Istituto di Scienze e Tecnologie della Cognizione – CNR

The Institute’s mission covers research, training and technology transfer in areas on the frontier between psychology, linguistics, educational science and technology. Key areas of interest include (i) cognitive, communicative and linguistic processes: language acquisition, processing, and deficits, multimodality, communication technologies; (ii) theory, analysis and technology of spoken language and of linguistic variability; (iii) cognitive development, learning and socialization in children and non-human primates. (iv) Artificial Intelligence, Artificial Life, and artificial societies; (v) Cognitive technologies, neural networks, autonomous robotics (vi) social cognition: behavior, motivation, cultural transmission and cultural processes; (vii) technologies for decision-making and cooperation; (vii) quality of the environment, health and society: prevention, education, integration, handicap, technological planning.

ISTC-CNR will make three key contributions to the Block Magic Project.

ISTC-CNR will be the coordinator of the Block Magic Project, taking responsibility for WP 1 (Management). The technology to be used in the project is a generalization of a prototype developed by the institute in collaboration with the University of Naples and tested in children undergoing rehabilitation following cochlear implantation. In view of this experience, ISTC-CNR will be responsible for the design, implementation, testing, and maintenance of all technology used within the project (WP4). In addition to this work, ISTC-CNR will participate in the development of the project’s teaching methodology (WP3), and provide technical support to participants in the formative evaluation (WP5) and the trial (WP6). In WP7 (dissemination) ISTC-CNR will take responsibility for the technological management of the project web site, the final international event in Rome and the editing and publication of the project book. ISTC-CNR will lead WP8 (Exploitation), dedicated to the protection of IPR generated by the project the preparation of plans for the commercialization of Block Magic, the licensing of the technology to manufacturers and other interested parties and the identification of possible sponsors.

Name of staff member Summary of relevant skills and experience, including where relevant a list of recent publications related to the domain of the project.
Orazio Miglino Prof. Miglino is a member of the Laboratory for Adaptive Robotics and Artificial Life ( ) at ISTC-CNR. He is simultaneously a full professor at University of Naples where he is president of the 5 year specialist degree course in psychology and leads the National and Artificial Cognition Laboratory. Prof. Miglino’s main research interest is in the biological and cognitive mechanisms that organisms (humans, animals, plants) use to construct their knowledge of the world and in the applications of this knowledge to the world of education. Prof. Miglino has coordinated numerous projects in the LLP program both for ISTC-CNR (Learn2Lead, T3, SINAPSI, SISINE) and for University of Naples (EUTOPIA-MT, DREAD-ED)
Raffaele Di Fuccio Raffaele Di Fuccio is a medical engineering working as fellow researcher at the Institute of Cognitive Sciences and Technologies (ISTC) of Italian National Research Council (CNR). His research interests are in data analysis and in development of new adaptive classification bio-inspired models.
He collaborated in many projects in the FP7 program for Xiwrite srl (CONVERGENCE, OPTIMI, N€UROMED) regarding mainly management and coordination issues
Andrea Di Ferdinando Andrea Di Ferdinando is a researcher at the Institute of Cognitive Sciences and Technologies (ISTC) of Italian National Research Council (CNR).
His research activity concentrates main on Artificial Life and Neural Networks techniques and methodologies, on computational models of neuropsychological syndromes, on Artificial Intelligence systems applied to videogames and learning processes.
He is author of international scientific publications and participated to many European research projects, in which he collaborated to the creation of several technological platforms for Soft Skill training.
Massimiliano Schembri Massimiliano Schembri is a cognitive psychologist working as researcher at theISTC-CNR. His research experience started with studying the interaction between learning and evolution with a computational approach. For this purpose he developed artificial life simulations based on neural networks and genetic algorithms. In 2007 he contributed to the EutopiaMT project which raised his interest in serious games. Since that time he got involved more and more in projects dealing with learning technologies where he also contributed as software developer.
Massimiliano Caretti Massimiliano Caretti is a postgraduate student of “Psychology of Information Processing and Knowledge Representation” at Department of Psychology I at University “La Sapienza” of Rome. His research interests are: software and hardware for autonomous robots, customised sensors, evolutionary robotics. Computational neuroscience, bio-inspired models, development of simulation models of individual and social behaviours through neural networks, genetic algorithms and models of artificial life. Other research activity are assistive interactive technology for cognitive rehabilitation and ambient intelligence in Health Care.
Selected publications

  • Rega, A.,  Caretti, M.,  Rubinacci, F., Iacono, I., (2009). Playware games: nuove tecnologie che trasformano il modo di giocare ed imparare. Atti elettronici del VI Convegno Annuale dell’Associazione Italiana di Scienze Cognitive – AISC09.
  • Rega, A., Iacono, I., Scoppa,A., (2009). Magic Glove: An Interactive Hardware/Software System to Animate Objects. An Exploratory Study in Rehabilitation Setting. In Proceedings of IDC 2009 – The 8th International Conference on Interaction Design for Children pp. 313-316 .New York, NY, USA: ACM – ISBN:978-1-60558-395-2
  • Miglino O., Gigliotta, O., Ponticorvo, M., & Lund, H. H.(2008). Human Breeders for evolving robots. Artificial Life Robotics, 13, 1-4. Berlin-Heidelberg: Springer.
  • Miglino, O., Gigliotta, O., Ponticorvo, M., & Nolfi, S.(2008). Breedbot: an evolutionary robotics application in digital content. The Electronic Library, 26(3), 363-373. Bingley, Uk: Emerald.
  • Miglino O., Pagliarini L., Cardaci M., & Gigliotta, O.(2008). TeamSim: An Educational Micro-World for the Teaching of Team Dynamics. In Proceedings of Kes IIMSS 2008, 1st International Symposium on Intelligent Interactive Multimedia Systems and Services, University of Piraeus, Greece, 9-11 July 2008.
  • Miglino, O., Gigliotta, Rega, A., & O, Ponticorvo, M.(2007) Introducing Human Trainers in Evolutionary Robotics. In G. Nicosia et al. (Eds.), WIVACE 2007: Atti del workshop italiano di vita artifciale e computazione evolutiva (Isbn/Issn: 1973 – 0543). Catania: Università di Catania.
  • Miglino O., Scoppa A, Rega A., Caretti M.(2007). AnimA: una soluzione Hardware/Software per “animare” gli oggetti. Atti del- 3° Convegno Nazionale sul tema: Cognizione, Complessità, Cittadinanza.
  • Miglino, O., Gigliotta, O., Ponticorvo, M., & Nolfi, S. (2007). Breedbot: an edutainment robotics system to link digital and real world. In B. Apolloni, R.J. Howlett, & L. Jain (Eds.), Knowledge-Based Intelligent Information and Engineering Systems LNAI 4693 (pp. 74-81) (Isbn: 978-3-540-74826-7). Heidelberg: Springer.