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Publications

Publications by Jorge Freire Sousa

2013

Integrating Environmental Policies into Business Strategy: The Problem Structuring Stage in a Framework for Decision Support

Authors
Fátima Teles, Md; de Sousa, JF;

Publication
Decision Support Systems III - Impact of Decision Support Systems for Global Environments - Euro Working Group Workshops, EWG-DSS 2013 Thessaloniki, Greece, May 29-31, 2013 and Rome, Italy, July 1-4, 2013 Revised Selected and Extended Papers

Abstract
Companies are increasingly including their corporate social responsibility into their business strategy. The environmental issues assume here a priority role. In order to get a balance in economic, social and environmental trade-offs, companies need to consider multiple objectives, namely related to the allocation of resources and investments, which can cause contradictory opinions among diverse stakeholders. Companies should incorporate into the decision-making process tangible and intangible elements, identifying and structuring objectives in a consistent way, in order to choose sustainable options for the company and create compromises between stakeholders. The main motivation of this paper is to present a methodology or framework to support decision-making and appraisal of corporate environmental strategies and subsequent management approaches. In order to gain a closer view over the proposed approach, we will present the preliminary results illustrated with examples from an ongoing case study within a public passenger transport company. © Springer International Publishing Switzerland 2014.

2016

HARRY POTTER AND THE CURSED CHILD: AN EXPERIENCE IN GAMIFICATION IN HIGHER EDUCATION

Authors
Martins, H; de Sousa, JF; Pacheco, E; Schuller, P; Carrapatoso, B;

Publication
ICERI2016: 9TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION

Abstract
Considering the many significant challenges faced by higher education in contemporary society, gamification and game-based approaches to Education have been gaining protagonism in research as well as in practice. Application of games can encourage-or require-students to apply deeper levels of knowledge and skills, focusing their knowledge acquisition in more than simple memorization and repetition in tests, allowing them to use their new-found knowledge, skills and abilities in problem solving-even if simulated and fairly accessible ones. Unlike traditional assessments, which typically require students to recall or demonstrate basic levels of skills, games and simulations can present students with more authentic environments to demonstrate strategic and critical thinking, which is highly compatible with the "competency model". Through games, learning can also be made more of a social and collaborative activity, which are important 21st century skills. Hence, a model was developed for applying gamification in a course of Human Resources Management of a Masters in Engineering. This model was based on a state of the art research of gamification in higher education, as well as some guidelines and main features of a gamification framework. This paper presents the game system, platform and strategies implemented by the teaching team, comparing the original project with the one actually implemented. Teacher and student reflections on this experience are presented, and guidelines for future practice are brought out, including the biggest blunders and the best features of the game-based approach used in this experience, their causes and consequences. We believe this work can contribute to further game-based approaches in higher education, stimulating reflection and insight for other researchers and practitioners.

2018

Linking fields with GMA: Sustainability, companies, people and Operational Research

Authors
Teles, MD; de Sousa, JF;

Publication
TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE

Abstract
This article is about making decisions concerning the management of sustainability, decisions that may influence the use or protection of natural resources or address difficult societal choices. Managers have more and more to tackle a diversity of problems in a rigorous and transparent way. One of the distinctive features of these decisions is that managers must give attention to both the values of people affected and factual information concerning the potential consequences of actions. This imposes the adoption of new methods for structuring spaces, strategy alternatives, and organizational planning. The support from operational research analysts becomes increasingly important, as we are dealing with people mostly without strong quantitative or model-building backgrounds. With the presence of different perspectives and mental models, behavior elements are at the core of the problem and unintentional biases in model use may occur. Our intention is to help promote the transference of knowledge to and within companies so that they may assure resilience. We found in general morphological analysis a great help for that. We want to make available a meta-model based on Operational Research for fields involving public resources and multiple interests to aid current and future managers of companies. We conclude the article with two case studies to illustrate our approach.

2015

GAMES PEOPLE PLAY - CREATING A FRAMEWORK FOR THE GAMIFICATION OF A MASTER'S COURSE IN A PORTUGUESE UNIVERSITY

Authors
Martins, H; de Sousa, JF;

Publication
ICERI2015: 8TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION

Abstract
Education, like many institutions in contemporary society, faces significant challenges to the completion of its mission. This is especially true of higher education, which is often expected to be and seen as a facilitator of social and cultural advancement. Gamification is a relatively new concept intending to use elements from video games in non-game applications. Education is therefore an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress aims at creating a model for applying gamification in a course of Human Resources Management for Engineers, where testing and validating the results of that application can be possible. This paper presents the state of the art of gamification in higher education, as well as some guidelines and main features of a gamification framework to be applied in the course of a Masters in Engineering.

2021

The Role of Collaboration for Sustainable and Efficient Urban Logistics

Authors
Carvalho, L; de Sousa, JF; de Sousa, JP;

Publication
BOOSTING COLLABORATIVE NETWORKS 4.0: 21ST IFIP WG 5.5 WORKING CONFERENCE ON VIRTUAL ENTERPRISES, PRO-VE 2020

Abstract
The scarcity of resources is one of the main concerns for the present and the future of the environment and society. The "load factor" in logistic transport has a great potential for improvement, especially in the last-mile deliveries, as the transport of goods is largely fragmented between several small companies using small vehicles. This paper investigates the potential for collaboration to increase efficiency in urban logistics. Based on an overview of the concepts and initiatives regarding vertical and horizontal collaboration, a research agenda is proposed.

2021

Improving Mobility Services through Customer Participation

Authors
Duarte, SP; Campos Ferreira, M; Pinho de Sousa, J; Freire de Sousa, J; Galvão, T;

Publication
Advances in Intelligent Systems and Computing

Abstract
In their quest for sustainability, cities design and deploy smart mobility solutions aiming to improve the efficiency and management of transportation systems and to provide better services to citizens. Those solutions are often based on Information and Communication Technologies (ICT) and on digital services, but their maintenance and management are a greater challenge than their implementation. Problems can be difficult to identify since they can be exogenous or endogenous to the service provider. Usually, in their effort to maintain good service levels, companies implement complex and expensive information systems that use sensors to monitor infrastructure and hardware but ignore other sources of valuable information. In a digitalized world, customers easily report problems that are a cause of lower quality of service and worse user experience. However, for several reasons, service providers do not always pay due attention to these complaints. As communication channels are already open, we claim that customer participation through these reports can be used to significantly enhance the delivery and quality of mobility services. In this work we propose a methodology that takes advantage of customers’ participation in the maintenance and management of smart city solutions. With this methodology, we aim to redesign the process of customer interaction with service providers in order to improve the overall efficiency and the service experience. Our research is based on a case study from a public transport service in the metropolitan area of Porto, in Portugal. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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