984 resultados para Perticari, Giulio, conte.
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Mode of access: Internet.
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Mode of access: Internet.
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Mode of access: Internet.
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University of Illinois Library bookplate "From the library of Conte Antonio Cavagna Sangiuliani di Gualdana Lazelada di Bereguardo, purchased 1921" on the inside front cover.
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At head of title: A. Ademollo.
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Mode of access: Internet.
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Acquisition made accessible thanks to the generous support of the Frederick J. and Margret L. Worden Endowment.
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A reprint of the edition of 1875-1882.
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First presented on Sept. 9, 1834 at the Accademia della Crusca.
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Mode of access: Internet.
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Holograph, signed.
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Le sujet de cette recherche concerne l'évaluation de l'influence d'une approche pédagogique adaptée tenant compte des dimensions affective et cognitive de la clientèle d'une classe de maturation. Cette approche dite "adaptée" utilise le livre, le conte et les habiletés du conteur dans le but de développer une propension à la lecture chez ces élèves. À la lumière des ouvrages des auteurs tels que Jackson, Hayden, Bettelheim, Jean, Held, Michel et Seung sur l'influence affective et cognitive du livre, du conte et des habiletés du conteur chez l'individu ainsi qu'à la lumière du modèle théorique de la compréhension du rôle de l'affectivité relié au processus de la lecture de Mathewson, nous avons formulé l'hypothèse que l'application de l'approche pédagogique adaptée axée sur le conte et les habiletés du conteur augmente la propension à la lecture chez les élèves d'une classe de maturation. La cueillette des données a été réalisée à l'aide de l'évaluation d'un expert (avant et après l'application de l'approche pédagogique adaptée), d'un questionnaire adressé aux sujets, d'un questionnaire adressé aux parents (avant et après l'application de l'approche pédagogique adaptée) et des observations de l'enseignante. L'analyse de l'ensemble des résultats et des observations durant la période de l'expérimentation confirment l'hypothèse de cette recherche.
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Although mobile phones are often used in public urban places to interact with one’s geographically dispersed social circle, they can also facilitate interactions with people in the same public urban space. The PlaceTagz study investigates how physical artefacts in public urban places can be utilised and combined with mobile phone technologies to facilitate interactions. Printed on stickers, PlaceTagz are QR codes linking to a digital message board enabling collocated users to interact with each other over time resulting in a place-based digital memory. This exploratory project set out to investigate if and how PlaceTagz are used by urban dwellers in a real world deployment. We present findings from analysing content received through PlaceTagz and interview data from application users. QR codes, which do not contain any contextual information, piqued the curiosity of users wondering about the embedded link’s destination and provoked comments in regards to people, place and technology.
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“The Cube” is a unique facility that combines 48 large multi-touch screens and very large-scale projection surfaces to form one of the world’s largest interactive learning and engagement spaces. The Cube facility is part of the Queensland University of Technology’s (QUT) newly established Science and Engineering Centre, designed to showcase QUT’s teaching and research capabilities in the STEM (Science, Technology, Engineering, and Mathematics) disciplines. In this application paper we describe, the Cube, its technical capabilities, design rationale and practical day-to-day operations, supporting up to 70,000 visitors per week. Essential to the Cube’s operation are five interactive applications designed and developed in tandem with the Cube’s technical infrastructure. Each of the Cube’s launch applications was designed and delivered by an independent team, while the overall vision of the Cube was shepherded by a small executive team. The diversity of design, implementation and integration approaches pursued by these five teams provides some insight into the challenges, and opportunities, presented when working with large distributed interaction technologies. We describe each of these applications in order to discuss the different challenges and user needs they address, which types of interactions they support and how they utilise the capabilities of the Cube facility.