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    <title>IRIS Macrotipologia:</title>
    <link>https://hdl.handle.net/10807/1</link>
    <description />
    <pubDate>Tue, 21 Apr 2026 19:04:17 GMT</pubDate>
    <dc:date>2026-04-21T19:04:17Z</dc:date>
    <item>
      <title>Balancing the carbon budget in maize using hairy vetch and black oat cover crops</title>
      <link>https://hdl.handle.net/10807/334168</link>
      <description>Titolo: Balancing the carbon budget in maize using hairy vetch and black oat cover crops
Autori: Ben Hassine M.; Radicetti E.; Ardenti F.; Ferretti G.; Fiorini A.; Borgatti D.
Abstract: A two-year field experiment (2022-2024) was conducted in Ferrara (Italy) to evaluate the carbon (C) budget and agronomic performance of silage maize (Zea mays L.) cultivated following CCs under conservation agriculture. Three CCs [hairy vetch (HV), black oat (BO), and their 1:1 mixture (HV + BO)] were compared with a conventional maize (Conv). All CCs were terminated with a roller-crimper and maize was sown under no-till and unfertilized, while in Conv maize was sown in conventional tillage and received N fertilization. HV + BO mixture achieved the highest CC biomass (7.0 t DM m(-)2) and C input (2.80 t C ha(-)1), combining high biomass production with intermediate C:N ratio. Maize biomass was highest under Conv, followed by HV, HV + BO, while BO showed the lowest biomass values (18.1, 15.7, 14.4 and 10.8 t DM ha(-)1, respectively), mainly due to reduced soil N availability. Soil CO2 emissions peaked between 30 and 60 days after sowing and were influenced by soil temperature and moisture. HV and HV+BO exhibited higher cumulative CO2 fluxes than BO and Conv. The CO2 emission-to-yield ratio was low under Conv (0.82) similar to HV (0.91). The HV+BO mixture improved the input/output C ratio (0.297), suggesting a favorable balance between carbon inputs and outputs. CCs enhanced soil water retention and reduced soil compaction, particularly in HV plots. Integration of HV, either alone or in mixture with BO, under conservation agriculture emerged as a viable strategy to optimize C dynamics and enhance soil health for sustainable intensification of agroecosystems.</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
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      <dc:date>2026-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>First-person perspective gesture observation in virtual reality: A novel approach for anomia rehabilitation in post-stroke aphasia</title>
      <link>https://hdl.handle.net/10807/334167</link>
      <description>Titolo: First-person perspective gesture observation in virtual reality: A novel approach for anomia rehabilitation in post-stroke aphasia
Autori: Cancer A.; Maietti A.; Caldana M.; Repetto C.
Abstract: According to the embodied cognition framework, language is closely linked to the motor system and rehabilitation programs should stimulate language processing through the activation of motor and perceptual systems. In this study, we present an innovative training program based on the embodied cognition framework, using immersive technology to stimulate the perceptual-motor system through gesture observation from a first-person perspective. Post-stroke aphasic patients, in the post-acute phase and presenting with naming deficits, were assigned to one of two training conditions. The experimental group (EG) viewed videos of everyday gestures (i.e., pouring water, cutting carrots) from a first-person perspective, enhancing motor resonance, while the active control group (AC) viewed the same gestures from a third-person perspective. During video playback, the action was named by a female voice and the patient had to repeat it after video completion. The training was administered three times per week for four weeks. Naming abilities, along with other language and quality of life measures, were assessed pre-and post-intervention. Bayesian analysis of the primary outcome-percentage of rehabilitated items-yielded a Bayes factor BF+0 = 2.86, providing anecdotal-to-moderate evidence in favour of the first-person perspective group. The EG showed a higher mean percentage of rehabilitated items (M = 85.5%, SD = 22.5%) compared to the AC group (M = 50.5%, SD = 33.4%). No between-group differences were observed for broader language or quality-of-life measures. These preliminary, hypothesis-generating findings suggest greater efficacy of immersive, embodied gesture observation in promoting word retrieval recovery, and warrant replication in larger, adequately powered studies.</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://hdl.handle.net/10807/334167</guid>
      <dc:date>2026-01-01T00:00:00Z</dc:date>
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    <item>
      <title>Extended Creativity: A Conceptual Framework for Understanding Human-AI Creative Relations</title>
      <link>https://hdl.handle.net/10807/334166</link>
      <description>Titolo: Extended Creativity: A Conceptual Framework for Understanding Human-AI Creative Relations
Autori: Andrea Gaggioli; Sabrina Bartolotta; Andrea Ubaldi; Katusha Gerardini; Eleonora Diletta Sarcinella; Alice Chirico
Abstract: Artificial Intelligence holds significant potential to enhance human creativity.&#xD;
However, achieving this vision requires a clearer understanding of how such enhancement can&#xD;
be effectively realized. Drawing on a relational and distributed cognition perspective, we&#xD;
identify three fundamental modes by which AI can support and shape creative processes:&#xD;
Support, where AI acts as a tool; Synergy, where AI and humans collaborate in complementary&#xD;
ways; and Symbiosis, where human and AI cognition become so integrated that they form a&#xD;
unified creative system. These modes are defined along two key dimensions: the level of&#xD;
technical autonomy exhibited by the AI system (i.e., its ability to operate independently and&#xD;
make decisions without human intervention), and the degree of perceived agency attributed to&#xD;
it (i.e., the extent to which the AI is experienced as an intentional or creative partner). We&#xD;
examine how each configuration influences different levels of creativity—from everyday&#xD;
problem-solving to paradigm-shifting innovation—and discuss the implications for ethics,&#xD;
research, and the design of future human-AI creative systems.</description>
      <pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://hdl.handle.net/10807/334166</guid>
      <dc:date>2025-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Real-time Emotion Regulation in Virtual Reality: An Adaptive Experience using Breathing Biofeedback</title>
      <link>https://hdl.handle.net/10807/334165</link>
      <description>Titolo: Real-time Emotion Regulation in Virtual Reality: An Adaptive Experience using Breathing Biofeedback
Autori: Lima, Rodrigo; Chirico, Alice; Gaggioli, Andrea; Gamboa, Hugo; Badia, Sergi Bermúdez i
Abstract: Virtual reality has increasingly been integrated with biofeedback systems for treating aﬀective states&#xD;
such as depression and anxiety. The implementation of stress exposure therapies that adapt in real-&#xD;
time to individuals’ physiological signals improves patients’ ability to deal with real life stressors. This&#xD;
work evaluates the eﬀect of a real-time adaptive closed-loop system using breathing rate as a biofeed-&#xD;
back visual cue in an immersive, nature-based restorative virtual environment. Participants were&#xD;
divided into two groups and exposed to a baseline condition and diﬀerent stressors: two Stroop Color-&#xD;
Word tests and a restorative virtual reality exploration task in the Virtual Levada. Their physiological&#xD;
signals (electrocardiography, electrodermal activity, and respiration) were recorded and subjective&#xD;
stress levels were annotated . The adaptive group received biofeedback based on their breathing rate,&#xD;
using the field of view as a representation of their stress levels, which was adapted using rule-based&#xD;
changes. Results revealed significant diﬀerences in physiological responses across experimental condi-&#xD;
tions. Specifically, the adaptive biofeedback group reported lower levels of stress during the immersive&#xD;
virtual reality task compared to the Stroop tests, highlighting the restorative eﬀect of the Virtual&#xD;
Levada. These findings suggest that real-time adaptive biofeedback systems, when integrated with&#xD;
restorative elements, enhances users’ ability to regulate their stress responses</description>
      <pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://hdl.handle.net/10807/334165</guid>
      <dc:date>2025-01-01T00:00:00Z</dc:date>
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