<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Onofrio Gigliotta and Michela Ponticorvo Editors Psychology-Based Technologies, Second Symposium Naples, Italy, 28-29 September 2020, Proceedings</article-title>
      </title-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Editors</title>
      <sec id="sec-1-1">
        <title>Onofrio Gigliotta</title>
        <p>University of Naples Federico II,
Department of Humanities,
Natural and Artificial Cognition Lab (NAC)
Naples, Italy</p>
      </sec>
      <sec id="sec-1-2">
        <title>Michela Ponticorvo</title>
        <p>University of Naples Federico II,
Department of Humanities,
Natural and Artificial Cognition Lab (NAC)
Naples, Italy
Copyright © 2020 for the individual papers by the papers’ authors. Copying permitted only for private and
academic purposes. This volume is published and copyrighted by its editors.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Preface</title>
      <p>The need for technological product to support psychological demands is increasing this has become
even more evident due to the COVID-19 pandemic. Communication, training, shared work together
with entertainment have become more and more mediated by these tools. This revolution leads to
reflect on how to design, develop and use technological tools to meet psychological needs in order to
assure an adequate impact at various level. One year ago, PSYCHOBIT started to offer to people
involved in designing, evaluating and analyzing these tools and products, psychologists, sociologists,
educators, economists, in brief experts in human studies that work with technologies a place where
to discuss the issues raising from the intertwining of psychology and technology, both in their
designing and use. The first edition was very successful, and we have moved and consolidated further
in this direction with PSYCHOBIT2020.</p>
      <p>The second Symposium on Psychology Based Technologies (PSYCHOBIT2020) organized jointly
by Natural and Artificial Cognition Lab, University of Naples Federico II and Anthropos-Techne
Association keeps its mission to be a place where researchers and professionals can present and
discuss technological production projects, also at the first steps. Due to COVID-19 pandemic, it was
held as a virtual event, but the constructive and warm atmosphere of the first edition was kept.
It also keeps the original organizational of PSYCHOBIT that was meant to be a friendly meeting, but
we are happy to ascertain that the call for paper has attracted some interest and thirty-eight articles
have been submitted, even more than in the previous edition. Moreover, a consortium of a research
project funded by the European Union, Aleas, asked us, with our great pleasure, to organize the
dissemination during the Symposium. In short, it seems that a community has set in motion and we
hope that this great effort of passion and work can be maintained and developed in the years to come.
This volume contains the 38 papers presented during the Second Symposium on Psychology-Based
Technologies (PSYCHOBIT2020). Each submission was reviewed by at least two international
Program Committee members. To reach a final decision there was a Program Committee discussion
period. The program also includes one invited talk. We would like to thank all members of the
Program Committee for providing the reviews.</p>
      <p>This edition is dedicated to the memory of Antonio Cerrato, researcher and precious member of the
Natural and Artificial Cognition Lab (NAC-LAB) of University of Naples Federico in the Department
of Humanities. Antonio focused its scientific interests on the topics of the PSYCHOBIT2020
conference: he recently got a PhD in Psychology in University of Naples Federico II working on the
methodological and technological development of an innovative prototype using Tangible User
Interfaces. The prototype is in the field of the cognitive neuroscience and Technology Enhanced
Assessment. Driven by the passion for the cross-links between psychology and technology, he
extensively worked on the born of the first edition of this conference.
“To Antonio, essential and bright presence of our lab,
to the invisible traces and to tangible ones that you left on our memory”</p>
    </sec>
    <sec id="sec-3">
      <title>Committee Members</title>
      <sec id="sec-3-1">
        <title>Chairs</title>
        <p>•
•</p>
        <p>Onofrio Gigliotta – University of Naples Federico II</p>
        <p>Michela Ponticorvo – University of Naples Federico II
Organizing Committee – University of Naples Federico II
ànthropos | technè
Luca Fusco
Anna Parola</p>
        <p>Federica Somma
Programme Committee
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•</p>
        <p>Haithem Afli – Cork Institute of Technology
Rosa María Baños – Universitat de València
Mario Barajas Frutos – University of Barcelona
Eleonora Bilotta – Università della Calabria
Stefano Cacciamani – Università della Valle d’Aosta
Angelo Cangelosi – University of Manchester – UK
Maurizio Cardaci – Università di Palermo
Antonio Cerrato – Università degli Studi di Napoli Federico II
Pietro Cipresso – Università Cattolica Milano
Dimitris Diamantidis – National and Kapodistrian University of Athens
Andrea Di Ferdinando – Smarted srl
Raffaele Di Fuccio – Smarted srl
Santo Di Nuovo – Università di Catania
Frédérique Frossard – University of Barcelona
Anna Esposito – Università della Campania – Luigi Vanvitelli
Matthias Hemmje – Global Information Technology GmbH
Santa Iachini – Università della Campania Luigi Vanvitelli
Achilles Kameas – Hellenic Open University
Chronis Kynigos – National and Kapodistrian University of Athens
Beatrice Ligorio – Università degli Studi di Bari “Aldo Moro”
Henrik Hautop Lund – Denmark Technical University
Mauro Maldonato – Università di Napoli Federico II
Davide Marocco – Università di Napoli Federico II
Orazio Miglino – Università di Napoli Federico II and ISTC-CNR
Marta Miragall Montilla – Universitat de València</p>
        <p>Stefano Nolfi – ISTC-CNR
•
•
•
•
•
•
•
•
•
•
•
•
•
•</p>
        <p>Daniela Pacella – Università degli Studi di Napoli Federico II
Luigi Pagliarini – Academy of Fine Arts of Macerata
Francesco Palumbo – Università degli Studi di Napoli Federico II
Domenico Parisi – ISTC-CNR
Angelo Rega – IRFID srl
Carlo Ricci – Università Pontificia Salesiana
Giuseppe Riva – Università Cattolica – Milano
Franco Rubinacci – Università di Napoli Federico II
Gennaro Ruggiero – Università della Campania – Luigi Vanvitelli
Massimiliano Schembri – ISTC-CNR
Luigia Simona Sica – Università di Napoli Federico II
Elena Tanti Burlo – University of Malta
Anna Trifonova – CreaTIC</p>
        <p>Paul Walsh – Cork Institute of Technology</p>
      </sec>
      <sec id="sec-3-2">
        <title>Invited Speakers</title>
        <p>The signal and the noise:
some lessons from the replicability crisis in psychology</p>
        <p>Prof. Marco Perugini
University of Milano-Bicocca</p>
        <p>Department of Psychology
Research Projects and Labs Showcase</p>
        <p>DoCENT (Digital Creativity ENhanced in Teacher Education) [www.docent-project.eu] –
Erasmus Plus KA2 – Grant Agreement n° 2017-1-IT02-KA203-036807
DoCENT project's main goal is to make teacher educators adopt pedagogical strategies that foster
creativity and innovation. DoCENT model will use the following approaches: manipulative
technologies, robotics, digital making and digital games, developing a teacher educator
competence framework, a MOOC on digital creativity and a serious game.</p>
        <p>ACCORD (Attain Cultural integration through COnflict Resolution skill Development)
[www.accord-project.eu] – Erasmus Plus KA3 - Grant Agreement n°
580362-EPP-1-2016-1-ITEPPKA3-IPI-SCO-IN
ACCORD aims support teachers in handling conflict and dealing with cultural diversity by
creating, assessing and upscaling an integrated online pedagogical practice that combines
conceptual material through MOOC delivery and Serious Games for practical, experiential and
hands-on learning.</p>
        <p>ALEAS (Adaptive LEArning in Statistics) [www.aleas-project.eu] – Erasmus Plus KA2 – Grant
Agreement n° 2018-1-IT02-KA203-048519
The core of the ALEAS project is the development and implementation of an adaptive learning
system (ALEAS) that will be realized exploiting the most innovative and digital technologies
embedded in an open access framework (MOOC), by developing an APP for statistics exercises
based on the Adaptive Tutoring Systems.</p>
        <p>STOP (STop Obesity Platform) [stopproject.eu/] – H2020 MSCA-RISE project no 823978
The STOP project brings together an interdisciplinary and intersectoral group of subject matter
experts from industry and academia under one umbrella, to address the health societal challenge
of obesity with the specific objectives of mitigating the enormous and growing Health Care costs
of obesity and related health issues (like heart disease, diabetes, arthritis, liver disease, gallstones,
cancer, dementia) that burden European citizens. The STOP project addresses this need through
the foundation of an innovative platform to support persons with obesity with a better nutrition
under supervision of healthcare professionals.</p>
        <p>CODINC (Coding for Inclusion) [https://codinc.fun] – ERASMUS Plus KA3
592121-EPP-12017-1-BE-EPPKA3-IPI-SOC-IN
The “Coding for Inclusion” aims at fostering STEM education of disadvantaged youth through
an inclusive educational approach based on a peer-learning pedagogical method for formal and
non-formal educational contexts in Europe. The “Coding for Inclusion” project will adapt the
Capital Digital methodology and training programme to different contexts and will apply them in
5 European countries, namely Belgium, Cyprus, Germany, Italy and Spain.</p>
        <p>EULALIA (Enhancing University Language courses with an App powered by game-based
Learning and tangible user Interfaces Activities) [https://eulaliaproject.eu/it/] – Erasmus Plus
KA2 – Grant Agreement n° 2019-1-IT02-KA203-063228
The EULALIA aims are to develop a methodology for the language teaching/learning for
Erasmus Students by using inclusive and multisensorial methodologies based on Tangible User
Interfaces and Mobile Learning by producing the authoring tool for the mobile context. At the
same time the project will enable teachers and lecturers in each University Language Centre, and
as well Erasmus students to develop OERs under the supervision of the teachers, e.g. to create
hybrid games in foreign language.</p>
        <p>EMOTION.EXE (Emotional Mediated Online Training for Introspection, Observation,
Novelization and Expression) – Research Project funded by Regione Lazio (Law: L.R. 13/08)
CUP B56C18000590002
The project aims to develop and implement an "Emotional Gym" where the users with an high
risk of social exclusion could acquire new emotional competences. The Emotional Gym of
EMOTION.EXE project is an application where the user, guided by an artificial tutor, will be
able to explore new interests and motivations.</p>
        <p>MERGO (Mooc in Enology aimed at Reinforcing competences applying Game-based approach
and Olfactive learning for the wine tasting) – E+ KA2 – 2020-1-IT02-KA203-080040
MERGO aims to bridge a MOOC developed by a strategic partnership of HEI and organization
in the wine business sector bringing the procedural learning for the recognition of sensory features
by using new ICT paradigms: the Tangible User Interfaces (TUIs) and the gamification approach.
The project will draft a pedagogical validated framework aimed at the development ICT
innovative tools that will allow an autonomous and distance training for students with some
olfactory stimuli recognized by a digital interface and orchestrated by artificial intelligence
modules (adaptive artificial tutors).</p>
        <p>KnIghtS oF thE EuroPean Grail – creating a game-based approach for learning Italian, Spanish,
French, English, Portuguese and German – E+ KA2 – GA 2020-1-DE03-KA201-077210
Motivation can easily be hightened when relying on the “fun factor”, thus adding the incentive of
voluntarily and by one’s own choice taking up the vocabulary and grammar of a foreign language
needed to also get along in real life (intrinsic motivation). Combining the “fun factor” and the
younger generations’ love of playing digital games with language learning, the project therefore
aims at developing, testing and implementing an application for learning English, German,
French, Spanish, Italian and Portuguese, on levels A1 and A2, as the underlying concept of an
adventure game to be played on mobile digital devices.</p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list />
  </back>
</article>