MIGLINO, ORAZIO
 Distribuzione geografica
Continente #
NA - Nord America 3.192
EU - Europa 2.754
AS - Asia 469
AF - Africa 10
SA - Sud America 10
Continente sconosciuto - Info sul continente non disponibili 3
OC - Oceania 3
Totale 6.441
Nazione #
US - Stati Uniti d'America 3.133
IT - Italia 1.652
CN - Cina 359
UA - Ucraina 334
SE - Svezia 184
FI - Finlandia 155
DE - Germania 136
IE - Irlanda 71
GB - Regno Unito 63
CA - Canada 56
FR - Francia 42
IN - India 33
NL - Olanda 30
VN - Vietnam 22
RO - Romania 17
TR - Turchia 13
ES - Italia 12
MY - Malesia 10
RS - Serbia 8
CH - Svizzera 7
ID - Indonesia 7
SG - Singapore 7
AT - Austria 6
BR - Brasile 5
BG - Bulgaria 4
CI - Costa d'Avorio 4
DK - Danimarca 4
GH - Ghana 4
GR - Grecia 4
HR - Croazia 4
SA - Arabia Saudita 4
AU - Australia 3
BE - Belgio 3
EC - Ecuador 3
EU - Europa 3
HU - Ungheria 3
IR - Iran 3
JP - Giappone 3
LB - Libano 3
ME - Montenegro 3
PT - Portogallo 3
AR - Argentina 2
IL - Israele 2
KR - Corea 2
LT - Lituania 2
LV - Lettonia 2
MX - Messico 2
RU - Federazione Russa 2
CZ - Repubblica Ceca 1
EE - Estonia 1
EG - Egitto 1
GL - Groenlandia 1
PK - Pakistan 1
SM - San Marino 1
ZA - Sudafrica 1
Totale 6.441
Città #
Chandler 634
Jacksonville 370
Millbury 192
Napoli 188
Princeton 170
Ashburn 131
Nanjing 122
Boston 107
Rome 86
Wilmington 76
Des Moines 70
Woodbridge 62
Milan 58
Naples 58
Beijing 50
Ann Arbor 48
Ottawa 48
Houston 43
Lawrence 41
Nanchang 40
Kronberg 39
Hebei 28
Norwalk 28
Jiaxing 27
Pune 27
Boardman 25
Bologna 25
Shenyang 25
Amsterdam 24
Salerno 24
Dong Ket 22
Dublin 21
Changsha 20
Caserta 19
Redwood City 19
Tianjin 18
Turin 15
Manfredonia 14
Taranto 14
Catania 13
Nocera Inferiore 13
Centrale 12
Fairfield 11
Antalya 10
Portici 10
Dearborn 9
Maratea 9
Nola 9
Orange 9
Treviso 9
Belgrade 8
Scafati 8
Seattle 8
Cagliari 7
Hangzhou 7
Pescara 7
Randazzo 7
Sacrofano 7
San Potito Sannitico 7
Surabaya 7
Campobasso 6
Capaccio 6
Florence 6
Forino 6
Lentini 6
Marsala 6
Palermo 6
Stuttgart 6
Velletri 6
Fidenza 5
Kunming 5
Vicenza 5
Vienna 5
Accra 4
Acerra 4
Bari 4
Bisaccia 4
Constanta 4
Falls Church 4
Frattamaggiore 4
Ipoh 4
Jeddah 4
Marigliano 4
Messina 4
Montreuil 4
Pimonte 4
Rousse 4
Toronto 4
Torre Del Greco 4
Barcelona 3
Baronissi 3
Borghi 3
Budrio 3
Calvizzano 3
Castellammare Di Stabia 3
Changchun 3
Como 3
Giugliano In Campania 3
Indiana 3
Kuala Lumpur 3
Totale 3.386
Nome #
Allevare robot con Breedbot. 99
Psicologia sintetica, vita artificiale e tecnologie educative 80
Modelli Strutturali con MPLUS 78
Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch 74
Artificial organisms as tools for the development of psychological theory: Tolman's lesson 73
Che cos'è l'intelligenza? Proviamo a rispondere costruendo robot. 73
Educational Games for Soft-Skills Training in Digital Environments: New Perspectives. 73
Piaget Multimediale (Diego Pizza Adventure) 72
DILIGO assessment tool: A smart and gamified approach for preschool children assessment 72
Wine Trainer (WT) 1.0 – un gioco digitale per l’addestramento olfattivo dei sommelier in formazione 72
Migliorare la comunicazione attraverso il Picture Exchange Communication System (PECS) e gli Speech-Generating Devices (SGDs): il Walden PECS Comunicator (WPC). 71
The Assessment of Visuospatial Abilities with Tangible Interfaces and Machine Learning 71
Learn2Lead 68
"“Learn to Lead" ” a Web Based Game to Teach Leadership Theories in Vocational Courses 64
Teaching evolutionary biology using artificial life models. 59
Breeding Robots to Learn How to Rule Complex Systems 59
Artificial intelligence for psychologists: Between theoretical psychology and new research and intervention methodology in the psychological field 59
Trasferimento di giochi di ruolo psico-pedagogici in contesti digitali 58
Document STELT (Smart Technologies to Enhance Learning and Teaching): Una piattaforma per realizzare ambienti di realtà aumentata per apprendere, insegnare e giocare 58
BTT-SCAN: An ecological and technology enhanced tool to assess visual neglect. 58
A computational model of the evolution of antipredator behavior in situations with temporal variation of danger using simulated robots 57
Videogiochi di ruolo, simulazioni al computer, robot e realtà aumentata come nuove tecnologie per l'apprendimento: una guida per insegnanti, educatori e formatori 56
Basic emotions and adaptation. A computational and evolutionary model 56
Clustering of behavioral spatial trajectories in neuropsychological assessment 56
AISC mid-term 2016 – Napoli - “Apprendimento, cognizione e tecnologia” 55
Pseudoneglect in visual search: Behavioral evidence and connectional constraints in simulated neural circuitry 55
Un modello simulato dell'Onisco d Tolman. 54
Allevare robot: Una nuova prospettiva. 53
La vita artificiale come strumento di esplorazione teoretica nelle scienze del comportamento 52
Approaches to embed bio-inspired computational algorithms in educational and serious games 52
Multisensory educational materials: Five senses to learn 52
BREEDBOT: AN EDUTAINMENT ROBOTICS SYSTEM TO LINK DIGITAL AND REAL WORLD 49
Artificial Life. A New Way to Build Educational and Therapeutic Games. 48
Educational Robotics to Support Social Relations at School 48
Reti Neurali e Missing Values 47
Groups of agents with a leader 46
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools 45
I MATERIALI DIDATTICI CURRICOLARI POTENZIATI: DALLE INTERFACCE TRASPARENTI ALLA MULTIMODALITÀ 45
EUTOPIA-MT: la formazione alla mediazione attraverso un gioco di ruolo on-line. 44
Approaching neuropsychological tasks through adaptive neurorobots 44
BTT-SCAN: A tool for the assessment of the Unilateral Spatial Neglect 44
The SISINE Project: Developing an E-Learning Platform for Educational Role-Playing Games 42
E-TAN, a technology-enhanced platform with tangible objects for the assessment of visual neglect: A multiple single-case study 42
DREAD-ED 41
LA SFIDA DEL VECCHIO TANGIBILE AL NUOVO DIGITALE: I MATERIALI IBRIDI PER L’EDUCAZIONE 41
ACTION-BASED COGNITION: HOW ROBOTS WITH NO SENSORY SYSTEM ORIENT THEMSELVES IN AN PPEN FIELD BOX 40
Potenziare e riscoprire le pratiche psico-pedagogiche tradizionali con gli Smart Objects: il progetto Infanzia Digi.Tales 3.6. 40
Playing with physical and digital cards to enhance numerical cognition in children 40
Robotics for soft skills training 40
Playing digital cards as an assessment tool for numerical abilities 40
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning) 38
Ambienti reattivi e adattivi come protesi cognitive. Sviluppo e studio di alcuni prototipi sperimentali. 38
L'avvenire della cura. Psicopatologia, neuroscienze, psicologia clinica 38
An approach to evaluating the user experience of serious games 38
INTRODUCING HUMAN TRAINERS IN EVOLUTIONARY ROBOTICS 37
Tangible Interfaces for Cognitive Assessment and Training in Children: LogicART 37
Potenziare i materiali didattici nella scuola primaria con interfacce naturali e tutor adattivi 37
DEVELOPMENTAL PATHWAYS IN THE ASSIMILATION OF NON-GEOMETRIC INFORMATION FOR ORIENTATION IN CHILDREN: A NEUROROBOTIC MODEL 36
FROM ANIMALS TO ANIMATS 9 36
Teaching Mediation. Eutopia-mt: conflict management through digital worlds. FEU ISBN 978-88-8338-088-4 36
Agent Based Modelling to Build Serious Games: The Learn to Lead Game 36
THE VIRGILIO PROJECT. Using Moocs and Serious Games to support students decision making for an informed selection of university curriculum. 36
Come e perché usare l’Intelligenza Artificiale per costruire modelli degli ambienti di intervento psicologico 36
Educational Robotics to Foster and Assess Social Relations in Students' Groups 36
SINAPSI - Simulazioni INterattive per l’APprendimento di Skill Individuali . 35
Behavioural Trajectories of Adaptive Mobile Robot for Animal Behavioural Studies 34
Enhancing Digital Creativity in Education: The Docent Project Approach 34
From Simulated to Real Robots. 34
Do it with rhytm - how internal clocks can simplify life in artificial and biological organisms 34
Eutopia: A MORPG platform to building-up Psycho- Pedagogical Simulation Games 34
Collective Adaptive Agents as Techniques to build-up Edutainments Systems. 34
Simulative Models to Understand Numerical Cognition 34
A framework to automatically support autonomous exploration of amusing contents and self-determination in people with profound disabilities 34
Further to the Left: Stress-Induced Increase of Spatial Pseudoneglect During the COVID-19 Lockdown 34
A Neuro-Ethological Approach for the TSP: Changing Metaphors in Connectionist Models. 33
Between creative process and creative product: DoCENT Mooc for the integration of technology, creativity and learning 33
IS LANGUAGE NECESSARY TO MERGE GEOMETRIC AND NON-GEOMETRIC SPATIAL CUES? THE CASE OF "BLUE-WALL TASK" 32
EVOLVING ROBOT BEHAVIOUR AT MICRO (MOLECULAR) AND MACRO (MOLAR) ACTION LEVEL 32
Evolutionary Robotics as a tool to investigate spatial cognition in artificial and natural systems. 32
Artistic Algorithms and Neural Networks 32
COCOR 32
ROLE-GAMES, COMPUTER SIMULATIONS, ROBOTS AND AUGMENTED REALITY AS NEW LEARNING TECHNOLOGIES: A GUIDE FOR TEACHER EDUCATORS AND TRAINERS 32
Applied behavior analysis (ABA) as a footprint for tutoring systems: A model of ABA approach applied to olfactory learning 32
Valutazione dello pseudoneglect mediante strumenti tangibili e digitali 32
How to evolve autonomuos robots: Different approaches in evolutionary robotics. 31
EVOLVING AND BREEDING ROBOTS. 31
Breedbot: an evolutionary robotics application in digital content. 31
Modelli, sistemi e applicazioni di Vita Artificiale e Computazione Evolutiva WIVACE 2009 – ISBN: 978-88-8338-091-4 eISBN: 978-88-8338-092-1 31
SIstema di SImulazione alla NEgozazione 31
Evolving Autonomous Robots 30
Il pensiero di John Dewey tra psicologia, filosofia, pedagogia. Prospettive interdisciplinari 30
Giochi Elettronici e Processi di Apprendimento: Esperienze e Prototipi 30
Neuromodelling based on evolutionary robotics: on the importance of motor control for spatial attention 30
Le simulazioni per lo studio della cognizione spaziale in un’ottica neuro-costruttivista 30
Le nuove macchine per apprendere: simulazioni al computer, robot e videogiochi multi-utente. Alcuni Prototipi 29
SISINE: TEACHING NEGOTIATION THROUGH A MULTIPLAYER ONLINE ROLE PLAYING GAME 29
Processi cognitivi e formazione. Teorie, modelli, progetti 29
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials 29
Midpoint: A Tool to Build Artificial Models of Numerical Cognition 29
For corvids together is better: A model of cooperation in evolutionary robotics 29
Totale 4.472
Categoria #
all - tutte 21.771
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 21.771


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2018/201969 0 0 0 0 0 0 0 0 33 11 3 22
2019/2020906 255 21 116 49 93 19 19 37 29 37 97 134
2020/20211.155 24 87 162 100 185 129 107 41 133 41 110 36
2021/20221.065 60 10 9 37 41 22 26 45 70 95 186 464
2022/20231.442 239 123 55 146 170 171 21 146 204 39 91 37
2023/2024757 33 160 91 97 82 109 48 112 25 0 0 0
Totale 6.707