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  • 1
    Publication Date: 2015-01-16
    Description: We propose a methodological approach for a comprehensive and total probabilistic tsunami hazard assessment (TotPTHA), in which many different possible source types concur to the definition of the total tsunami hazard at given target sites. In a multi-hazard and multi-risk perspective, the approach allows us to consider all possible tsunamigenic sources (seismic events, slides, volcanic eruptions, asteroids, etc.). In this respect, we also formally introduce and discuss the treatment of interaction/cascade effects in the TotPTHA analysis and we demonstrate how the triggering events may induce significant temporary variations in short-term analysis of the tsunami hazard. In two target sites (the city of Naples and the island of Ischia in Italy) we prove the feasibility of the TotPTHA methodology in the multi—source case considering near submarine seismic sources and submarine mass failures in the study area. The TotPTHA indicated that the tsunami hazard increases significantly by considering both the potential submarine mass failures and the submarine seismic events. Finally, the importance of the source interactions is evaluated by applying a triggering seismic event that causes relevant changes in the short-term TotPTHA.
    Electronic ISSN: 2077-1312
    Topics: Mechanical Engineering, Materials Science, Production Engineering, Mining and Metallurgy, Traffic Engineering, Precision Mechanics
    Published by MDPI
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  • 2
    Publication Date: 2024-02-20
    Description: Game is a powerful educational tool able to involve students and keep their attention high, promoting cognitive development, discoveries, reasoning, and thinking. It is also an effective active form of learning which consolidates the acquired knowledge and carries out an authentic assessment through reality tasks and immediate feedback typical of the use of the digital games. Our gamy-learning experimentation focuses on new methods and practices of science communication, with the aim to face the challenge of educating about natural risks and climate change. The goal is to facilitate the automatic choice of good practices, by stimulating mind, intuition and logic in the perspective of teambuilding in school-based civic education. The proper application of technological tools is a valuable aid for conscious communication for the next generation. A Computer Supported Collaborative Learning Education is experienced, in order to test the efficacy of our GeoQuest TROPOMAG digital adventure, and pave the ground for the implementation of the storytelling in an integrated table game. Our climate change role-playing videogame explores phenomena related to the possible effects of changes in the Earth's magnetic field on the atmosphere. The virtual adventure path is played on smartphones and follows alternative paths chosen by the players to develop the storytelling. As a result, students play not only “just for fun”, but also to actively participate in their learning process and acquisition of new knowledge, skills and competences in environmental issues.
    Description: Published
    Description: Lisbona
    Description: OSA2: Evoluzione climatica: effetti e loro mitigazione
    Keywords: Gamification ; digital game based learning ; computer supported collaborative learning education ; climate change ; geomagnetism ; 05.03. Educational, History of Science, Public Issues ; 04.05. Geomagnetism ; 04.02. Exploration geophysics ; 01.01. Atmosphere ; 01.02. Ionosphere ; 01.03. Magnetosphere
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: Conference paper
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