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This document presents the activities related to the Intellectual Property (IP) Management for the CAPABLE project. The report presents the overall process of management of the IP, describes the general rules for background and foreground taken from the Consortium Agreement (CA) and Grant Agreement (GA), and then presents the foreground assets classified in software, data, and knowledge results. Possible strategies for result valorization are presented together with different routes ofdoi:10.5281/zenodo.5879812 fatcat:pioph2q65ncfpezcfd7oszyokq
more »... lization of the results. Finally, the document presents the IP procedures that will be taken to monitor, assess and protect the project's results.
A B S T R A C T Although several investigations of spatial reasoning and mental rotation skills have been conducted in research areas linked to STEM education, to the best of our knowledge, few of these studies have examined the relationship between spatial reasoning and computational thinking. Given this gap in the literature, the present study investigates the role and action of spatial reasoning, and specifically the effects of mental rotation on computational thinking within an embodied anddoi:10.1016/j.compedu.2019.103613 fatcat:2fw3t45ytbcdjmke4s6ing34wy
more »... enacted perspective. To achieve this, we carried out a study involving 92 students in five primary-school classes (1st grade -5th grade). The findings reveal a positive correlation between computational thinking skill and mental rotation ability.
In this work, starting from the social practice theory, we identified two kinds of creativity: a situational creativity that takes place when, starting from a defined situation, a social practice is played; and a creativity of habit that concerns the agents' capacity for generating new practices from habit when the situation is not defined or is unexpected. To test this hypothesis, the Torrance Test of Creative Thinking (Verbal Form A) was analyzed in the light of praxeology, and the resultsdoi:10.3389/fpsyg.2018.02752 pmid:30692955 pmcid:PMC6340098 fatcat:sbo2xzwbdrhgblzljcvixrpnmm
more »... analyzed in a computational creativity perspective.
Entrepreneurship Education aims to help students acquire skills and knowledge that are crucial for the development of an entrepreneurial mindset. The article describes a blended model based on the use of a serious game within the framework of the EU-funded project "I can ... I cannot ... I go!" Rev. 2 (PNPV project). The learning model and the serious game was designed in order to build a learning space that fosters learner's entrepreneurial mindset through experiential learning.doi:10.1016/j.sbspro.2014.05.034 fatcat:d757xue2unapfjcrzafojgrnea
Trabajo y Sociedad
Existe hoy en Argentina un cuerpo importante de estudios sobre el impacto de la tercerización laboral en distintos sectores de la economía y en los trabajadores. Sin embargo, los estudios realizados desde la sociología del trabajo, y los análisis y propuestas regulatorias realizadas desde ámbitos institucionales y jurídicos, han corrido por carriles separados. El objetivo principal de este estudio es complementar ambos enfoques. Tomando como insumo los análisis recientes desde la sociologíadoaj:037f52b92b684ce5a05f951e0c92561b fatcat:pdgavhfysjcwpnr4h5cxhblu2y
more »... ral, que como dato central iluminan la heterogeneidad del fenómeno de la subcontratación, el artículo realiza una propuesta regulatoria que da cuenta de esa multiplicidad de situaciones en el mercado de trabajo, y apunta a contrarrestar los niveles de precarización que la tercerización laboral conlleva hoy para grandes masas de trabajadoras y trabajadores. .
Serious games are designed to train and educate learners, opening up new learning approaches like exploratory learning and situated cognition. Despite growing interest in these games, their design is still an artisan process. On the basis of experience in designing computer simulation, this paper proposes an agent-based approach to guide the design process of a serious game. The proposed methodology allows the designer to bring forward the assessment of educational effectiveness to the designdoi:10.17083/ijsg.v1i2.17 fatcat:kze6aypzkbce7f7htk5kw7367m
more »... ase and to strike the right equilibrium between educational effectiveness and entertainment, realism and complexity. To this end, an agent based approach is proposed because it provides the actors involved in designing the game with specific tools and guidelines for determining whether the proposed model is clear and comprehensible to the students. The design of the PNPVillage game is used as a case study. The PNPVillage game aims to introduce and foster an entrepreneurial mindset among young students. It was implemented within the framework of the European project "I can... I cannot... I go!" Rev.2 Further analysis is needed to obtain a complete validation of the effectiveness of the PNPVillage game, to improve both students' knowledge and entrepreneurial skills.
Human Computer Interaction
( Elena Villalba Mora, Dario Salvi, Manuel Ottaviano, Ignacio Peinado and Maria Teresa Arredondo Waldmeyer (2008). ...doi:10.5772/6294 fatcat:pdkvakh4ajashg3bf2tmj6w7vq
This document presents the results of the second evaluation and validation iteration of the CAPABLE prototypes as defined in previous deliverable D7.1. In this validation process, an updated version of the WP6 prototype has been evaluated applying the two methods presented in D7.1: Interviews with patients and relatives. These interviews aimed to collect feedback from the end-users of the Patient App: melanoma and kidney cancer patients during the treatment phase. Given the broaderdoi:10.5281/zenodo.5791992 fatcat:u2huizp4efdabb74v452arfqqa
more »... of the app to any type of cancer patient, this iteration included also other types of oncological patients, cancer survivors (treatment finished since no more than 2 years), and experts in patients' needs, such as caregivers. Overall, 17 patients and 2 caregivers have been interviewed. Interviews with healthcare professionals (HCPs). These interviews aimed to collect overall feedback about both doctors' and patients' solutions, understand if the clinical and patients' needs are covered, and revise the core functionalities that have been proposed in the current prototype. A total of 11 health professionals have been interviewed. We present the results of the 2 executed studies. The protocols of each study are attached in the annex. The document also presents the general conclusions from these validation activities and the next steps to follow in the future developments in order to satisfy the user experience needs found in this process.
meeting, the teacher briefly recalls the entrepreneurial concepts that the students have been studying for a week through the educational cards available in the Moodle platform (Allegra, La Guardia, Ottaviano ... train the staff • remove architectural barriers 7 Fitness and Wellness services • choose and activate the fitness and wellness facilities • recruit the staff for these services Ottaviano ...doi:10.18844/prosoc.v2i5.1116 fatcat:4rskqzzx55fx7fwmb5nrr4b4ta
This deliverable shares the results of the third usability and user experience study of the CAPABLE prototypes as defined in previous deliverable D7.1. During these activities, the ongoing developed interfaces of the final system provided by WP6 have been evaluated by applying the two methods described in D7.1: Interviews with patients. These interviews gathered feedback from the end users of the Patient App: Melanoma and Kidney cancer patients during the treatment phase. Considering thedoi:10.5281/zenodo.7096325 fatcat:d3lshbzevrenrjl4dnwsi5cmai
more »... applicability of the app to any type of cancer patient, this iteration also included other types of oncological patients, and cancer survivors (treatment finished in no more than 2 years). Overall, 17 patients have been interviewed. Interviews with healthcare professionals (HCPs). These interviews aimed to collect overall feedback about both doctors' and patients' solutions, understand if the clinical and patients' needs are covered, and revise the core functionalities that have been proposed in the current prototype. A total of 10 health professionals have been interviewed. The protocols of each study are attached in the Annex. The document also presents the general conclusions from these validation activities and the next steps to follow in future developments to satisfy the user experience needs emerging in this process. Differently from the previous two rounds, the current pandemic situation allowed all the interviews to be performed in a presence. The following tools have been used: Online survey engine based on Limesurvey, used for the interviewer as a guide. Online access to the clinical dashboards to inspect functionalities for the Health Care Professionals. App installed on an Android device to test the functionalities for the patients. An Asus Vivowatch 5 smartwatch.
The document presents the preliminary results of the exploitation activities of the CAPABLE project. The activities that will be reported in the document are the following: Revision of the challenges for the technologies to improve cancer care Approaches to be used to set up a roadmap for the business development of the CAPABLE project (CEHRES Roadmap) Analysis of the stakeholders that might directly and indirectly benefit from CAPABLE Initial market and competitor analysis First draft of thedoi:10.5281/zenodo.4540536 fatcat:x75flogsbnesrcfm6nkm4kdz6u
more »... lue proposition Summarize the conclusion of the work drafting a preliminary SWOT analysis Revision of the exploitation opportunities in the project.
The aim of this deliverable is to introduce the CAPABLE evaluation plan, including the activities carried out both during the development of the system and those to be performed once the system is complete. Special attention is devoted to the clinical pilot study that will take place during the last year of the project. For this study, we provide a draft of the study protocols that will have to be presented to the Ethical Committees (EC) of the two hospitals where the studies will be performed.doi:10.5281/zenodo.4540503 fatcat:k2mgdbmhxjephisgsskx4plqne
Introduction - Thanks to improvement of care, cancer has become a chronic condition. But due to the toxicity of treatment, the importance of supporting the quality of life (QoL) of cancer patients increases. Monitoring and managing QoL relies on data collected by the patient in his/her home environment, its integration, and its analysis, which supports personalization of cancer management recommendations. We review the state-of-the-art of computerized systems that employ Data Science methods todoi:10.1101/2020.08.07.20170191 fatcat:hq2pcwi65ze53htmvgeb5pnkrq
more »... monitor the health status and provide support to cancer patients managed at home. Objective - Our main objective is to analyze the literature to identify open research challenges that a novel decision support system for cancer patients and clinicians will need to address, point to potential solutions, and provide a list of established best-practices to adopt. Methods - We designed a review study, in compliance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, analyzing studies retrieved from PubMed related to monitoring cancer patients in their home environments via sensors and self-reporting: what data is collected, what are the techniques used to collect data, semantically integrate it, infer the patient state from it and deliver coaching/behavior change interventions. Results - Starting from an initial corpus of 819 unique articles, a total of 180 papers were considered in the full-text analysis and 110 were finally included in the review. Our findings are organized and presented in four main sub-topics consisting of data collection, data integration, predictive modeling and patient coaching. Conclusion - Development of modern decision support system for cancer needs to utilize best practices like the use of validated electronic questionnaires for quality of life assessment, adoption of appropriate information modeling standards supplemented by terminologies/ontologies, adherence to FAIR data principles, external validation, stratification of patients in subgroups for better predictive modeling, and adoption of formal behavior change theories. Open research challenges include supporting emotional and social dimensions of well-being, including PROs in predictive modeling, and providing better customization of behavioral interventions for the specific population of cancer patients.
García-Betances, María Fernanda Cabrera-Umpiérrez and Manuel Ottaviano made a substantial contributions to the literature research, paper writing, the critical revision of the paper and the writing of ...doi:10.3390/s16020266 pmid:26907296 pmcid:PMC4801642 fatcat:uiu5nkaikfg4bj5x3nhhaxt43y
The paper describes a serious gamedesigned and implemented within the framework of the European project "Posso ... Non Posso ... Vado! PNPV Project Rev.2 (I can ... I cannot ... I go!) which aims to introduce and foster an entrepreneurial mindset among young people. The focus of the game is on the management of a touristic company, in a complex market in which players compete with other companies/players. After a brief overview on Entrepreneurship Education, the paper describes the structure ofdoi:10.46300/91012.2022.16.3 fatcat:bojgg5pggjfetj5xig7miytqnm
more »... the gamethat allows players to face increasingly complex situations, through learning by doing and learning by failing methodologies. Thenthetools integrated in the game to support teachersin analyzing students' activities are described.
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