NAC Lab Artificial systems such as computers, robots and telecoms networks, smart sensors, collect information about and interact with the environments they inhabit. This raises the question of how to build artificial systems that adapt to their environment. The attempt to answer this question has brought together researchers from a broad range of theoretical and technological disciplines. Building an artifact that knows its environment requires on the one hand a Theory of Knowledge, on the other a broad range of scientific and technical know-how. In other words, it requires collaboration between psychologists, philosophers, biologists, engineers, computer scientists, physicists and mathematicians. The collaboration between these researchers in these different disciplines has already produced important theoretical and practical results. The focus of the lab's activity is to reproduce developmental and learning processes in artificial systems (basic research) and design and building-up prototypes (hardware and software) to enhace human psychological needs.
FARSA is a collection of integrated open-source object-oriented C++ libraries that allow to experiment with autonomous robots. It allow to simulate different robotic platforms (the iCub humanoid and the khepera, e-puck, and marxbot wheeled robots), design the sensory-motor system of the robot/s, design the environment in which the robot/s operate, design the robot neural controller, Read more about FARSA[…]
The goal of Block Magic is to introduce a new teaching methodology and technology targeting young children between the ages of 2.5 and 7 who are attending pre-school or the early years of primary school. The overarching goal is to help young learners to learn autonomously. This, the authors believe, is a basic life-skill, of Read more about Block Magic[…]
BrainFarm is an educational integrated hardware/software platform that allow users to breed a population of 9 robots. Robots are provided with infrared sensors and a camera, users can modify their brain and their type. Players can decide to select robots by their own metrics or leaving them to an automatic evolution. When satisfied, users can Read more about BrainFarm[…]
BestBot belongs to a new type of game in which the player does not directly control an entity but instead is able to give it a proper training in order to solve particular tasks. In BestBot players have to train a robot to reach as fast as possible a target object. The robot is Read more about BestBot[…]
Enhancing Negotiation skills through on-line Assessment of Competencies and interactive mobile Training ENACT has the ambition to achieve a new milestone towards the provision of innovative pedagogy and assessment methods for helping people to enhance and (self) assess their negotiation competences based on recent psychological modelling and the application of current ICT research.
In a rapidly changing world, many decisions are taken in conditions of stress and tight time pressure. Often, the results are less than optimal. Against this background, the goal of DECIDE-IT is to create an innovative, easily used teaching methodology based on a game learning approach . The project will take an existing multiplayer online Read more about Decide it[…]
Studies show that IT can make a useful contribution to learning in infant and primary schools. However, many techniques require major investments in equipment, skills and time. BLOCK MAGIC proposes a novel, IT-based teaching methodology, especially suited to situations where these resources are unavailable. Many learning activities for young children involve manipulation of physical objects. Read more about BLOCK MAGIC[…]
This two year project is led by Plymouth University (Plymouth, UK) and supported by Federico II (University of Naples, Italy), Cork Institute of Technology (Cork, Ireland) and GeProS (a Dieburg based German Consultancy Company) to develop state of the art e-learning scenarios that will allow significant numbers of people working in social enterprises to access Read more about S-Cube[…]
ProActive (Fostering Teachers’ Creativity through Game-Based Learning) is a European LLP project which started in January 2010 and finalizes in December 2011. It aims at fostering creativity and supporting flexibility of trainers working in Lifelong Learning (LLL) sub-programmes through the design of game-based learning scenarios. ProActive is supported by a pedagogical framework where 5 different Read more about ProActive[…]
In recent years, research has generated a wide range of methodologies, tools and practices for the application of technology in learning. The partners in T3 have played an active role in this work. The techniques they have proposed (and validated) in research include virtual environments (for the teaching of soft skills), simulations of biological, physical Read more about T3[…]