Bicoccapoint - UX & UI per un aggregatore di informazioni sulla zona Bicocca ...Alessandro Lagasca
BicoccaPoint è un progetto accademico basato sulla realizzazione di un aggregatore di informazioni per la zona Bicocca Milano. User-personas, wireframe, mockup high fidelity e prototipazione sono alcuni degli aspetti approfonditi grazie a questo progetto.
BicoccaPoint è stato realizzato dagli studenti Lagasca Alessandro, Mariani Giacomo e Zerbo Roberto per il corso di Comunicazione Visiva e Design delle Interfacce.
Ergonomia cognitiva - Analisi di un videogioco in fase alphaAlessandro Lagasca
Analisi euristica, Playtest ed interviste riguardanti Rust, un videogioco in fase alpha.
La presente analisi e discussione è stata effettuata per il corso di Ergonomia Cognitiva all'università Milano Bicocca
Smart scan - Redesign ed innovazione per "Presto spesa" di EsselungaAlessandro Lagasca
Smart Scan è un dispositivo progettato da Alessandro Lagasca, Giacomo Mariani e Giulia Galasso per il corso di Ubiquitous Computing all'università Milano Bicocca. Con la sua ideazione, il team ha progettato un redesign completo dell'attuale "Presto Spesa" di Esselunga ed innovato grazie alla profilazione intelligente degli utenti in base a possibili intolleranze ed allergie, per usufruire di queste informazioni "on the go" durante la spesa dei clienti.
Durante la progettazione sono state implementate tecniche quali focus group, user personas ed user scenario per realizzare un dispositivo adatto alla sua utenza.
Crowdfunded - Un progetto di Lagasca Alessandro, Mariani Giacomo, Zerbo RobertoAlessandro Lagasca
Il progetto Crowdfunded, realizzato per il corso di Comunicazione Digitale della professoressa Bandini Stefania, si divide in tre parti per focalizzarsi unitamente su una campagna pubblicitaria per il lancio di una raccolta fondi su una piattaforma di crowdfunding per finanziare una web-serie.
La prima parte spiega le basi del crowdfunding e la situazione italiana, prendendo in considerazione i fattori che incidono maggiormente in una campagna promozionale (marketing virale); la seconda parte approfondisce le potenzialità di twitter per questa campagna, considerando le caratteristiche della struttura del grafo di questo social network e valutando se queste influiscono su una campagna; la terza ed ultima parte descrive le modalità da seguire, a seguito di approfondite ricerche, per avere un buon design per la propria campagna, focalizzandosi sulle regole per twittare in modo efficiente e le "hint" più importanti per realizzare un video di presentazione che abbia un vero impatto per i possibili finanziatori.
Fruire di film, giochi e musica legalmente. A cura di: A. Lagasca, G. Mariani...Alessandro Lagasca
Presentazione inerente la fruizione legale di film, giochi e musica in rete (streaming e digital delivering).
Realizzato da Giacomo Mariani, Alessandro Lagasca e Roberto Zerbo, per il corso di Strumenti e Applicazioni del Web a cura del prof. Roberto Polillo.
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Bicoccapoint - UX & UI per un aggregatore di informazioni sulla zona Bicocca ...Alessandro Lagasca
BicoccaPoint è un progetto accademico basato sulla realizzazione di un aggregatore di informazioni per la zona Bicocca Milano. User-personas, wireframe, mockup high fidelity e prototipazione sono alcuni degli aspetti approfonditi grazie a questo progetto.
BicoccaPoint è stato realizzato dagli studenti Lagasca Alessandro, Mariani Giacomo e Zerbo Roberto per il corso di Comunicazione Visiva e Design delle Interfacce.
Ergonomia cognitiva - Analisi di un videogioco in fase alphaAlessandro Lagasca
Analisi euristica, Playtest ed interviste riguardanti Rust, un videogioco in fase alpha.
La presente analisi e discussione è stata effettuata per il corso di Ergonomia Cognitiva all'università Milano Bicocca
Smart scan - Redesign ed innovazione per "Presto spesa" di EsselungaAlessandro Lagasca
Smart Scan è un dispositivo progettato da Alessandro Lagasca, Giacomo Mariani e Giulia Galasso per il corso di Ubiquitous Computing all'università Milano Bicocca. Con la sua ideazione, il team ha progettato un redesign completo dell'attuale "Presto Spesa" di Esselunga ed innovato grazie alla profilazione intelligente degli utenti in base a possibili intolleranze ed allergie, per usufruire di queste informazioni "on the go" durante la spesa dei clienti.
Durante la progettazione sono state implementate tecniche quali focus group, user personas ed user scenario per realizzare un dispositivo adatto alla sua utenza.
Crowdfunded - Un progetto di Lagasca Alessandro, Mariani Giacomo, Zerbo RobertoAlessandro Lagasca
Il progetto Crowdfunded, realizzato per il corso di Comunicazione Digitale della professoressa Bandini Stefania, si divide in tre parti per focalizzarsi unitamente su una campagna pubblicitaria per il lancio di una raccolta fondi su una piattaforma di crowdfunding per finanziare una web-serie.
La prima parte spiega le basi del crowdfunding e la situazione italiana, prendendo in considerazione i fattori che incidono maggiormente in una campagna promozionale (marketing virale); la seconda parte approfondisce le potenzialità di twitter per questa campagna, considerando le caratteristiche della struttura del grafo di questo social network e valutando se queste influiscono su una campagna; la terza ed ultima parte descrive le modalità da seguire, a seguito di approfondite ricerche, per avere un buon design per la propria campagna, focalizzandosi sulle regole per twittare in modo efficiente e le "hint" più importanti per realizzare un video di presentazione che abbia un vero impatto per i possibili finanziatori.
Fruire di film, giochi e musica legalmente. A cura di: A. Lagasca, G. Mariani...Alessandro Lagasca
Presentazione inerente la fruizione legale di film, giochi e musica in rete (streaming e digital delivering).
Realizzato da Giacomo Mariani, Alessandro Lagasca e Roberto Zerbo, per il corso di Strumenti e Applicazioni del Web a cura del prof. Roberto Polillo.
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands.
It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
You’ll learn:
- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
- New developments in privacy and data regulation.
- Emerging ad formats that are expected to make an impact next year.
Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
5 Public speaking tips from TED - Visualized summarySpeakerHub
From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world.
With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc.
It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
Time Management & Productivity - Best PracticesVit Horky
Here's my presentation on by proven best practices how to manage your work time effectively and how to improve your productivity. It includes practical tips and how to use tools such as Slack, Google Apps, Hubspot, Google Calendar, Gmail and others.
The six step guide to practical project managementMindGenius
The six step guide to practical project management
If you think managing projects is too difficult, think again.
We’ve stripped back project management processes to the
basics – to make it quicker and easier, without sacrificing
the vital ingredients for success.
“If you’re looking for some real-world guidance, then The Six Step Guide to Practical Project Management will help.”
Dr Andrew Makar, Tactical Project Management
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Applitools
During this webinar, Anand Bagmar demonstrates how AI tools such as ChatGPT can be applied to various stages of the software development life cycle (SDLC) using an eCommerce application case study. Find the on-demand recording and more info at https://applitools.info/b59
Key takeaways:
• Learn how to use ChatGPT to add AI power to your testing and test automation
• Understand the limitations of the technology and where human expertise is crucial
• Gain insight into different AI-based tools
• Adopt AI-based tools to stay relevant and optimize work for developers and testers
* ChatGPT and OpenAI belong to OpenAI, L.L.C.
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
The search marketing landscape is evolving rapidly with new technologies, and professionals, like you, rely on innovative paid search strategies to meet changing demands.
It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
You’ll learn:
- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
- New developments in privacy and data regulation.
- Emerging ad formats that are expected to make an impact next year.
Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
If you’re looking to assess your paid search strategy and design an industry-aligned plan for 2024, then this webinar is for you.
5 Public speaking tips from TED - Visualized summarySpeakerHub
From their humble beginnings in 1984, TED has grown into the world’s most powerful amplifier for speakers and thought-leaders to share their ideas. They have over 2,400 filmed talks (not including the 30,000+ TEDx videos) freely available online, and have hosted over 17,500 events around the world.
With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
Check out this presentation to understand what ChatGPT is, how it will shape the future of work, and how you can prepare to take advantage.
A brief introduction to DataScience with explaining of the concepts, algorithms, machine learning, supervised and unsupervised learning, clustering, statistics, data preprocessing, real-world applications etc.
It's part of a Data Science Corner Campaign where I will be discussing the fundamentals of DataScience, AIML, Statistics etc.
Time Management & Productivity - Best PracticesVit Horky
Here's my presentation on by proven best practices how to manage your work time effectively and how to improve your productivity. It includes practical tips and how to use tools such as Slack, Google Apps, Hubspot, Google Calendar, Gmail and others.
The six step guide to practical project managementMindGenius
The six step guide to practical project management
If you think managing projects is too difficult, think again.
We’ve stripped back project management processes to the
basics – to make it quicker and easier, without sacrificing
the vital ingredients for success.
“If you’re looking for some real-world guidance, then The Six Step Guide to Practical Project Management will help.”
Dr Andrew Makar, Tactical Project Management
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Applitools
During this webinar, Anand Bagmar demonstrates how AI tools such as ChatGPT can be applied to various stages of the software development life cycle (SDLC) using an eCommerce application case study. Find the on-demand recording and more info at https://applitools.info/b59
Key takeaways:
• Learn how to use ChatGPT to add AI power to your testing and test automation
• Understand the limitations of the technology and where human expertise is crucial
• Gain insight into different AI-based tools
• Adopt AI-based tools to stay relevant and optimize work for developers and testers
* ChatGPT and OpenAI belong to OpenAI, L.L.C.
1. Corso di Laurea in Teoria e
Tecnologia della Comunicazione
Psicofisica e Percezione
Il self-enactment all’interno di un MMORPG
Alessandro Lagasca 711244
Giacomo Mariani 703274
Roberto Zerbo 781255
3. INTRODUZIONE
Cosa abbiamo fatto?
Lo studio qui di seguito riportato, vuole indagare il
comportamento di scelta di un personaggio virtuale
all’interno di un MMORPG (Massive Multiplayer Online
Role-Playing Games).
4. Il videogioco scelto per questo progetto è stato
sviluppato dalla Blizzard Entertainment e pubblicato il
23 novembre 2004: si tratta di World of Warcraft, il
MMORPG più giocato al mondo, con circa 7 milioni di
iscrizioni attive.
5. Ipotesi Sperimentali
1. Secondo una ricerca effettuata da Rettberg e
Castronova, il giocatore tenderebbe a rappresentarsi in
una forma immaginaria, in modo da poter sperimentare
differenti modi di esistere che non possono aver luogo
nella vita reale (Rettberg et al., 2008; Castronova,
2005).
6. Ipotesi Sperimentali
2. Come seconda ipotesi si è voluto verificare se ci
sarebbero state differenze fra il campione maschile e
quello femminile nella scelta del personaggio.
7. Ipotesi Sperimentali
3. Secondo uno studio effettuato da Hussain e Griffiths nel
2008, più della metà dei videogiocatori impegnati in un
MMORPG utilizzano personaggi virtuali il cui genere
non rispecchia quello reale (Hussain et al., 2008).
8. Si è deciso di creare due differenti test per le diverse
fazioni del gioco (Alleanza e Orda), in quanto riflettono
una sostanziale differenza nella natura dei personaggi.
Inoltre, l’utilizzo di un test unico avrebbe comportato una
mole di confronti eccessiva per i soggetti (276 confronti
fra coppie). Dividendo i personaggi per fazione si è
ottenuto un totale ragionevole di 66 confronti (n*(n-1)/2,
dove n è il numero di personaggi per fazione, cioè 12).
METODO
9. Ogni confronto era costituito da una coppia di immagini
raffiguranti due dei dodici possibili personaggi selezionabili.
10. • Due test somministrati ad un totale di 28 soggetti (14
per test)
• Ad ogni test ha partecipato un campione di 7 maschi e
7 femmine.
• Fascia d’età compresa tra i 21 e 28 anni
• Non a conoscenza delle ipotesi sperimentali
SOGGETTI
11. Abbiamo utilizzato il caso V del metodo del confronto a
coppie di Thurstone, chiedendo ai soggetti di scegliere,
per ogni coppia, quale dei due personaggi preferivano.
Le risposte provenienti dai soggetti sono state suddivise
in base al loro genere, arrivando così ad ottenere quattro
diverse matrici: Alleanza - soggetti maschili, Alleanza -
soggetti femminili, Orda - soggetti maschili, Orda -
soggetti femminili.
PROCEDURA
12. RISULTATI
Le matrici delle frequenze di risposte ottenute per i
personaggi appartenenti alla fazione dell’Alleanza sono
le seguenti:
Matrice delle frequenze, campione maschile
Legenda
A = Umano maschio
B = Umano femmina
C = Draeneo maschio
D = Draeneo femmina
E = Elfo maschio
F = Elfo femmina
G = Gnomo maschio
H = Gnomo femmina
I = Nano maschio
L = Nano femmina
M= Worgen maschio
N = Worgen femmina
13. Matrice delle frequenze, campione femminile
Legenda
A = Umano maschio
B = Umano femmina
C = Draeneo maschio
D = Draeneo femmina
E = Elfo maschio
F = Elfo femmina
G = Gnomo maschio
H = Gnomo femmina
I = Nano maschio
L = Nano femmina
M= Worgen maschio
N = Worgen femmina
14. Dividendo ogni valore di frequenza per il numero di soggetti che hanno partecipato
all’esperimento sono state ricavate le rispettive matrici delle proporzioni.
La diagonale di queste matrici, corrispondente al confronto di uno stimolo con sé
stesso, assume qui il valore convenzionale di 0,5.
Matrice delle proporzioni - Campione Maschile Matrice delle proporzioni - Campione Femminile
15. Essendo presenti probabilità pari a 1 e 0 in entrambe le matrici, queste sono state
opportunamente riordinate seguendo l’ordinamento ricavabile dalla somma delle
colonne:
Matrice ordinata delle proporzioni
Campione Maschile
Matrice ordinata delle proporzioni
Campione Femminile
16. Da queste matrici sono state successivamente ottenute le matrici dei punteggi
standard:
Matrice dei punti z
Campione Maschile
Matrice dei punti z
Campione Femminile
17. Dopo aver ottenuto le matrici dei punti z sono state ricavate le matrici delle
differenze e, una volta calcolate le medie, è stato possibile ricavare due scale
psicologiche:
Ordine di preferenza (dal più preferito al meno preferito): Nano
maschio, Worgen maschio, Umano maschio, Draeneo maschio, Elfo
maschio, Draeneo femmina, Gnomo maschio, Umano femmina,
Worgen femmina, Elfo femmina, Gnomo femmina e Nano femmina.
Per il campione femminile invece: Worgen femmina, Draeneo
femmina, Worgen maschio, Elfo femmina, Umano femmina, Draeneo
maschio, Umano maschio, Elfo maschio, Nano femmina, Nano
maschio, Gnomo maschio e Gnomo femmina.
18. Per una più facile lettura della scala psicologica si è poi deciso di invertirne
l’ordine: il punteggio 1 corrispondente al personaggio con meno preferenze, e il
punteggio 10 corrispondente al personaggio con più preferenze.
Per rendere più evidenti le caratteristiche e le differenze fra queste due scale
psicologiche, i rispettivi valori sono stati rappresentati all’interno di un grafico:
19. RISULTATI
Le matrici delle frequenze di risposte ottenute per i
personaggi appartenenti alla fazione dell’Orda sono le
seguenti:
Matrice delle frequenze, campione maschile
Legenda
A = Elfo del Sangue maschio
B = Elfo del Sangue femmina
C = Orco maschio
D = Orco femmina
E = Goblin maschio
F = Goblin femmina
G = Troll maschio
H = Troll femmina
I = Non Morto maschio
L = Non Morto femmina
M= Tauren maschio
N = Tauren femmina
20. Matrice delle frequenze, campione femminile
Legenda
A = Elfo del Sangue
maschio
B = Elfo del Sangue
femmina
C = Orco maschio
D = Orco femmina
E = Goblin maschio
F = Goblin femmina
G = Troll maschio
H = Troll femmina
I = Non Morto maschio
L = Non Morto femmina
M= Tauren maschio
N = Tauren femmina
21.
22. Da queste matrici sono state successivamente ottenute le matrici dei punteggi
standard:
Matrice dei punti z
Campione Maschile
Matrice dei punti z
Campione Femminile
23. Ordine di preferenza (dal più preferito al meno preferito): Orco maschio,
Troll maschio, Non Morto maschio, Goblin maschio, Elfo del sangue
maschio, Elfo del Sangue femmina, Orco femmina, Tauren maschio,
Troll femmina, Goblin femmina, Non Morto femmina e Tauren femmina.
Per il campione femminile invece: Elfo del Sangue femmina, Troll
femmina, Elfo del Sangue maschio, Troll maschio, Orco femmina,
Orco maschio, Non Morto maschio, Non Morto femmina, Goblin
maschio, Tauren maschio, Tauren femmina, Goblin femmina
femmina.
24. Come per i personaggi dell’Alleanza, anche in questo caso si è deciso di invertire
l’ordine della scala psicologica: il punteggio 1 corrispondente al personaggio con
meno preferenze, e il punteggio 10 corrispondente al personaggio con più
preferenze.
Per rendere più evidenti le caratteristiche e le differenze fra queste due scale
psicologiche, i rispettivi valori sono stati rappresentati all’interno di un grafico:
25. L’elaborazione dei risultati ottenuti, a seguito dei test
effettuati, ha permesso di trarre le seguenti conclusioni:
• I soggetti si sono ispirati a personaggi non umani, confermando la ricerca
effettuata da Rettberg e Castronova, secondo la quale il giocatore
tenderebbe a rappresentarsi in una forma immaginaria, al fine di
sperimentare modi di esistere differenti e che non potrebbero aver luogo
nella vita reale.
DISCUSSIONE
26. • Il campione maschile da quello femminile, si differenzia per quanto concerne la scelta del
personaggio.
• Non si verifica il caso di “scambio di genere”, così descritto nello studio effettuato da Hussain e
Griffiths nel 2008, secondo la quale i videogiocatori tendevano ad usare personaggi di sesso
opposto al proprio.
.
27. Una possibile spiegazione del mancato verificarsi di questa
ipotesi va ricercata nel fatto che il campione scelto per
questo progetto non prevedeva la presenza di giocatori
abituali.
Questo ha fatto sì che i soggetti basassero le loro scelte su
fattori differenti da quelli che, secondo Hussain, sono alla
base di questo fenomeno.
28. Castronova, E. (2005), Synthetic Worlds: The business and
culture of online games, The University of Chicago Press,
Ltd
Hussain et al. (2008), “Gender Swapping and Socializing
inCyberspace: An Exploratory Study”, CyberPsychology &
Behaviour, N. 1, vol. 11
Rettberg, J.W., et al. (2008), Digital Culture, Play and
Identity: A World of Warcraft Reader, MIT Press
BIBLIOGRAFIA