Raffaele Di Fuccio

Orcid: 0000-0001-8886-3967

According to our database1, Raffaele Di Fuccio authored at least 28 papers between 2010 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Digital games for career guidance: a systematic review using PRISMA guidelines.
Behav. Inf. Technol., February, 2024

2023
"Escape with Pulcinella": Development of A Gamified Environment And Pilot Study On Escape Rooms For Language Learning And Cultural Knowledge Acquisition.
Proceedings of the IEEE International Conference on Metrology for eXtended Reality, 2023

2022
Literature Review on MOOCs on Sensory (Olfactory) Learning.
Comput., 2022

The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study.
Proceedings of Third Workshop of Technology Enhanced Learning Environments for Blended Education, 2022

Burnout Syndrome Among Master's Degree Nursing Students Using a Compromising Negotiation Style Evaluated Through a Serious Game.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2022

Creativity, Learning and Technology in MOOC: The DoCENT Approach Between Teaching and Gaming.
Proceedings of the Universal Access in Human-Computer Interaction. User and Context Diversity, 2022

2021
Multisensorial tangible user interface for immersive storytelling: a usability pilot study with a visually impaired child.
Proceedings of the First Workshop on Technology Enhanced Learning Environments for Blended Education, 2021

teleXbe-2021 - The balance distance and face-to-face learning: a field for the discussion of scientific evidences.
Proceedings of the Second Workshop on Technology Enhanced Learning Environments for Blended Education, 2021

teleXbe 2021 - The role of technologies in education and new trajectories of blended learning.
Proceedings of the First Workshop on Technology Enhanced Learning Environments for Blended Education, 2021

An innovative tool for olfactive learning with tangible user interfaces in MOOC learning for viticulture and enology learning.
Proceedings of the Second Workshop on Technology Enhanced Learning Environments for Blended Education, 2021

Operazionalization of the 4C-ID model in a practical context.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021

The SToP project app: promoting the creation of habits through explicit learning and self-monitoring.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021

Digital Storytelling: a learning perspective.
Proceedings of the Third Symposium on Psychology-Based Technologies, 2021

2020
Usability and engagement of a digital and multisensorial tool for immersive storytelling: a pilot study.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

STOP: a gamified approach to support obese patients in changing their health habits.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

2019
The DoCENT role play game: a tool for the training of the digital creativity for teachers.
Proceedings of the First Symposium on Psychology-Based Technologies co-located with XXXII National Congress of Italian Association of Psychology, 2019

The DoCENT Game: An Immersive Role-Playing Game for the Enhancement of Digital-Creativity.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2019

Demonstrating Machine Learning for Cancer Diagnostics.
Proceedings of the 5th Collaborative European Research Conference (CERC 2019), 2019

2018
Multisensory Educational Materials: Five Senses to Learn.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2018

2017
An agent-based modelling approach to build up educational digital games for kindergarten and primary schools.
Expert Syst. J. Knowl. Eng., 2017

The Activity Board 1.0: RFID-NFC WI-FI Multitags Desktop Reader for Education and Rehabilitation Applications.
Proceedings of the Recent Advances in Information Systems and Technologies, 2017

TriPOD: A Prototypal System for the Recognition of Capacitive Widget on Touchscreen Addressed for Montessori-Like Educational Applications.
Proceedings of the Recent Advances in Information Systems and Technologies, 2017

SNIFF: A Game-Based Assessment and Training Tool for the Sense of Smell.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, 2017

2016
Digital and Multisensory Storytelling: Narration with Smell, Taste and Touch.
Proceedings of the Adaptive and Adaptable Learning, 2016

2015
Towards Hyper Activity Books for Children. Connecting Activity Books and Montessori-like Educational Materials.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015

2014
BlockMagic, A Hybrid Educational Environment Based on RFID Technology and Internet of Things Concepts.
Proceedings of the Internet of Things. User-Centric IoT, 2014

2010
Artificial immune systems for Artificial Olfaction data analysis: Comparison between AIRS and ANN models.
Proceedings of the International Joint Conference on Neural Networks, 2010


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