MIGLINO, ORAZIO
 Distribuzione geografica
Continente #
EU - Europa 5.941
AS - Asia 5.572
NA - Nord America 5.042
SA - Sud America 800
AF - Africa 114
OC - Oceania 7
Continente sconosciuto - Info sul continente non disponibili 4
AN - Antartide 1
Totale 17.481
Nazione #
US - Stati Uniti d'America 4.864
SG - Singapore 3.287
RU - Federazione Russa 2.221
IT - Italia 2.143
CN - Cina 1.121
BR - Brasile 667
HK - Hong Kong 546
UA - Ucraina 359
DE - Germania 286
VN - Vietnam 251
FI - Finlandia 247
SE - Svezia 201
GB - Regno Unito 114
CA - Canada 102
IN - India 70
FR - Francia 68
IE - Irlanda 68
AR - Argentina 56
NL - Olanda 54
MX - Messico 48
ZA - Sudafrica 46
BD - Bangladesh 38
ID - Indonesia 35
KR - Corea 32
TR - Turchia 32
EC - Ecuador 31
ES - Italia 28
PL - Polonia 20
RO - Romania 19
AT - Austria 17
IQ - Iraq 17
JP - Giappone 17
MY - Malesia 16
PH - Filippine 16
LT - Lituania 13
CO - Colombia 11
MA - Marocco 11
GE - Georgia 10
VE - Venezuela 10
CH - Svizzera 9
DK - Danimarca 9
PK - Pakistan 9
RS - Serbia 9
SA - Arabia Saudita 9
UZ - Uzbekistan 9
AF - Afghanistan, Repubblica islamica di 8
CR - Costa Rica 7
EG - Egitto 7
GR - Grecia 7
KE - Kenya 7
KZ - Kazakistan 7
PT - Portogallo 7
PY - Paraguay 7
AE - Emirati Arabi Uniti 6
BE - Belgio 6
BG - Bulgaria 6
GH - Ghana 6
PE - Perù 6
CI - Costa d'Avorio 5
DZ - Algeria 5
HR - Croazia 5
AU - Australia 4
CL - Cile 4
IR - Iran 4
LB - Libano 4
ME - Montenegro 4
NP - Nepal 4
PS - Palestinian Territory 4
BA - Bosnia-Erzegovina 3
BO - Bolivia 3
EE - Estonia 3
EU - Europa 3
HU - Ungheria 3
IL - Israele 3
JO - Giordania 3
LV - Lettonia 3
OM - Oman 3
SN - Senegal 3
TN - Tunisia 3
UY - Uruguay 3
AZ - Azerbaigian 2
BB - Barbados 2
CZ - Repubblica Ceca 2
DO - Repubblica Dominicana 2
ET - Etiopia 2
GA - Gabon 2
GT - Guatemala 2
JM - Giamaica 2
LY - Libia 2
MR - Mauritania 2
PA - Panama 2
PR - Porto Rico 2
TZ - Tanzania 2
VC - Saint Vincent e Grenadine 2
AL - Albania 1
AM - Armenia 1
AO - Angola 1
AQ - Antartide 1
BW - Botswana 1
CD - Congo 1
Totale 17.446
Città #
Singapore 1.407
Chandler 634
Moscow 583
Hong Kong 546
Jacksonville 371
Santa Clara 365
Beijing 341
Ashburn 316
Millbury 189
Hefei 188
Napoli 188
Princeton 168
Naples 159
Rome 136
Nanjing 122
Boston 120
Los Angeles 117
Buffalo 99
Milan 92
The Dalles 85
Ho Chi Minh City 81
Wilmington 75
Des Moines 70
Helsinki 63
Woodbridge 62
Munich 58
Houston 55
New York 55
Redondo Beach 52
Ottawa 50
São Paulo 50
Ann Arbor 48
Hanoi 47
Lawrence 41
Boardman 39
Kronberg 39
Nanchang 39
Falkenstein 35
Salerno 35
Bologna 33
Amsterdam 31
Seoul 31
Hebei 28
Jiaxing 28
Norwalk 28
Seattle 28
Pune 27
Shenyang 27
Turku 26
Dallas 24
Changsha 23
Council Bluffs 22
Dong Ket 22
Rio de Janeiro 22
Tianjin 21
Dublin 20
Johannesburg 20
Caserta 19
Redwood City 19
Stockholm 19
Atlanta 18
Catania 18
London 18
Montreal 18
Toronto 18
Mexico City 17
Turin 17
Warsaw 17
Brasília 16
Nocera Inferiore 16
Nocera Superiore 16
Tokyo 16
Chicago 15
Biên Hòa 14
Brooklyn 14
Florence 14
Manfredonia 14
Orem 14
Taranto 14
Chennai 13
Quito 13
Vienna 13
Centrale 12
Bari 11
Campinas 11
Denver 11
Fairfield 11
Palermo 11
Antalya 10
Boydton 10
Cagliari 10
Padova 10
Portici 10
Scafati 10
Belgrade 9
Belo Horizonte 9
Dearborn 9
Fortaleza 9
General Trias 9
Manchester 9
Totale 8.262
Nome #
Wine Trainer (WT) 1.0 – un gioco digitale per l’addestramento olfattivo dei sommelier in formazione 215
Trasferimento di giochi di ruolo psico-pedagogici in contesti digitali 172
Allevare robot con Breedbot. 166
Educational Games for Soft-Skills Training in Digital Environments: New Perspectives. 162
Piaget Multimediale (Diego Pizza Adventure) 159
Che cos'è l'intelligenza? Proviamo a rispondere costruendo robot. 147
Psicologia sintetica, vita artificiale e tecnologie educative 146
Valutazione dello pseudoneglect mediante strumenti tangibili e digitali 146
The Assessment of Visuospatial Abilities with Tangible Interfaces and Machine Learning 136
A computational model of the evolution of antipredator behavior in situations with temporal variation of danger using simulated robots 135
Artificial organisms as tools for the development of psychological theory: Tolman's lesson 133
Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch 133
Migliorare la comunicazione attraverso il Picture Exchange Communication System (PECS) e gli Speech-Generating Devices (SGDs): il Walden PECS Comunicator (WPC). 131
DILIGO assessment tool: A smart and gamified approach for preschool children assessment 131
Basic emotions and adaptation. A computational and evolutionary model 130
Clustering of behavioral spatial trajectories in neuropsychological assessment 126
An approach to evaluating the user experience of serious games 125
Allevare robot: Una nuova prospettiva. 120
BREEDBOT: AN EDUTAINMENT ROBOTICS SYSTEM TO LINK DIGITAL AND REAL WORLD 118
Un modello simulato dell'Onisco d Tolman. 118
Approaches to embed bio-inspired computational algorithms in educational and serious games 118
"“Learn to Lead" ” a Web Based Game to Teach Leadership Theories in Vocational Courses 115
Pseudoneglect in visual search: Behavioral evidence and connectional constraints in simulated neural circuitry 115
Playing digital cards as an assessment tool for numerical abilities 114
Block Magic 113
BTT-SCAN: An ecological and technology enhanced tool to assess visual neglect. 113
An innovative tool for olfactive learning with tangible user interfaces in MOOC learning for viticulture and enology learning 112
Educational Robotics to Foster and Assess Social Relations in Students' Groups 112
Studying the Evolutionary Basis of Emotions Through Adaptive Neuroagents: Preliminary Settings and ResultsAdvances in Artificial Life and Evolutionary Computation 111
Teaching evolutionary biology using artificial life models. 110
Modelli Strutturali con MPLUS 110
Soft Skills 109
Analysis of spatial behaviour by the means of Euclidean Distances 108
FROM ANIMALS TO ANIMATS 9 108
Breeding Robots to Learn How to Rule Complex Systems 108
Pseudoneglect in children and young adults evaluated by means of the E-BTT 107
BTT-SCAN: A tool for the assessment of the Unilateral Spatial Neglect 107
E-TAN, a technology-enhanced platform with tangible objects for the assessment of visual neglect: A multiple single-case study 106
A neurorobotic model of stress-induced pseudoneglect 105
Potenziare i materiali didattici nella scuola primaria con interfacce naturali e tutor adattivi 105
Training and assessing numerical abilities across the lifespan with intelligent systems: The example of Baldo 104
The E-TAN ANALYST project: New horizons on E-BTT data analysis 102
Learn2Lead 102
INTRODUCING HUMAN TRAINERS IN EVOLUTIONARY ROBOTICS 101
Reti Neurali e Missing Values 101
Further to the Left: Stress-Induced Increase of Spatial Pseudoneglect During the COVID-19 Lockdown 101
I MATERIALI DIDATTICI CURRICOLARI POTENZIATI: DALLE INTERFACCE TRASPARENTI ALLA MULTIMODALITÀ 100
La vita artificiale come strumento di esplorazione teoretica nelle scienze del comportamento 99
Artificial Life. A New Way to Build Educational and Therapeutic Games. 99
Tangible Interfaces for Cognitive Assessment and Training in Children: LogicART 99
Playing with physical and digital cards to enhance numerical cognition in children 99
Multisensory educational materials: Five senses to learn 99
Approaching neuropsychological tasks through adaptive neurorobots 98
PROACTIVE (Fostering Teachers' Creativity through Game-Based Learning) 97
THE VIRGILIO PROJECT. Using Moocs and Serious Games to support students decision making for an informed selection of university curriculum. 97
Eutopia: Transferring Psycho-pedagogical Role Play to the Multiplayer Digital Stage 96
Groups of agents with a leader 96
Do it with rhytm - how internal clocks can simplify life in artificial and biological organisms 96
LA SFIDA DEL VECCHIO TANGIBILE AL NUOVO DIGITALE: I MATERIALI IBRIDI PER L’EDUCAZIONE 96
Collective Adaptive Agents as Techniques to build-up Edutainments Systems. 96
ENACT: Virtual Experiences of Negotiation 95
ROLE-GAMES, COMPUTER SIMULATIONS, ROBOTS AND AUGMENTED REALITY AS NEW LEARNING TECHNOLOGIES: A GUIDE FOR TEACHER EDUCATORS AND TRAINERS 95
Agent Based Modelling to Build Serious Games: The Learn to Lead Game 95
Educational Robotics to Support Social Relations at School 95
Traditional Settings and New Technologies for Role-Play Implementation 94
For Corvids together is better. A model of cooperation in evolutionary robotics 94
La Robotica per l’apprendimento di Soft-skills 93
Document STELT (Smart Technologies to Enhance Learning and Teaching): Una piattaforma per realizzare ambienti di realtà aumentata per apprendere, insegnare e giocare 92
A framework to automatically support autonomous exploration of amusing contents and self-determination in people with profound disabilities 92
ACTION-BASED COGNITION: HOW ROBOTS WITH NO SENSORY SYSTEM ORIENT THEMSELVES IN AN PPEN FIELD BOX 91
Educational Games for Soft-Skills Training in Digital Environments 90
DREAD-ED: Improving Communication Skills in Critical Situations 90
Videogiochi di ruolo, simulazioni al computer, robot e realtà aumentata come nuove tecnologie per l'apprendimento: una guida per insegnanti, educatori e formatori 90
Block Magic: A Prototype Bridging Digital and Physical Educational Materials to Support Children Learning Processes 90
Between creative process and creative product: DoCENT Mooc for the integration of technology, creativity and learning 90
Le nuove macchine per apprendere: simulazioni al computer, robot e videogiochi multi-utente. Alcuni Prototipi 89
Robotics for soft skills training 89
Potenziare e riscoprire le pratiche psico-pedagogiche tradizionali con gli Smart Objects: il progetto Infanzia Digi.Tales 3.6. 88
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials 88
Artificial intelligence for psychologists: Between theoretical psychology and new research and intervention methodology in the psychological field 88
How to evolve autonomuos robots: Different approaches in evolutionary robotics. 87
For Corvids together is better. A model of cooperation in evolutionary robotics. 87
Learn to Lead: An Educational Game for Leaders to Be 86
Methodology and Design of Technologically Enhanced Educational Role-Playing Games for Soft Skills Training 86
IS LANGUAGE NECESSARY TO MERGE GEOMETRIC AND NON-GEOMETRIC SPATIAL CUES? THE CASE OF "BLUE-WALL TASK" 86
Modelli, sistemi e applicazioni di vita artificiale e computazione evolutiva. WIVACE 2009 86
DEVELOPMENTAL PATHWAYS IN THE ASSIMILATION OF NON-GEOMETRIC INFORMATION FOR ORIENTATION IN CHILDREN: A NEUROROBOTIC MODEL 85
Situated psychological agents: A methodology for educational games 84
Neuromodelling based on evolutionary robotics: on the importance of motor control for spatial attention 82
The SISINE Project: Developing an E-Learning Platform for Educational Role-Playing Games 81
Breedbot: an evolutionary robotics application in digital content. 81
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools 81
Evolving Autonomous Robots 80
SNIFF: A game-based assessment and training tool for the sense of smell 80
AISC mid-term 2016 – Napoli - “Apprendimento, cognizione e tecnologia” 79
Modelli, sistemi e applicazioni di Vita Artificiale e Computazione Evolutiva WIVACE 2009 – ISBN: 978-88-8338-091-4 eISBN: 978-88-8338-092-1 79
Dynamics of ventral and dorsal frontoparietal networks in visual neglect: evidence from evolutionary robotics 79
Bio-inspired Computational Algorithms in Educational and Serious Games: Some Examples 79
Introducing interactive evolutionary computation in data clustering 78
SISINE: un mondo virtuale per piccole comunità di apprendimento on-line 77
Totale 10.504
Categoria #
all - tutte 56.698
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 56.698


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021595 0 0 0 0 0 127 107 41 133 41 110 36
2021/20221.056 60 10 9 37 41 21 26 45 68 95 186 458
2022/20231.436 237 123 55 146 170 171 21 145 202 39 90 37
2023/20241.102 33 160 91 95 73 109 48 112 27 45 207 102
2024/20255.402 351 296 38 77 283 245 522 345 516 496 1.782 451
2025/20265.333 1.117 676 840 830 1.625 245 0 0 0 0 0 0
Totale 17.762