to build hypotheses, research, test the validity of their hypothesis and finalize a theory based on their findings. On the project platform (www.researchgame.eu/platform) teachers and students register, create a team, interact on a forum space, play and learn science in a new innovative way. Here, the students can share their research findings with other groups of all Europe. In the last phase of the experience, schools teams from all Europe compete online playing a serious game, produced by Research Game, and showing to be able to apply the scientific method. The project has been designed to deliver resources that will enable a project sustainability, such as website hosting for 3 years after the end of funding, maintenance of the platform, repository of game documents, materials on methodology, case studies, use case scenarios, peer review papers
Proceedings of the 2004 ACM symposium on Applied computing - SAC '04, 2004
This paper describes an environment specifically tailored for the design and the rapid prototypin... more This paper describes an environment specifically tailored for the design and the rapid prototyping of Web applications. The environment, named WARP (Web Application Rapid Prototyping), offers a set of online software tools, which assist the designer and the user browsing of a Web application, in all its different aspects.The environment is based upon models and techniques already used in the
ABSTRACT Cultural Heritage is becoming a greater attraction factor for tourism worldwide and many... more ABSTRACT Cultural Heritage is becoming a greater attraction factor for tourism worldwide and many countries are aiming to offer lower-cost, but higher-quality, content and services that can provide better visibility to their museums, sites and landscapes. A 'traditional' Web application for cultural heritage is intended for use in a stationary setting, far away (or at least separated) from the space where the real resources are located and can be physically perceived by visitors. Mobile technology enables the creation of challenging cultural heritages applications that support new on-site experiences for the public and simultaneously expose users to both physical resources (e.g., ruins in an archaeological park, paintings in a museum or rooms in a castle) and virtual digital ones. In recent years international workgroups have proposed standards and developed tools to support the mobile tourism field (i.e. Portal Tourism Salamanca, Spain Tourism, Talking Guides, History Unwired, etc.). In our opinion these tools, well defined from the theoretical point of view and very effective in terms of results, are often independent experiences, characterized from a low degree of flexibility in terms of openness to different information sources and to new fruition devices. This paper introduces an innovative architecture designed to solve the highlighted problems. The solution is the main result of the SIBECS project (sibecsproject.unile.it). The SIBECS project was born to satisfy the cultural tourist’s need of being supported with high quality contents in all the phases of his journey (from the planning activities at home, to the on-site experiences), but also offers to the teams involved in the editorial process an integrated framework to manage all the specialized information coming from the academic/archeological world. The context of the project is the exploitation and the fruition of the Salento’s Cultural Heritages. The proposed framework is composed by: • an Editorial Environment that supports the knowledge management in different ways allowing the authors/publishers to create/aggregate contents (e.g. points of interest, itineraries) starting from existing external data sources. It is based on a layered architecture that extends and customizes the typical Data Warehouse architecture to the Cultural Heritage field, defined as the “cultural heritage warehouse” (CHW). Extraction, translation and loading (ETL) techniques have been used to integrate external data sources (knowledge databases). • a Content Delivery Environment on different channels and in different terms. It is based on a methodological approach that universalizes the Cultural Heritage’s fruition services identifying a ‘model language’ and a ‘generator’ that translates the contents for a modular multi-channel architecture. Contents are delivered through various channels: Web, PDA, Instant Multimedia (iPod and iPhone) and 3d collaborative channels. The main features of this approach include: a more flexible architecture (like the Model Driven Architecture), a better information management, a quality contents production process , a standard channel management, scalability when new channels are added. Finally the results of an early experimentation of the framework are presented.
Web application designers should be able to integrate different methods and techniques in order t... more Web application designers should be able to integrate different methods and techniques in order to correctly organize the overall design-implementation-test process. The conceptual model plays an important part in the development process [1]. Considering that no model can be ...
Significant effort is currently invested in Web Application design, particularly in the study of ... more Significant effort is currently invested in Web Application design, particularly in the study of integrating methodologies for designing business processes and Web Applications. However, academia still needs to be further exposed to real world project experiences and best practice where existing conceptual tools are tentatively exploited, and where useful tools can emerge. This paper introduces the overall architecture implemented and recounts the experience and lessons learned integrating the Business Process ...
Page 1. Plant Disease / August 2009 789 Phytoplasmas Associated with Grapevine Yellows Disease in... more Page 1. Plant Disease / August 2009 789 Phytoplasmas Associated with Grapevine Yellows Disease in Chile A. Gajardo, N. Fiore, and S. Prodan, Facultad de Ciencias Agronómicas-Universidad de Chile, Santiago, Chile; S ...
In the paper we present Lezi II, a tool to easily transform normal lessons or lectures into power... more In the paper we present Lezi II, a tool to easily transform normal lessons or lectures into powerful multimedia applications based on a very simple and regular structure. The tool has been conceived and produced at our Lab to simplify the production process, especially for non technical users. Lezi II is extensively used in our computer engineering department to produce educational multimedia applications.
... approximately 200 bp in samples from selections of Chardonnay, Merlot, Pinot Noir, andSauvign... more ... approximately 200 bp in samples from selections of Chardonnay, Merlot, Pinot Noir, andSauvignon Blanc cultivars. The same samples showed low or no reactivity to GLRaV-7 specific antibodies (BIOREBA AG, Reinach, Switzerland). The variability of detection by ELISA can be ...
Advanced Information Networking and Applications, 2003
Electronic multimedia publishing is increasingly becoming a major industrial activity, and the de... more Electronic multimedia publishing is increasingly becoming a major industrial activity, and the design of web applications and hypermedia applications in general needs to become a well-organized and efficient process. The most important factor in making web design efficient and effective is the availability of a suitable design model. Considering that no model can be exploited to its maximum potential unless
Biogeographia – The Journal of Integrative Biogeography, 2016
We present a data set on the biodiversity of Italian freshwaters, including lakeshores and riverb... more We present a data set on the biodiversity of Italian freshwaters, including lakeshores and riverbanks of natural (N=379: springs, streams and lakes) and artificial (N=11: fountains) sites. The data set belongs partly to the Italian Long Term Ecological Research network (LTER-Italy) and partly to LifeWatch, the European e-Science infrastructure for biodiversity and ecosystem research. The data included cover a time period corresponding to the last fifty years (1962-2014). They span a large number of taxa from prokaryotes and unicellular eukaryotes to vertebrates and plants, including taxa linked to the aquatic habitat in at least part of their life cycles (like immature stages of insects, amphibians, birds and vascular plants). The data set consists of 6463 occurrence data and distribution records for 1738 species. The complete data set is available in csv file format via the LifeWatch Service Centre.
Page 270. 256 Bochicchio & Fiore Chapter XIII LEZI: A Video Based Tool for Distance Learning ... more Page 270. 256 Bochicchio & Fiore Chapter XIII LEZI: A Video Based Tool for Distance Learning Mario A. Bochicchio University of Lecce, Italy Nicola Fiore University of Lecce, Italy ABSTRACT In this chapter we present LEZI, an ...
ABSTRACT Many international documents emphasize the need to develop knowledge and skills in scien... more ABSTRACT Many international documents emphasize the need to develop knowledge and skills in science. Scientific literacy enables people to use scientific principles and processes in making personal decision and to participate to the development of society. In this framework Ecology, offering the opportunity to understand the relationships between organisms and the environment, is a high-performance domain in educational processes. Here, we present an ecological education initiative named EcoLogicaCup, carried out in Italy. It is the first national online competition on ecological topics for high schools. The aim of EcoLogicaCup is to stimulate the interest of young people about ecosystems that provide our society with goods and services. EcoLogicaCup awakes students and public opinion to problems regarding the health of our biosphere. Ecological subjects such as climate changes, biodiversity, ecosystem goods and services, sustainability are available on a multilingual web platform (www.ecologicacup.unisalento.it) where teachers and students study, exercise and finally play the competition. On the platform, schools teams register, study the topics in a collaborative work, answer questions and prepare themself in the best way for the final competition. Moreover, there is also the opportunity for students to follow some lectures in video-conference with researchers on Ecology. EcoLogicaCup is organized every year and has excited much interest in the previous editions, obtaining good results. Overall more or less three hundred schools participated to the initiative during the previous editions, and more than five hundred teams played the final competition with twelve students per team.
ABSTRACT This contribution describes ' Research Game ' , a game produced in a Lif... more ABSTRACT This contribution describes ' Research Game ' , a game produced in a Lifelong Learning Programme - ‐Comenius Project (The European Scientific Research Game) which aims at motivating secondary school students through the experience of the excitement of scientific research . The project proposes practical and didactic works which combine theoretical activities with ICT in order to introduce students to the scientific research . Students collaborated internationally across Europe , to build hypotheses , carry out research , test the validity of their hypothesis and finalize a theory based on their findings . On the project platform (www . researchgame . eu / platform) teachers and students registered , created a team , interacted on a forum space , played and learned science in a new innovative way . Here , the students shared their research findings with other groups of all Europe ; finally competed online playing a serious game and showing to be able to apply the scientific method .
ABSTRACT Educators who plan science lessons often underestimate the scientific method concept as ... more ABSTRACT Educators who plan science lessons often underestimate the scientific method concept as a central part of the training activities. In fact, sharing with student contents related to the science's epistemology and its social context facilitate the science learning process and the ability to apply theoretical aspects of science to everyday life. As social constructivism suggests, the learner must be encouraged to make sense of newly developing knowledge within an already established personal knowledge framework or through cognitive connections to the own personal experiences. In this regard, a game that shows how the scientific method is useful for exploring and interpreting the environment may be an effective educational tool for science teachers. This contribute describes ‘Research Game – The European scientific research game’, an European project (Lifelong Learning Programme-Comenius, N°. 527547-LLP-1-2012-1-IT-COMENIUS-CMP), where a consortium of six partners has been set, joining together organizations from all Europe (Italy, Germany, Portugal, Turkey, United Kingdom). Research Game Project motivates secondary school students by making experience of the excitement of scientific research. Particularly, the game exposes them to the process of scientific methodology through an online education game on ecological subjects. The game requires students to collaborate internationally across Europe, to build hypotheses, research, test the validity of their hypothesis and finalize a theory based on their findings. On the project platform (www.researchgame.eu/platform) teachers and students register, create a team, interact on a forum space, play and learn science in a new innovative way. Here, the students can share their research findings with other groups of all Europe. In the last phase of the experience, schools teams from all Europe compete online playing a serious game, produced by Research Game, and showing to be able to apply the scientific method. The project has been designed to deliver resources that will enable a project sustainability, such as website hosting for 3 years after the end of funding, maintenance of the platform, repository of game documents, materials on methodology, case studies, use case scenarios, peer review papers
Proceedings of the 2004 ACM symposium on Applied computing - SAC '04, 2004
This paper describes an environment specifically tailored for the design and the rapid prototypin... more This paper describes an environment specifically tailored for the design and the rapid prototyping of Web applications. The environment, named WARP (Web Application Rapid Prototyping), offers a set of online software tools, which assist the designer and the user browsing of a Web application, in all its different aspects.The environment is based upon models and techniques already used in the
ABSTRACT Cultural Heritage is becoming a greater attraction factor for tourism worldwide and many... more ABSTRACT Cultural Heritage is becoming a greater attraction factor for tourism worldwide and many countries are aiming to offer lower-cost, but higher-quality, content and services that can provide better visibility to their museums, sites and landscapes. A 'traditional' Web application for cultural heritage is intended for use in a stationary setting, far away (or at least separated) from the space where the real resources are located and can be physically perceived by visitors. Mobile technology enables the creation of challenging cultural heritages applications that support new on-site experiences for the public and simultaneously expose users to both physical resources (e.g., ruins in an archaeological park, paintings in a museum or rooms in a castle) and virtual digital ones. In recent years international workgroups have proposed standards and developed tools to support the mobile tourism field (i.e. Portal Tourism Salamanca, Spain Tourism, Talking Guides, History Unwired, etc.). In our opinion these tools, well defined from the theoretical point of view and very effective in terms of results, are often independent experiences, characterized from a low degree of flexibility in terms of openness to different information sources and to new fruition devices. This paper introduces an innovative architecture designed to solve the highlighted problems. The solution is the main result of the SIBECS project (sibecsproject.unile.it). The SIBECS project was born to satisfy the cultural tourist’s need of being supported with high quality contents in all the phases of his journey (from the planning activities at home, to the on-site experiences), but also offers to the teams involved in the editorial process an integrated framework to manage all the specialized information coming from the academic/archeological world. The context of the project is the exploitation and the fruition of the Salento’s Cultural Heritages. The proposed framework is composed by: • an Editorial Environment that supports the knowledge management in different ways allowing the authors/publishers to create/aggregate contents (e.g. points of interest, itineraries) starting from existing external data sources. It is based on a layered architecture that extends and customizes the typical Data Warehouse architecture to the Cultural Heritage field, defined as the “cultural heritage warehouse” (CHW). Extraction, translation and loading (ETL) techniques have been used to integrate external data sources (knowledge databases). • a Content Delivery Environment on different channels and in different terms. It is based on a methodological approach that universalizes the Cultural Heritage’s fruition services identifying a ‘model language’ and a ‘generator’ that translates the contents for a modular multi-channel architecture. Contents are delivered through various channels: Web, PDA, Instant Multimedia (iPod and iPhone) and 3d collaborative channels. The main features of this approach include: a more flexible architecture (like the Model Driven Architecture), a better information management, a quality contents production process , a standard channel management, scalability when new channels are added. Finally the results of an early experimentation of the framework are presented.
Web application designers should be able to integrate different methods and techniques in order t... more Web application designers should be able to integrate different methods and techniques in order to correctly organize the overall design-implementation-test process. The conceptual model plays an important part in the development process [1]. Considering that no model can be ...
Significant effort is currently invested in Web Application design, particularly in the study of ... more Significant effort is currently invested in Web Application design, particularly in the study of integrating methodologies for designing business processes and Web Applications. However, academia still needs to be further exposed to real world project experiences and best practice where existing conceptual tools are tentatively exploited, and where useful tools can emerge. This paper introduces the overall architecture implemented and recounts the experience and lessons learned integrating the Business Process ...
Page 1. Plant Disease / August 2009 789 Phytoplasmas Associated with Grapevine Yellows Disease in... more Page 1. Plant Disease / August 2009 789 Phytoplasmas Associated with Grapevine Yellows Disease in Chile A. Gajardo, N. Fiore, and S. Prodan, Facultad de Ciencias Agronómicas-Universidad de Chile, Santiago, Chile; S ...
In the paper we present Lezi II, a tool to easily transform normal lessons or lectures into power... more In the paper we present Lezi II, a tool to easily transform normal lessons or lectures into powerful multimedia applications based on a very simple and regular structure. The tool has been conceived and produced at our Lab to simplify the production process, especially for non technical users. Lezi II is extensively used in our computer engineering department to produce educational multimedia applications.
... approximately 200 bp in samples from selections of Chardonnay, Merlot, Pinot Noir, andSauvign... more ... approximately 200 bp in samples from selections of Chardonnay, Merlot, Pinot Noir, andSauvignon Blanc cultivars. The same samples showed low or no reactivity to GLRaV-7 specific antibodies (BIOREBA AG, Reinach, Switzerland). The variability of detection by ELISA can be ...
Advanced Information Networking and Applications, 2003
Electronic multimedia publishing is increasingly becoming a major industrial activity, and the de... more Electronic multimedia publishing is increasingly becoming a major industrial activity, and the design of web applications and hypermedia applications in general needs to become a well-organized and efficient process. The most important factor in making web design efficient and effective is the availability of a suitable design model. Considering that no model can be exploited to its maximum potential unless
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