• ALBO Project Workshop

    ALBO Project Workshop

  • LAVREB siena

    LAVREB University of Siena

  • Core Competence

    Core Competence

  • Experiment on Virtual Reality

    Experiments on Virtual Movies

  • Conference Experiential Learning 2013

    Conference on Experiential Learning 2013

  • Neuroscience and economics

    Neuroscience and economics

  • Virtual reality

    Virtual reality and risk perception

Neuroscience and economics

cervelloThe book "Neuroscience and the Economics of Decision Making", edited by Alessandro Innocenti and Angela Sirigu and published on 16th April 2012 by Routledge in the series Routledge Advances in Experimental and Computable Economics, is a publication of the ALBO Project.

In the last two decades there has been a flourishing research carried out jointly by economists, psychologists and neuroscientists. This meltdown of competences has lead towards original approaches to investigate the mental and cognitive mechanisms involved in the way the economic agent collects, processes and uses information to make choices. This research field involves a new kind of scientist, trained in different disciplines, familiar in managing experimental data, and with the mathematical foundations of decision making. The ultimate goal of this research is to open the black-box to understand the behavioural and neural processes through which humans set preferences and translate these behaviours into optimal choices. The volume intends to bring forward new results and fresh insights into this matter.

Click here to view inside the book


Virtual reality and risk perception

natostation-virtual-reality-simulator-future-gadget-nelson-ayala-01The Albo project team is conducting a research project on "Risk perception and virtual reality". This project aims at investigating risk perception in virtual environments.  By simulating risks and hazards in high-immersive virtual environments (HIVE), we intend to detect which types of communication convey better information and trigger the appropriate heuristics to perceive risks correctly. We also plan to define a method to enhance the management of risk in low-immersive virtual environments (LIVE). The weaker sense of presence experienced in LIVE enables individuals to adjust the heuristics adopted in real settings, to refine risk perception and to improve skills for managing stressful and traumatic situations. The project intends to provide evidence that virtual reality can be a useful tool to analyze risk misperceptions and to improve mental readiness in choices under risk.

Click here for the research project.


Risk perception bibliography

risk1The Albo project research team provides a continually updated bibliography on risk perception.

Click here to download bibliographic references on risk perception.


Experiments on risk perception

risk4The Albo project research team will conduct laboratory experiments on risk perception. This activity intends to investigate risk perception in virtual reality.  By simulating risks and hazards in virtual environments we will detect which types of communication convey better information and trigger the appropriate heuristics to perceive risks correctly. We also plan to define a method to enhance the management of risk. The project intends to provide evidence that virtual reality can be a useful tool to analyze risk misperceptions and to improve mental readiness in choices under risk.

Click here for the experimental design on "Observing others: how does risk perception affect our decisionmaking?”.


Adventure-based Learning

Adventure-based LearningAdventure-based Learning® is a unique web-based solution that develops the competence of people more effectively and in a more sustainable manner than current training methods and with it has revolutionised the classical training, coaching and e-learning market.

In contrast to all current learning methods, Adventure-based Learning® let‟s the user solve practical and relevant tasks interactively going through individual learning paths and application loops depending on the level of knowledge and experience. In an exciting play between "Learning" and "Acting", the user is able to test his individual skills and is able to deepen his knowhow and behavioral competence. A virtual coach accompanies the user through an absorbing overall story and leads him through the adventure. The didactic concept is based on a long-standing expertise on sales, service and consulting as well as on scientific findings of didactics and learning psychology of as recommended by the Faculty of Psychology and Educational Science of the University of Munich.

Click here to get an introduction to Adventure-based Learning

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