Antonio Ascolese

ORCID: 0000-0003-1502-1560
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Mobile Health and mHealth Applications
  • Stroke Rehabilitation and Recovery
  • Child Development and Digital Technology
  • Virtual Reality Applications and Impacts
  • Technology Use by Older Adults
  • Impact of Technology on Adolescents
  • Innovative Teaching and Learning Methods
  • Multiple Sclerosis Research Studies
  • Multimedia Communication and Technology
  • Cerebral Palsy and Movement Disorders
  • Health and Well-being Studies
  • Online Learning and Analytics
  • Innovative Approaches in Technology and Social Development
  • Innovative Human-Technology Interaction
  • Sharing Economy and Platforms
  • Botulinum Toxin and Related Neurological Disorders
  • Team Dynamics and Performance
  • Spinal Cord Injury Research
  • Cognitive Abilities and Testing
  • Telemedicine and Telehealth Implementation
  • Hate Speech and Cyberbullying Detection
  • Scoliosis diagnosis and treatment
  • Obesity, Physical Activity, Diet
  • Cognitive Science and Mapping

Imaginary (Italy)
2013-2022

Don Carlo Gnocchi Foundation
2019

University of Milano-Bicocca
2010

Digital self-management in cystic fibrosis (CF) is foreseen as a means toward better understanding of the disease and its treatment adherence to treatment. Mobile apps hold potential provide access information, motivate, strengthen compliance. However, deliver high-quality apps, development should be based on thorough knowledge about user needs. Empirical research user-centered mobile for health care is, however, still limited.The aim this develop evaluate an app ecosystem CF. It targets not...

10.2196/mhealth.8236 article EN cc-by JMIR mhealth and uhealth 2018-05-08

Promotion of physical activity, healthy eating, adequate sleep, and reduced sedentary behavior in adolescents is a major priority globally given the current increase population health challenges noncommunicable diseases risk factors such as obesity. Adolescents are highly engaged with mobile technology, but challenge to engage them (mHealth) technology. Recent innovations technology provide opportunities promote lifestyle adolescents. An increasingly utilized approach facilitate increased...

10.2196/14118 article EN cc-by JMIR mhealth and uhealth 2019-12-16

Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for wide range of educational training applications. are computer or video games in which education is the primary goal, rather than entertainment. offer different benefits due integration simulation aspects, game aspects pedagogical elements at same time. Among assets provide learning, we will focus this paper on their ability leverage synergy between...

10.3991/ijet.v5s3.1496 article EN International Journal of Emerging Technologies in Learning (iJET) 2010-11-22

Behaviour change interventions targeting physical activity, diet, sleep and sedentary behaviour of teenagers show promise when delivered through smartphones. However, to date there is no evidence effectiveness multicomponent smartphone-based interventions. Utilising a user-centred design approach, we developed theory-based, multi-dimensional system, PEGASO Fit For Future (PEGASO F4F), which exploits sophisticated game mechanics involving smartphone applications, activity sensors motivate...

10.1186/s12911-019-0958-x article EN cc-by BMC Medical Informatics and Decision Making 2019-12-01

As web-based open data sources become increasingly accessible and rich, translating repurposing this towards an educational goal is a topic of interest. Significant challenges exist in taking it to form meaningful, relevant, engaging the learner, addressing gap between information, knowledge, understanding. Games provide key medium through which may be achieved, though limited evidence exists as regards best techniques, both pedagogical technological, by can translated material. In paper, we...

10.1109/smap.2016.7753400 article EN 2016-10-01

Background: In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose this project was to try promote active ageing aged 65–80 with mild cognitive impairment through games delivered via a tablet computer.

10.3233/978-1-61499-858-7-255 article EN Studies in health technology and informatics 2018-01-01

ABSTRACT Background and Objectives: Aging society is a social health issue that digital gaming solutions can address by enabling both infrastructures as advanced environments for care patients active people in their aging. Cost-effective patient management may be emphasized thanks to the communication protocols allow remote monitoring intervention medical professionals. Services elderly depend on behavior lifestyle toward personal management. Digital games could increase seniors' engagement...

10.4103/digm.digm_43_16 article EN Digital Medicine 2016-10-01

We apply Ant Colony Optimization concepts to the problem of finding appropriate reward values after successful task completion in serious games. Our algorithm is deployed within InLife platform...

10.1162/isal_a_00217 article EN cc-by The 2019 Conference on Artificial Life 2019-01-01

Appears in: INTED2018 Proceedings Publication year: 2018Pages: 2897-2904ISBN: 978-84-697-9480-7ISSN: 2340-1079doi: 10.21125/inted.2018.0549Conference name: 12th International Technology, Education and Development ConferenceDates: 5-7 March, 2018Location: Valencia, Spain

10.21125/inted.2018.0549 article EN INTED proceedings 2018-03-01

Background and Objectives: Developing serious games (SGs) for children is challenging, especially when dealing with complex medical diagnosis. Enhancing children’s compliance the treatment of chronic conditions a crucial challenge that requires caring about engagement users in game experience already from initial stages development. Materials Methods: Participatory design methodological key to trace right path toward an effective easy-to-use game; specific settings are necessary collect...

10.4103/digm.digm_2_19 article EN Digital Medicine 2019-01-01

Worldwide demographics are changing; we living longer and, in developed countries, the birth-rate is dropping. In this context and motivated by challenge of sustainable ageing, paper presents sustAGE, a multi-modal person-centred IoT platform, which integrates with daily activities ageing employees both at work outside. The sensed information allows system to assess state users context-related aspects aim provide timely recommendations support wellbeing, wellness, productivity. Herein,...

10.54941/ahfe100895 article EN AHFE international 2022-01-01

Game-based rehabilitation proved its efficacy in recent years, and the areas of intervention are increasing. In this article, we report definition a protocol for treatment people suffering from acute cervical spinal cord injury preliminary application with five patients. A suite serious games using Kinect as device game sessions is adopted upper-limb rehabilitation. The possibility to customize training plans by selecting different each patient gives chance include created other targets...

10.4103/digm.digm_23_18 article EN Digital Medicine 2018-07-01
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