"Merlino” is a magic box that appears where you need it most. A modular room that can be built up easily, with an integrated and pre-assembled technological device, which makes it accessible even for non-specialized personnel. The environment presents simple and uniform internal surfaces, which conceal the technological equipment in the countertop of the supporting structure. Merlin is a fantastic character, but with real roots linked to the events of King Arthur, just as the fantasy inside "Merlin" takes on a real dimension; physical and virtual world come together in an immersive and multisensory space. The playful aspect makes inviting the use of the room that, without the need to reveal the purpose of the activities, is able to transmit pedagogical teachings for the development of cognitive faculties. The room is magical, responds, interacts through the reading of movements and gestures made by the user, giving the feeling of being a magician who exercises his spells. Interaction with space occurs dynamically. A motion detector integrated into the front wall of the room allows the software to identify the position and movements of the subject within the room, providing consistent and adaptive feedback. Children can use the room individually or in groups to perform various types of activities. Dialogue with the environment takes place through gestures and movements, stimulating proprioception, or the ability to perceive and recognize the position of the body in space and the state of contraction of muscles, without the support of sight, thus giving the child a active role of control of his own body in the context of the surrounding environment. Exercises designed to promote neuronal development and increase its awareness are transformed into "play" activities through the creation of an innovative learning path.
“Merlino” è una scatola magica che compare dove più ce n’è bisogno. Una stanza modulare che si monta facilmente, con un apparato tecnologico integrato e premontato, che ne rende l’utilizzo accessibile anche a personale non specializzato. L’ambiente presenta superfici interne semplici e uniformi, che celano la strumentazione tecnologica nell’intercapedine della struttura portante. Merlino è un personaggio fantastico, ma con radici reali legate alle vicende di Re Artù, proprio come la fantasia all’interno di “Merlino” assume una dimensione reale; mondo fisico e virtuale si fondono in uno spazio immersivo e multisensoriale. L’aspetto ludico rende invitante l’utilizzo della stanza che, senza il bisogno di palesare lo scopo delle attività, è in grado di trasmettere insegnamenti pedagogici per lo sviluppo delle facoltà cognitive. La stanza è magica, risponde, interagisce attraverso la lettura dei movimenti e dei gesti compiuti dall’utente, dando la sensazione di essere un mago che esercita i suoi incantesimi. L’interazione con lo spazio avviene in modo dinamico. Un rilevatore di movimento integrato nella parete frontale della stanza permette al software di individuare la posizione ed i movimenti del soggetto all’interno della stanza, fornendo feedback coerenti ed adattativi. I bambini potranno utilizzare la stanza singolarmente o in gruppo per svolgere varie tipologie di attività. Il dialogo con l’ambiente avviene tramite gesti e movimenti, stimolando la propriocezione, ovvero la capacità di percepire e riconoscere la posizione del proprio corpo nello spazio e lo stato di contrazione dei propri muscoli , senza il supporto della vista, conferendo pertanto al bambino un ruolo attivo di controllo del proprio corpo nel contesto dell’ambiente circostante. Esercizi studiati per favorire lo sviluppo neuronale e l’aumento della sua consapevolezza si trasformano in attività di “gioco” attraverso la creazione di un innovativo percorso di apprendimento.
Merlino. Stanza multisensoriale mobile che utilizza la dimensione ludica a fini pedagogici per bambini con disabilità intellettiva
ALBERTI di CATENAJO, SHANTI ANDREANA
2017/2018
Abstract
"Merlino” is a magic box that appears where you need it most. A modular room that can be built up easily, with an integrated and pre-assembled technological device, which makes it accessible even for non-specialized personnel. The environment presents simple and uniform internal surfaces, which conceal the technological equipment in the countertop of the supporting structure. Merlin is a fantastic character, but with real roots linked to the events of King Arthur, just as the fantasy inside "Merlin" takes on a real dimension; physical and virtual world come together in an immersive and multisensory space. The playful aspect makes inviting the use of the room that, without the need to reveal the purpose of the activities, is able to transmit pedagogical teachings for the development of cognitive faculties. The room is magical, responds, interacts through the reading of movements and gestures made by the user, giving the feeling of being a magician who exercises his spells. Interaction with space occurs dynamically. A motion detector integrated into the front wall of the room allows the software to identify the position and movements of the subject within the room, providing consistent and adaptive feedback. Children can use the room individually or in groups to perform various types of activities. Dialogue with the environment takes place through gestures and movements, stimulating proprioception, or the ability to perceive and recognize the position of the body in space and the state of contraction of muscles, without the support of sight, thus giving the child a active role of control of his own body in the context of the surrounding environment. Exercises designed to promote neuronal development and increase its awareness are transformed into "play" activities through the creation of an innovative learning path.File | Dimensione | Formato | |
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Shanti Alberti di Catenajo_Merlino.pdf
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Descrizione: Thesis Book
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https://hdl.handle.net/10589/143643