
Raffaella FolgieriUniversity of Milan | UNIMI · Department of Philosophy
Raffaella Folgieri
PhD
About
90
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Introduction
Against a misuse of the discipline, Empathic AI needs to take into consideration three main components: a system's point of view, focused on adaptive systems and learning agents; an affective engineering approach; the augmented communication dimension, focusing on human-machine interaction, at the basis of any future development in the technological field and human being progress. Legal and Ethical issues are, of course, the frame of this big picture.
More information at www.rfolgieri.com
Additional affiliations
January 2011 - September 2015
Publications
Publications (90)
Purpose – In previous works we discussed the contribution of digital tourism not only to the improvement of the reputation of a Country (i.e. Sentiment Analysis) but also of the possibility to create opportunities for a new kind of online tourism. In recent times, with the development of the so-called Metaverse, also influenced by the pandemic emer...
Purpose – This study is aimed at proposing the design of an efficient workbench and guidelines to help content providers in tourism to address proper messages both in managing ordinary activities and in facing unpredictable events and external shocks. Recent Covid-19 related events have particularly stressed the importance of tools supporting, guid...
Purpose – The importance of the "data gold rush" that occurs in real time on various social media platforms is recognized by various tourism stakeholders and researcher. To extract knowledge from textual data, the purpose of this study is to apply text mining techniques to social media data. Methodology – Descriptive statistical analysis is conduct...
The research goals are studying and evaluating the application of Personal Meaning Maps Methodology in museums' visitors' and university students' learning, competencies, and perception development. The study was conducted within the course "Museum Information Sys-tems", implemented under the Program "Applied Informatics in Arts and Humanities..."...
Negotiating skills are not part of the traditional lawyer’s training. Today, however, advanced skills are required of the lawyer to settle disputes consensually before trial. Cognitive, psycho-social and communication aspects should be trained in a purposed way. Cognitive knowledge and brain technology may be combined to develop targeted empowering...
Cognitive Technologies are currently in the focus of Neurolaw due to the possibility to investigate inner brain process allowing to better understand human behaviors. Although technologies such as Brain Computer Interface could lead the transfer of neuroscience achievements in legal studies improving, so, regulations and practice, when used with ac...
The study aimed at assessing visitors' learning and perception using the Personal Meaning Maps methodology. The study was conducted within the course "Museum Information Systems", implemented under the Program "Applied Informatics in Arts and Humanities..." of Saint Petersburg State University according to the University requirements. Thirty-five t...
E-learning represents a consolidated practice in education, as a support to traditional classroom-based lessons, in distance, blended and continuous education and, in more recent times, increasing enough as a mean for self-assessment and self-training to maximize learning results. Despite of this overall interest, however, little attention has been...
This paper describes a pilot educational project made in a Primary School in Italy (Scuola Primaria Alessandro Manzoni at Mulazzano, Milan) implemented in 2016 and 2017. The project was born from a specific request: the school aimed at improving the results achieved by students aged 7 during the National Tests for Mathematics since they registered...
Orthopaedic rehabilitation is a hot topic since the increasing age of the population in western countries implies that more and more people require invasive and inabilitating orthopaedic surgery, such as knee substitution, in order to recover physical functionality, autonomy and quality of life. Consequently, it's fundamental to test rehabilitation...
The present article presents a high-level study on creativity. From a theoretical point of view, we conceptualized cognitive framework of creativity based on the notion of balance between conscious and unconscious processes. Indeed, creativity may be considered a borderline state of mind, in which the thought seems to fluctuate in a near-consciousn...
The reliability of commercial non-invasive BCI (Brain Computer Interface) devices and the lower cost of these EEG-based systems, determined the increasing interest in their application in different research fields, also thanks to the portability of the equipment. The latter feature makes BCI devices particularly suited for entertainment application...
The reliability of commercial non-invasive BCI (Brain Computer Interface) devices and the lower cost of these EEG-based systems, determined the increasing interest in their application in different research fields, also thanks to the portability of the equipment. The latter feature makes BCI devices particularly suited for entertainment application...
Three Business case studies in University Laboratories on learning and mobility allow experimenting new multidisciplinary expertise, multimedia data management, analysis, distributed collaboration. Software and Hardware engineering practices, cloud technology-based, benefit from prototyping, in satisfying the needs of customers, validation of prici...
The research project intends to demonstrate how EEG detection through BCI device can improve the analysis and the interpretation of colours-driven cognitive processes through the combined approach of cognitive science and information technology methods. To this end, firstly it was decided to design an experiment based on comparing the results of th...
This paper reports results obtained from a set of experiments aiming to compare the behaviour and cerebral rhythms in response to the vision of images related to different types of disgust: core, animal nature and moral. The approach combines Information Technology methods and cognitive technologies (specifically Brain Computer Interfaces) as well...
Often students and lay public are not able to watch an art exhibit displayed in a museum of fine arts as scholars could wish. It has to be considered that watching is a learned skill that is neither innate nor spontaneous. Consequently, onlookers would benefit from a method that may enhance their visual skills. This consideration and the willing to...
In this work we experimentally analyze ensemble algorithms based on Random Subspace and Random Plus-Minus-One Projection, comparing them to the results obtained in literature by the application of Bagging and BagBoosting on the same data sets used in our experiments: Colon and Leukemia. In this work we concentrate on the application of random proje...
We present a study of the effectiveness of estimating web application development effort using Function Points and Web Objects methods, and a method we propose-the Revised Web Objects (RWO). RWO is an upgrading of WO method, aimed to account for new web development styles and technologies. It also introduces an up-front classification of web applic...
In a globalization scenario, the current economic crisis has highlighted the weaknesses of the global economic system, strongly interdependent and increasingly dependent on market fluctuations and the geopolitical balance. The difficulty of getting out of the current situation is evidenced by the numerous efforts to find systemic solutions that wou...
Research suggests that doctors are failing to make use of technologies designed to optimize their decision making skills in daily clinical activities, despite a proliferation of electronic tools with the potential for decreasing risks of medical and diagnostic errors. This paper addresses this issue by exploring the cognitive basis of medical decis...
The presented performance, using an EEG-BCI (Brain Computer Interface), is dedicated to artists, scholars and experts interested in the whole world of creativity and the related psychological and neuro-cognitive mechanisms. The aims of this work are: to identify possible biomarkers (EEG) related to the creative process in specific tasks, exploring...
Real and virtual are often considered terms in reciprocal opposition, but the boundaries
between the two are blurred. The main goal of our study consists in answering the question whether the presence of a third dimension (3D) is a fundamental step of the virtual toward the real world, and if it causes some difference in the neural activity of the...
The diagnosis of Learning Disabilities (LD) is frequently subject to cognitive biases. In Italy, minimal diagnostic standards have been identified during a national Consensus Conference (2010). However, specialists use different protocols to assess reading and cognitive abilities. Thus, we propose to support LDs diagnosis with Artificial Neural Net...
The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multi...
Purpose – Tourism is a growing sector, playing an important role in many economies, always looking for methods to provide tourism demand forecasting and new creative ideas to develop local tourist offer. Early prediction on the tourist inflow represents a challenge helping local economy to optimize and develop tourist income. Forecasting models for...
Negotiating skills are not part of the traditional lawyer's training. Today, however, new problem-solving skills are required of the lawyer to settle disputes consensually before trial. This article outlines the methodology for a pilot study that investigates the cooperative problem-solving skills development through neuroscientific devices that ar...
Human creativity is not just the result of a cognitive encapsulated process, but is an online
process that link together thoughts, emotions and sensory events in a complex fashion. Thanks to
this property, that is to the development of mental reflection, we can always (or almost always)
create a context in which to give sense to the world. Art and...
The aims of the present work were to identify possible biomarkers (EEG) related to the creative process in specific tasks; to explore the creative process in a real-time ecological setting; to investigate the relation between explicit and implicit mechanisms during creative processes; to explore the relation between creativity and personality trait...
As stated in our previous works [1], creativity can be considered a complex cognitive process, allowing our mind to find original solutions, new perspectives, further ways to organize the incoming data to give rise to an enriched reality [2]. In Cognitive Sciences, creativity is often studied as a part of a complex problem solving process.
In this...
This paper describes an educational project conducted in a primary school in Italy (Scuola Primaria Alessandro Manzoni at Mulazzano, near to Milan). The school requested our collaboration to help improve upon the results achieved on the National Tests for Mathematics, in which students, aged 7, registered performances lower than the national averag...
EEG-based Brain Computer Interface (BCI) and Transcranial Stimulation represent one of the frontiers in brain studies, promising great potential in practical application in several fields. Indeed, compared to other brain-imaging techniques, BCI and Transcranial Stimulation are non-invasive, low cost and portable, leading to design applications in i...
Through a set of experiments we demonstrated the potentiality of the use of EEG signal detection through BCI devices in improving the analysis and the interpretation of colors-driven cognitive processes. The approach combines Information Technology methods and signal analysis with cognitive science investigation methods, considering the rising inte...
The artistic expressions are universally recognized as creative. It might be considered a window on the mind since an artwork implies a blend of implicit and explicit thinking processes and results in behaviors mediated by some media or epistemic instruments. In this sense, art may be seen as creativity enacted, since the mind/brain must interact w...
The aim of this study is to explore the use of web resources in order to trace the discursive strategies enacted to restore the image of a tourist destination. In particular, we analyze the case of Monterosso, damaged by a flood in 2011. The innovation of this paper consists in a twofold approach: a linguistic approach within the framework of Disco...
This paper reports results obtained from a set of experiments aiming to compare the behaviour and cerebral rhythms in response to the vision of images related to different types of disgust: core, animal nature and moral. The approach combines Information Technology methods and cognitive technologies (specifically Brain Computer Interfaces) as well...
In the field of Art and Cultural Heritage, operators are conscious that the public would like to be involved more in exhibitions and in the preservation of Culture, so experts and researchers are studying new technologies, and, in particular, Virtual Reality, to find new means to engage visitors and improve their experience.
The new headsets and 3D...
The reliability of commercial non-invasive BCI (brain computer Interface) devices and the lower cost of these EEG-based systems, as well as the equipment's portability, determined the increasing interest in their application in different research fields. The latter feature makes BCI devices particularly suited for entertainment applications, especi...
Aims: The paper reports results obtained from a set of experiments aiming to demonstrate the potentiality of the use of EEG signal detection through BCI devices in improving the analysis and the interpretation of colors - driven cognitive processes. The approach combines Information Technology methods and signal analysis with cognitive science inve...
Commercial non-invasive BCI (Brain Computer Interface) devices are currently applied in several research fields, thank to the low cost of these EEG-based systems and also to the portability of the equipment. The latter feature makes BCI devices particularly suited for entertainment applications, especially due to the possibility to detect the menta...
Starting from the considerations that new generations communicate and manage social relationships in a different way, thanks to the use of new media, especially Internet, we wanted to study the effects of this communication mode on a neuro-cognitive level. Many studies, especially in sociological and psychological research fields, state that tradit...
In this paper we propose the use of Agent-Based Models (ABM) (Gilbert 2008) to study the development of historical natural languages starting from a universal grammar according to Chomsky’s "Theory of the principles and parameters" (Chomsky 1995) .
The CLARION architecture, designed by Ron Sun (Sun 2002) integrates implicit and explicit knowledge,...
Anticipating that the problem of diagnostic errors will not easily be solved through education, debiasing techniques or incentives-based systems, experts have proposed the systematic use of decision support tools (or decision aids) in medical practice. These tools are active knowledge resources that use patient data to generate case-specific advice...
Storici dell’arte ed esperti del settore museale lamentano la difficoltà del pubblico a “leggere” le opere esposte in un museo di arti visive. Guardare e cogliere gli aspetti relativi alla grammatica visiva di un oggetto sono abilità che si apprendono, in generale non sono innate o spontanee. I fruitori potrebbero beneficiare di un metodo che svilu...
The reliability of commercial non-invasive BCI (Brain Computer Interface) devices and the lower cost of these EEG-based systems, determined the increasing interest in their application in different research fields, also thanks to the portability of the equipment. The latter feature makes BCI devices particularly suited for entertainment application...
The present article presents a high-level study on creativity. From a theoretical point of view, we conceptualized cognitive framework of creativity based on the notion of balance between conscious and unconscious processes. Indeed, creativity may be considered a borderline state of mind, in which the thought seems to fluctuate in a near-consciousn...
The use of e-learning in education has seen an unprecedented increase, especially in the case of second language (L2) learning. However, little attention has been devoted to advanced technology-based approaches to teaching English to dyslexic students. Much progress has been made, in recent years, across different research specialties, but the use...
Le scienze cognitive includono varie discipline interessate allo studio della mente. Fra queste la psicologia, le neuroscienze, l’ intelligenza Artificiale, la linguistica, la filosofia, la robotica, l’ antropologia e l’economia hanno svolto un ruolo storico fondamentale nella definizione del paradigma cognitivo.
Il libro ha lo scopo di invitare i...
Purpose – The wealth of information delivered on the web and the opportunity to access it using
different platforms has led to a new profile of consumer of tourist information: a virtual
navigator, who represents a hybrid figure between the tourist and traveler. These new kinds of
users access the web not only to plan and organize their holidays, b...
Il lavoro è suddiviso in tre parti: la prima, introduttiva, descrive le possibilità offerte dal digital storytelling per migliorare la fruizione del pubblico museale coniugando e innescando i processi mnemonici legati al priming attraverso il potente mezzo della narrazione.
La seconda sezione entra nel merito del priming, presentando modi e mezzi a...
The goal of this paper is to present a first prototype of an augmented reality tool enhancing art fruition, drawing on our previous research results on EEG-based BCI (Brain-Computer Interface) devices and priming. The tool, namely ART, aims to integrate research results and new different technological means to provide users with a virtual tutor acc...
The research project intends to demonstrate how EEG detection through BCI device can improve the analysis and the interpretation of colours-driven cognitive processes through the combined approach of cognitive science and information technology methods. To this end, firstly it was decided to design an experiment based on comparing the results of th...
Sometimes scholars complain that students and lay public are not able to watch an artistic
exhibit displayed in a museum of fine arts. Watching is a learned skill that is neither innate nor
spontaneous. Onlookers would benefit from a method that may enhance their visual skills. The goal
of this paper is to assess whether a model based on visual-per...
The study aims to contribute to the evaluation of the effectiveness of brand management decisions, using an innovatvie research approach applied to the brand Coca-Cola, based on the comparison between traditional methods and the results of an original neurotest, designed ad hoc.
The relationships between the brain and music represent a fundamental investigation field in HCI (Human-Computer Interaction), such as in games, Virtual Reality and digital entertainment, due to the impact of music in human experiences, emotions and cognitive processes. For low cost and real-time analysis possibility, Brain Computer Interfaces (BCI...
In this work, we consider immersive Virtual Reality (VR) as a communication process between humans, mediated by computer systems, which uses interaction, visualization, and other sensory stimuli to convey
information. From this viewpoint, it is relevant to understand how VR can solve a given communication problem, what is therefore
the expressive p...
The goal of this paper is to assess whether a tool based on visual-perceptual repetition priming, a kind of implicit memory, may improve the methodology of looking at artworks. Watching is a learned skill that is neither innate nor spontaneous. Onlookers would benefit from a method that may enhance their visual skills. In this work we also present...
This work presents the state-of-the-art of the “I-DEAS on the Cloud” lab project and underlines the importance of the project in terms of cooperation among Academy and Industries. The need to renew and practice technological skills to match different Faculties students’ needs suggested to merge Technology and Humanities learning practices in the co...
Stereoscopic visualization in cinematography and Virtual Reality (VR) creates an illusion of depth by means of two bidimensional images corresponding to different views of a scene. This perceptual trick is used to enhance the emotional response and the sense of presence and immersivity of the observers. An interesting question is if and how it is p...
Three Business case studies in University Laboratories on learning and mobility allow experimenting new multidisciplinary expertise, multimedia data management, analysis, distributed collaboration. Software and Hardware engineering practices, cloud technology-based, benefit from information acquired from the Web, increasing abilities in rapid proto...
Often students and lay public are not able to watch an art exhibit displayed in a museum of fine arts as scholars could wish. It has to be considered that watching is a learned skill that is neither innate nor spontaneous. Consequently, onlookers would benefit from a method that may enhance their visual skills. This consideration and the willing to...
Music plays a fundamental role in games, Virtual Reality and digital entertainment design, due to the impact of music in humans' experiences, emotions and cognitive processes. An interesting question is if it could be possible to design and develop a tool reproducing conscious and unconscious music by subjects' brain activity. This work represents...
The far-reaching impact of the Web on society is widely recognised. The interdisciplinary study of this impact has crystallised in the field of study known as Web Science. However, defining an agreed, shared understanding of what constitutes web science requires complex negotiation and translations of understandings across component disciplines, na...
The far-reaching impact of Web on society is widely recognised and acknowledged. The interdisciplinary study of this impact has crystallised in the field of study known as Web Science. However, defining an agreed, shared understanding of what constitutes Web Science requires complex negotiation and translations of understandings across component di...
We present a study of the effectiveness of estimating web application development effort using Function points and Web Object methods and a method we propose - the Revised Web Object (RWO). RWO is an upgrading of WO method, aimed to account for new web development styles and technologies, It also introduces an up-front classification of web applica...
Virtual Reality is presented in several ways, following the specific point of view considered. For example, in many works Virtual Reality is considered for the effects on human users, in other for its application, such as medicine and education. Other studies present Virtual Reality as a method to explore physical phenomena. In this work, after pre...
In this work we experimentally analyze ensemble algorithms based on Random Subspace and Random Plus-Minus-One Projection, comparing them to the results obtained in literature by the application of Bagging and BagBoosting on the same data sets used in our experiments: Colon and Leukemia. In this work we concentrate on the application of random proje...
In this paper we propose and experimentally analyze ensemble methods based on random projections (as feature extraction method) and SVM with polynomial kernels (as learning algorithm). We show that, under suitable conditions, polynomial kernels are approximately preserved by random projections, with a degradation related to the square of the degree...
Support vector machines (SVMs), and other supervised learning techniques have been experimented for the bio-molecular diagnosis of malignancies, using also feature selection methods. The classification task is particularly difficult because of the high dimensionality and low cardinality of gene expression data. In this paper we investigate a differ...
The bio-molecular diagnosis of malignancies represents a difficult learning task, because of the high dimensionality and low
cardinality of the data. Many supervised learning techniques, among them support vector machines, have been experimented,
using also feature selection methods to reduce the dimensionality of the data. In alternative to featur...
The bio-molecular diagnosis of malignancies, based on DNA microarray biotechnologies, is a difficult learning task, because of the high dimensionality and low cardinality of the data. Many supervised learning techniques, among them support vector machines (SVMs), have been experimented, using also feature selection methods to reduce the dimensional...
This paper presents an on going experiment on augmented learning combining web-based course management to traditional classroom teaching. Proficiency grading of students' results at a much earlier time compared with traditional courses. The findings reported relate to the Curriculum on Comunicazione digitale Degree at the University of Milan. It ap...