2015
Authors
Castro, H; Andrade, MT; Almeida, F; Tropea, G; Melazzi, NB; Mousas, AS; Kaklamani, DI; Chiariglione, L; Difino, A;
Publication
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
The Web is rapidly becoming the prime medium for human socialization. The resources that enable that process (social web sites, blogs, media objects, etc.) present growing complexity and, collectively, weave an ever more intricate web of relationships. Current technology for declaring those relationships is predominantly implicit, ambiguous and semantically poor. As a consequence, their automatic assessment is complex and error prone, preventing the satisfaction of users' needs such as effective semantic searches. To address these limitations, whilst enabling the explicit declaration of semantically unambiguous relationships between digital resources, a solution employing structured semantic descriptors and ontologies was conceived, based on MPEG-21. This paper explains the functioning of the devised mechanism, and goes beyond that, into the definition of two novel employment venues for it, at the service of two real-world usage scenarios. These demonstrate the mechanism's added value as a powerful alternative for the semantically aware interconnection of web resources, and highlight the increased QoE that said mechanism enables.
2015
Authors
Almeida, F; Bolaert, H; Dowdall, S; Lourenco, J; Milczarski, P;
Publication
EDUCATION AND INFORMATION TECHNOLOGIES
Abstract
Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their adoption in different learning, academic and interdisciplinary contexts, where issues such as planning, teachers and students participation have an important role in the success of contextual learning initiatives. This paper introduces a novel development framework and a learning process called WalkAbout for contextual learning mobile game systems that enables learners to practice and enhance 21st century skills, while generating and playing mobile contextual games. In our research, we investigate the main issues regarding the process of creating contextual mobile games and we detail the adopted methodology used in the design and implementation process of the WalkAbout framework. Finally, in order to preliminarily validate the platform and adopted methodology, we present and discuss the main results obtained after the games development, by looking at the potential of our design approach, the software framework and the learning experience that was offered to the students.
2015
Authors
Monteiro, J; Santos, JD; Almeida, F;
Publication
Handbook of Research on Effective Project Management through the Integration of Knowledge and Innovation
Abstract
This chapter intends to address the needs and the involvement to support communities of innovation in the process of the generation of new ideas. The relevance of this document focuses on information systems and socio-semantics collaborative networks. The support of collaboration is not a new need to human activities in business. Nevertheless, it has major importance due the temporal limitations of the innovative context. In fact, having an idea is not enough. It is necessary to put it on the ground before the competitors. The authors conclude that technology can facilitate the generation of new ideas, benefit business collaboration, and help increase the rate and efficiency in the generation of new ideas, while reducing the time spent in the negotiation of consensus and decreasing the implicit cost in the overall process. It is expected to contribute to the (re)utilization of the innovation memory and to preserve the organizational knowledge.
2015
Authors
Monteiro, J; Santos, JD; Almeida, F;
Publication
Economics: Concepts, Methodologies, Tools, and Applications
Abstract
This chapter intends to address the needs and the involvement to support communities of innovation in the process of the generation of new ideas. The relevance of this document focuses on information systems and socio-semantics collaborative networks. The support of collaboration is not a new need to human activities in business. Nevertheless, it has major importance due the temporal limitations of the innovative context. In fact, having an idea is not enough. It is necessary to put it on the ground before the competitors. The authors conclude that technology can facilitate the generation of new ideas, benefit business collaboration, and help increase the rate and efficiency in the generation of new ideas, while reducing the time spent in the negotiation of consensus and decreasing the implicit cost in the overall process. It is expected to contribute to the (re)utilization of the innovation memory and to preserve the organizational knowledge.
2015
Authors
Almeida, FLF; Monteiro, JA; Peixe, JT;
Publication
Journal of Systems Integration
Abstract
2015
Authors
Cruz, SS; Teixeira, AAC;
Publication
ANNALS OF REGIONAL SCIENCE
Abstract
Empirical literature on the geographical location of creative activities has been traditionally based on the spatial analysis of industries, often disregarding the creative employment that lies outside the necessarily limited boundaries of creative industries. As an extension to the most recent methodologies using industry and occupational data on industrial cluster analysis, this paper analyses agglomeration and co-location patterns of core creative activities, considering both 'embedded' (creative professionals working outside the creative sectors) and 'specialized' (creative professionals working in the creative sectors) creative employment. Using location quotients and principal component factor and cluster analyses, applied to all 308 Portuguese municipalities, we found that the geographical agglomeration and co-location patterns of core creative groups differ substantially. The typical arguments sustained by the literature-the tendency of creative industries/employment to agglomerate and co-locate in large metropolises-are only supported in the case of knowledge-intensive activities subjected to Intellectual Property Rights, most notably 'Advertising/Marketing', 'Publishing', 'TV/Radio', and 'Software/Digital Media', densely concentrated and co-located in highly developed, large urban centres, with high levels of human capital. These arguments do not hold for the traditional creative activities of 'Architecture', 'Design/Visual Arts' and 'Crafts', which, although co-located, appear mostly dispersed with small concentrations around intermediate urban centres. 'Teaching/training/research' present quite dispersed geographical patterns with some clusterization around municipalities with tertiary education institutions. 'Film/video/photography' and 'Music/Performing Arts' show some dispersion throughout the Portuguese territory with concentration around small urban centres and in rural areas. It is evident that, from agglomeration to co-location patterns, creative employment reveals heterogeneous characteristics across creative groups.
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