2020
Authors
Fonseca, L; Barroso, J; Araújo, M; Frazão, R; Au Yong Oliveira, M;
Publication
Advances in Intelligent Systems and Computing
Abstract
Nowadays wearable devices are very popular. The reason for that is the sudden reduction in pricing and the increase in functionalities. Healthcare services have been greatly benefiting from the emergence of these devices since they can collect vital signs and help healthcare professionals to easily monitor patients. Medical wellness, prevention, diagnosis, treatment and monitoring services are the main focus of Healthcare applications. Some companies have already invested in this market and we present some of them and their strategies. Furthermore, we also conducted a group interview with Altice Labs in order to better understand the critical points and challenges they encountered while developing and maintaining their service. With the purpose of comprehending users’ receptiveness to mHealth systems (mobile health systems which users wear - wearables) and their opinion about sharing data, we also created a questionnaire (which had 114 valid responses). Based on the research done we propose a different approach. In our product and service concept solution, which we share herein, we consider people of all ages to be targets for the product/service and, beyond that, we consider the use of machine learning techniques to extract knowledge from the information gathered. Finally, we discuss the advantages and drawbacks of this kind of system, showing our critical point of view. © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.
2020
Authors
Martins, J; Goncalves, R; Au Yong Oliveira, M; Moreira, F; Branco, F;
Publication
IET SOFTWARE
Abstract
Virtual reality technologies have grown in complexity and functionality, increasing their relevance in various sectors of activity. Applying these innovations to tourism is advantageous for the organisations, the tourists and even the territories. They can provide multisensory immersivity, simulate actions and movements in real-time, enriching reality using interactive virtual objects. Thus, captivating visitors and showing territories from richer and livelier perspectives. This study describes a review of the adoption of virtual reality technology at the organisational level. In order to adapt the literature review to the tourism topic, the process of analysis of the literature was carried out with a constant concern to analyse research that studied the topic. Assuming the need to further develop the work done and to obtain a confirmation on the contribution resulting from the bibliographic review, a focus group was developed, which allowed several specialists to discuss collaboratively and interactively the research project topics without having to be in face-to-face contact. The results of this study allow not only to acknowledge the relevance of virtual reality for tourism but also to understand how the existing literature and experts are aligned with the identification of opportunities for disruptive development of solutions that trigger tourism destinations and organisational development.
2020
Authors
Walter, CE; Veloso, CM; Au Yong Oliveira, M;
Publication
EDUCATION SCIENCES
Abstract
The Brazilian National Institutes are strategic elements for the growth and development of Brazilian society since they have the purpose of meeting social and economic demands. However, for this purpose to be materialized, it is essential to develop strategies and mechanisms that consider the current educational context, marked in large part by the transformation of education into a product and the increased awareness of students who expect to have their own needs met in terms of achievement and satisfaction. Based on this premise, this research aims to present an indicator for measuring student satisfaction of students from the Federal Institute of Education, Science and Technology of Piaui-Campus Oeiras (FIEPI-Campus Oeiras), in order to provide evidence of how satisfaction has presented itself in relation to the different educational profiles present in the institution. The study was conducted with a sample of 290 students from FIEPI-Campus Oeiras. The instrument used for data collection was a questionnaire structured in two sections, in which the first was intended to obtain information to characterize the sample and the second section, composed of 14 items, aimed at measuring students' satisfaction with the institution. Descriptive, exploratory, and inferential statistical techniques were used for the data treatment and for the validation of the results. The results indicate that the students are slightly satisfied with the institution and that the average satisfaction is different in relation to the courses and technological axes.
2020
Authors
Au Yong Oliveira, M;
Publication
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
Abstract
This study is about technology and sport. Namely, the study is about the influence of technology in golf. In order to ascertain the impact of technology in golf interviews were performed with two groups of players – professional women golfers and senior professional male golfers (over 50 years of age and playing the senior circuit). The interviews (to a total of 44) were performed at two main international competitions, both in the UK and in the summer of 2019. The same questions were posed to both groups and the ladies (mostly millennials) showed themselves to be more open to new technologies to be used in training. The technology referred to is called TrackMan. TrackMan-type technology appeared first in the military industry, to track bullets and missiles, and has since been transferred to sport – including to golf, baseball and football. This technology may track the path of both the ball and the club before, during and after impact. The study shows that older generations may be more alienated from more recent technologies – not only in society in general but also in sport.
2020
Authors
Au-Yong-Oliveira, M;
Publication
Abstract
2020
Authors
Monteiro, B; Santos, V; Reis, I; Sampaio, MC; Sousa, B; Martinho, F; Sousa, MJ; Au Yong Oliveira, M;
Publication
INFORMATION
Abstract
Most business enterprises are small and medium-sized enterprises (SMEs), and many of them are without a human resource and recruitment department. Thus, one of the challenges that organizations currently face is to find a strategy to retain and attract talent. To overcome this difficulty, enterprises must invest in employer branding policies and be aware of the factors that differentiate them from others when attracting employees. This study aims to develop an employer branding model applicable to SMEs, to increase and enhance the attraction and retention of talents. An exploratory approach based on a quantitative perspective was adopted to develop an employer branding model applied to SMEs, with two major reference employer branding models and frameworks used as the main support. The model of employer branding was applied to SMEs regarding four dimensions, whereby essential questions are asked, namely (1) organizational culture (e.g., do employees have a job description aligned with the corporate culture?), (2) company strategy (e.g., what is the strategy if business volume decreases?), (3) company reputation (e.g., how do you perceive and treat negative feedback?), and (4) reward systems (e.g., do you feel that your employees are motivated intrinsically or extrinsically or both?), ordered by layers based on a logical sequence. The new proposed model is expected to serve as a useful strategic tool and as a basis for attracting, retaining and managing talent, specifically in the SMEs context. This new model provides a set of strategic and competitiveness benefits for SMEs, while contributing to making enterprises more profitable. The model also contributes to SMEs having a better image and reputation, enabling them to stand out from others in the war for talent.
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