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Antonio Bucchiarone

Publications and source records attributed to Antonio Bucchiarone.

At least 19 recordsLinked to original sources

A Conceptual Architecture for Educational Digital Twins Supporting AI Literacy Across Educational and Professional Settings

In the AI Literacy for Multidisciplinary Professional Readiness and Outreach (AIM-PRO) project, we are creating integrated methods to improve the education on AI literacy. One concept on which the project relies is educational digital twins, that is, digital representations of educator trainers, teachers, and learners that can be used in different stages of the educational process. Such digital twins enable the simulation, monitoring, and optimization of learning experiences. This paper presents the AIM-PRO project and its conceptual foundations, focusing on its core objective: designing and implementing Digital Twins for Education to foster AI literacy across higher education, vocational education and training and professional learning environments.

cs.CY

From OCL to JSX: declarative constraint modeling in modern SaaS tools

The rise of Node.js in 2010, followed by frameworks like Angular, React, and Vue.js, has accelerated the growth of low code development platforms. These platforms harness modern UIX paradigms, component-based architectures, and the SaaS model to enable non-experts to build software. The widespread adoption of single-page applications (SPAs), driven by these frameworks, has shaped low-code tools to deliver responsive, client side experiences. In parallel, many modeling platforms have moved to the cloud, adopting either server-centric architectures (e.g., GSLP) or client-side intelligence via SPA frameworks, anchoring core components in JavaScript or TypeScript. Within this context, OCL.js, a JavaScript-based implementation of the Object Constraint Language, offers a web aligned approach to model validation, yet faces challenges such as partial standard coverage, limited adoption, and weak integration with modern front-end toolchains. In this paper, we explore JSX, a declarative, functional subset of JavaScript/TypeScript used in the React ecosystem, as an alternative to constraint expression in SaaS-based modeling environments. Its component-oriented structure supports inductive definitions for syntax, code generation, and querying. Through empirical evaluation, we compare JSX-based constraints with OCL.js across representative modeling scenarios. Results show JSX provides broader expressiveness and better fits front-end-first architectures, indicating a promising path for constraint specification in modern modeling tools.

cs.SE

A Reference Architecture for Gamified Cultural Heritage Applications Leveraging Generative AI and Augmented Reality

The rapid advancement of Information and Communication Technologies is transforming Cultural Heritage access, experience, and preservation. However, many digital heritage applications lack interactivity, personalization, and adaptability, limiting user engagement and educational impact. This short paper presents a reference architecture for gamified cultural heritage applications leveraging generative AI and augmented reality. Gamification enhances motivation, artificial intelligence enables adaptive storytelling and personalized content, and augmented reality fosters immersive, location-aware experiences. Integrating AI with gamification supports dynamic mechanics, personalized feedback, and user behavior prediction, improving engagement. The modular design supports scalability, interoperability, and adaptability across heritage contexts. This research provides a framework for designing interactive and intelligent cultural heritage applications, promoting accessibility and deeper appreciation among users and stakeholders.

cs.SE

Modeling in Jjodel: Bridging Complexity and Usability in Model-Driven Engineering

Jjodel is a cloud-based reflective platform designed to address the challenges of Model-Driven Engineering (MDE), particularly the cognitive complexity and usability barriers often encountered in existing model-driven tools. This article presents the motivation and requirements behind the design of Jjodel and demonstrates how it satisfies these through its key features. By offering a low-code environment with modular viewpoints for syntax, validation, and semantics, Jjodel empowers language designers to define and refine domain-specific languages (DSLs) with ease. Its innovative capabilities, such as real-time collaboration, live co-evolution support, and syntax customization, ensure adaptability and scalability for academic and industrial contexts. A practical case study of an algebraic expression language highlights the ability of Jjodel to manage positional semantics and event-driven workflows, illustrating its effectiveness in simplifying complex modeling scenarios. Built on modern front-end technologies, Jjodel bridges the gap between theoretical MDE research and practical application, providing a versatile and accessible solution for diverse modeling needs.

cs.SE

Exploring User Perspectives on ChatGPT: Applications, Perceptions, and Implications for AI-Integrated Education

To foster the development of pedagogically potent and ethically sound AI-integrated learning landscapes, it is pivotal to critically explore the perceptions and experiences of the users immersed in these contexts. In this study, we perform a thorough qualitative content analysis across four key social media platforms. Our goal is to understand the user experience (UX) and views of early adopters of ChatGPT across different educational sectors. The results of our research show that ChatGPT is most commonly used in the domains of higher education, K-12 education, and practical skills training. In social media dialogues, the topics most frequently associated with ChatGPT are productivity, efficiency, and ethics. Early adopters' attitudes towards ChatGPT are multifaceted. On one hand, some users view it as a transformative tool capable of amplifying student self-efficacy and learning motivation. On the other hand, there is a degree of apprehension among concerned users. They worry about a potential overdependence on the AI system, which they fear might encourage superficial learning habits and erode students' social and critical thinking skills. This dichotomy of opinions underscores the complexity of Human-AI Interaction in educational contexts. Our investigation adds depth to this ongoing discourse, providing crowd-sourced insights for educators and learners who are considering incorporating ChatGPT or similar generative AI tools into their pedagogical strategies.

cs.CY

Adaptive and Gamified Learning Paths with Polyglot and .NET Interactive

The digital age is changing the role of educators and pushing for a paradigm shift in the education system as a whole. Growing demand for general and specialized education inside and outside classrooms is at the heart of this rising trend. In modern, heterogeneous learning environments, the one-size-fits-all approach is proven to be fundamentally flawed. Individualization through adaptivity is, therefore, crucial to nurture individual potential and address accessibility needs and neurodiversity. By formalizing a learning framework that takes into account all these different aspects, we aim to define and implement an open, content-agnostic, and extensible platform to design and consume adaptive and gamified learning experiences.

cs.CY

Play&Go Corporate: An End-to-End Solution for Facilitating Urban Cyclability

Mobility plays a fundamental role in modern cities. How citizens experience the urban environment, access city core services, and participate in city life, strongly depends on its mobility organization and efficiency. The challenges that municipalities face are very ambitious: on the one hand, administrators must guarantee their citizens the right to mobility and to easily access local services; on the other hand, they need to minimize the economic, social, and environmental costs of the mobility system. Municipalities are increasingly facing problems of traffic congestion, road safety, energy dependency and air pollution, and therefore encouraging a shift towards sustainable mobility habits based on active mobility is of central importance. Active modes, such as cycling, should be particularly encouraged, especially for local recurrent journeys (e.g., home--to--school, home--to--work). In this context, addressing and mitigating commuter-generated traffic requires engaging public and private stakeholders through innovative and collaborative approaches that focus not only on supply (e.g., roads and vehicles) but also on transportation demand management. In this paper, we present an end-to-end solution, called Play&Go Corporate, for enabling urban cyclability and its concrete exploitation in the realization of a home-to-work sustainable mobility campaign (i.e., Bike2Work) targeting employees of public and private companies. To evaluate the effectiveness of the proposed solution we developed two analyses: the first to carefully analyze the user experience and any behaviour change related to the Bike2Work mobility campaign, and the second to demonstrate how exploiting the collected data we can potentially inform and guide the involved municipality (i.e., Ferrara, a city in Northern Italy) in improving urban cyclability.

cs.CY

Your Favorite Gameplay Speaks Volumes about You: Predicting User Behavior and Hexad Type

In recent years, the gamification research community has widely and frequently questioned the effectiveness of one-size-fits-all gamification schemes. In consequence, personalization seems to be an important part of any successful gamification design. Personalization can be improved by understanding user behavior and Hexad player/user type. This paper comes with an original research idea: It investigates whether users' game-related data (collected via various gamer-archetype surveys) can be used to predict their behavioral characteristics and Hexad user types in non-game (but gamified) contexts. The affinity that exists between the concepts of gamification and gaming provided us with the impetus for running this exploratory research. We conducted an initial survey study with 67 Stack Exchange users (as a case study). We discovered that users' gameplay information could reveal valuable and helpful information about their behavioral characteristics and Hexad user types in a non-gaming (but gamified) environment. The results of testing three gamer archetypes (i.e., Bartle, Big Five, and BrainHex) show that they can all help predict users' most dominant Stack Exchange behavioral characteristics and Hexad user type better than a random labeler's baseline. That said, of all the gamer archetypes analyzed in this paper, BrainHex performs the best. In the end, we introduce a research agenda for future work.

cs.HC

PolyGloT: A Personalized and Gamified eTutoring System

The digital age is changing the role of educators and pushing for a paradigm shift in the education system as a whole. Growing demand for general and specialized education inside and outside classrooms is at the heart of this rising trend. In modern, heterogeneous learning environments, the one-size-fits-all approach is proven to be fundamentally flawed. Individualization through adaptivity is, therefore, crucial to nurture individual potential and address accessibility needs and neurodiversity. By formalizing a learning framework that takes into account all these different aspects, we aim to define and implement an open, content-agnostic, and extensible eTutoring platform to design and consume adaptive and gamified learning experiences. Adaptive technology supplementing teaching can extend the reach of every teacher, making it possible to scale 1-1 learning experiences. There are many successful existing technologies available but they come with fixed environments that are not always suitable for the targeted audiences of the course material. This paper presents PolyGloT, a system able to help teachers to design and implement a gamified and adaptive learning paths. Through it we address some important issues including the engagement, fairness, and effectiveness of learning environments. We do not only propose an innovative platform that could foster the learning process of different disciplines, but it could also help teachers and instructors in organizing learning material in an easy-access repository

cs.SE

Agent-based Framework for Self-Organization of Collective and Autonomous Shuttle Fleets

The mobility of people is at the center of transportation planning and decision-making of the cities of the future. In order to accelerate the transition to zero-emissions and to maximize air quality benefits, smart cities are prioritizing walking, cycling, shared mobility services and public transport over the use of private cars. Extensive progress has been made in autonomous and electric cars. Autonomous Vehicles (AV) are increasingly capable of moving without full control of humans, automating some aspects of driving, such as steering or braking. For these reasons, cities are investing in the infrastructure and technology needed to support connected, multi-modal transit networks that include shared electric Autonomous Vehicles (AV). The relationship between traditional public transport and new mobility services is in the spotlight and need to be rethought. This paper proposes an agent-based simulation framework that allows for the creation and simulation of mobility scenarios to investigate the impact of new mobility modes on a city daily life. It lets traffic planners explore the cooperative integration of AV using a decentralized control approach. A prototype has been implemented and validated with data of the city of Trento.

cs.MA

MeetDurian: A Gameful Mobile App to Prevent COVID-19 Infection

The COVID-19 problem has not gone away with the passing of the seasons. Even though most countries have achieved remarkable results in fighting against epidemic diseases and preventing and controlling viruses, the general public is still far from understanding the new crown virus and lacks imagination on its transmission law. In this paper, we propose MeetDurian: a cross-platform mobile application that exploits a location-based game to improve users' hygiene habits and reduce virus dispersal. We present its main features, its architecture, and its core technologies. Finally, we report a set of experiments that prove the acceptability and usability of MeetDurian. An illustrative demo of the mobile app features is shown in the following video: https://youtu.be/Vqg7nFDQuOU.

cs.HC

Gamified and Self-Adaptive Applications for the Common Good: Research Challenges Ahead

Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification has gained consensus among researchers and practitioners as a tool to motivate people to perform activities with the ultimate goal of promoting behavioural change, or engaging the users to perform activities that can offer relevant benefits but which can be seen as unrewarding and even tedious. There exists a plethora of heterogeneous application scenarios towards reaching the common good that can benefit from gamification. However, an open problem is how to effectively combine multiple motivational campaigns to maximise the degree of participation without exposing the system to counterproductive behaviours. We conceive motivational digital systems as multi-agent systems: self-adaptation is a feature of the overall system, while individual agents may self-adapt in order to leverage other agents' resources, functionalities and capabilities to perform tasks more efficiently and effectively. Consequently, multiple campaigns can be run and adapted to reach common good. At the same time, agents are grouped into micro-communities in which agents contribute with their own social capital and leverage others' capabilities to balance their weaknesses. In this paper we propose our vision on how the principles at the base of the autonomous and multi-agent systems can be exploited to design multi-challenge motivational systems to engage smart communities towards common goals. We present an initial version of a general framework based on the MAPE-K loop and a set of research challenges that characterise our research roadmap for the implementation of our vision.

cs.AI

A Framework for Prediction and Storage of Battery Life in IoT Devices using DNN and Blockchain

As digitization increases, the need to automate various entities becomes crucial for development. The data generated by the IoT devices need to be processed accurately and in a secure manner. The basis for the success of such a scenario requires blockchain as a means of unalterable data storage to improve the overall security and trust in the system. By providing trust in an automated system, with real-time data updates to all stakeholders, an improved form of implementation takes the stage and can help reduce the stress of adaptability to complete automated systems. This research focuses on a use case with respect to the real time Internet of Things (IoT) network which is deployed at the beach of Chicago Park District. This real time data which is collected from various sensors is then used to design a predictive model using Deep Neural Networks for estimating the battery life of IoT sensors that is deployed at the beach. This proposed model could help the government to plan for placing orders of replaceable batteries before time so that there can be an uninterrupted service. Since this data is sensitive and requires to be secured, the predicted battery life value is stored in blockchain which would be a tamper-proof record of the data.

cs.CR

Navigating Human Language Models with Synthetic Agents

Modern natural language models such as the GPT-2/GPT-3 contain tremendous amounts of information about human belief in a consistently testable form. If these models could be shown to accurately reflect the underlying beliefs of the human beings that produced the data used to train these models, then such models become a powerful sociological tool in ways that are distinct from traditional methods, such as interviews and surveys. In this study, We train a version of the GPT-2 on a corpora of historical chess games, and then "launch" clusters of synthetic agents into the model, using text strings to create context and orientation. We compare the trajectories contained in the text generated by the agents/model and compare that to the known ground truth of the chess board, move legality, and historical patterns of play. We find that the percentages of moves by piece using the model are substantially similar from human patterns. We further find that the model creates an accurate latent representation of the chessboard, and that it is possible to plot trajectories of legal moves across the board using this knowledge.

cs.AI

Autonomous Shuttle-as-a-Service (ASaaS): Challenges, Opportunities, and Social Implications

Modern cities are composed of complex socio-technical systems that exist to provide services effectively to their residents and visitors. In this context, smart mobility systems aim to support the efficient exploitation of the city transport facilities as well as sustainable mobility within the urban environment. People need to travel quickly and conveniently between locations at different scales, ranging from a trip of a few blocks within a city to a journey across cities or further. At the same time, goods need to be timely delivered considering the needs of both the users and the businesses. While most of the mobility and delivery solutions can cover significant distances and multiple requests, they suffer when the requests come from the growing neighborhoods and hard-to-reach areas such as city centers, corporate headquarters, and hospitals. In the last few years, several cities indicated interest in using Autonomous Vehicles (AV) for the "last-mile" mobility services. With them, it seems to be easier to get people and goods around using fewer vehicles. In this context, Autonomous Shuttles (AS) are beginning to be thought of as a new mobility/delivery service into the city center where narrow streets are not easily served by traditional buses. They allow them to serve critical areas with minimal new infrastructure and reducing noise and pollution. The goal of this article is to present an innovative vision on the introduction of the Autonomous Shuttles-as-a service (ASaaS) concept as the key pillar for the realization of innovative and sustainable proximity mobility. Through a set of real application scenarios, we present our view, and we discuss a set of challenges, opportunities, and social implications that this way to reimage the mobility of the future introduces.

cs.CY

Learning Neural Search Policies for Classical Planning

Heuristic forward search is currently the dominant paradigm in classical planning. Forward search algorithms typically rely on a single, relatively simple variation of best-first search and remain fixed throughout the process of solving a planning problem. Existing work combining multiple search techniques usually aims at supporting best-first search with an additional exploratory mechanism, triggered using a handcrafted criterion. A notable exception is very recent work which combines various search techniques using a trainable policy. It is, however, confined to a discrete action space comprising several fixed subroutines. In this paper, we introduce a parametrized search algorithm template which combines various search techniques within a single routine. The template's parameter space defines an infinite space of search algorithms, including, among others, BFS, local and random search. We further introduce a neural architecture for designating the values of the search parameters given the state of the search. This enables expressing neural search policies that change the values of the parameters as the search progresses. The policies can be learned automatically, with the objective of maximizing the planner's performance on a given distribution of planning problems. We consider a training setting based on a stochastic optimization algorithm known as the cross-entropy method (CEM). Experimental evaluation of our approach shows that it is capable of finding effective distribution-specific search policies, outperforming the relevant baselines.

cs.AI

DevOps and its Philosophy : Education Matters!

DevOps processes comply with principles and offer practices with main objective to support efficiently the evolution of IT systems. To be efficient a DevOps process relies on a set of integrated tools. DevOps is the first required competency together with Agile Method required by the industry. DevOps processes are sharing many aspects with microservices approaches especially the modularity and flexibility which enables continuous change and delivery. As a new approach it is necessary to developp and offer to the academy and to the industry training programs to prepare our engineers in the best possible way. In this chapter we present the main aspects of the educational effort made in the recent years to educate to the concepts and values of the DevOps philosophy. This includes principles, practices, tools and architectures, primarily the Microservice architectural style. Two experiences have been made, one at academic level as a master program course and the other, as an industrial training. Based on those two experiences, we provide a comparative analysis and some proposals in order to develop and improve DevOps education for the future.

cs.SE

Size Matters: Microservices Research and Applications

In this chapter we offer an overview of microservices providing the introductory information that a reader should know before continuing reading this book. We introduce the idea of microservices and we discuss some of the current research challenges and real-life software applications where the microservice paradigm play a key role. We have identified a set of areas where both researcher and developer can propose new ideas and technical solutions.

cs.SE