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Publications

2015

Retail Promotion Practices in New Zealand, Australia and Portugal - A Comparison

Authors
Fam K.S.; Merrilees B.; Brito P.Q.;

Publication
Developments in Marketing Science: Proceedings of the Academy of Marketing Science

Abstract
This paper investigates the detailed promotional attitudes of retailers across three countries. The key aim was to see whether the perceptions of owner-managers of nine commonly used promotion tools varied across country. Both perception and budget data was examined, as well as selected combinations of promotion tools.

2015

Preface

Authors
Abdelzaher T.; Pereira N.;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract

2015

Sequence networks to the calculation of two-simultaneous faults at the same location

Authors
Moura, AP; Pecas Lopes, JAP; de Moura, AAF;

Publication
INTERNATIONAL JOURNAL OF ELECTRICAL POWER & ENERGY SYSTEMS

Abstract
The system of symmetrical components (012-system) can be used to simulate symmetrical and asymmetrical operation of power systems. However, the classical literature of Power Systems Analysis does not present one equivalent circuit in 012-system to two-simultaneous faults where there are a single-line-to-ground fault and a bolted line-to-line fault. This paper presents the equations and the new equivalent circuit mentioned. In addition, we present a comparison of results between the proposed approach and the output of the commercial software ANAFAS, which validates the methodology. We find evidence that the new equivalent circuit developed can substitute the equivalent circuits used to calculate a single line-to-ground fault and a bolted line-to-line fault.

2015

ImmersiveMe'15: 3rd ACM International Workshop on Immersive Media Experiences

Authors
Chambel, T; Viana, P; Bove, VM; Strover, S; Thomas, G;

Publication
MM'15: PROCEEDINGS OF THE 2015 ACM MULTIMEDIA CONFERENCE

Abstract
This ACM International Workshop on Immersive Media Experiences is in its 3rd edition. Since 2013 in Barcelona, it has been a meeting point of researchers, students, media producers, service providers and industry players in the area of immersive media environments, applications and experiences. After the successful first edition at ACM Multimedia 2013 and the consolidation of the theme and the team at Orlando in 2014, ImmersiveMe' 15 aims at bringing to the stage new ideas and developments that keep this topic as appealing as in the previous editions. ImmersiveMe' 15 will now take place in Brisbane and, again, it will be a platform to present interesting and out-of-the-box new work that contributes to make the world more interactive, immersive and engaging.

2015

NVL: a coordination language for unmanned vehicle networks

Authors
Marques, ERB; Ribeiro, M; Pinto, J; Sousa, JB; Martins, F;

Publication
30TH ANNUAL ACM SYMPOSIUM ON APPLIED COMPUTING, VOLS I AND II

Abstract
The coordinated use of multiple unmanned vehicles over a network can be employed for numerous real-world applications. However, multi-vehicle operations are often deployed through a patchwork of separate components that informally "glue" together during operation, as they are hard to program as a "whole". With this aim, we developed the Networked Vehicles' Language (NVL) for coordinated control of unmanned vehicle networks. A single NVL program expresses an on-the-fly selection of multiple vehicles and their allocation to cooperative tasks, subject to time, precedence, and concurrency constraints. We present the language through an example application involving unmanned underwater vehicles (UUVs) and unmanned aerial vehicles (UAVs), the core design and implementation traits, and results from simulation and field test experiments.

2015

LOCATION-BASED TOURISM IN-GAME CERTIFICATION

Authors
Baptista, R; Nobrega, R; Coelho, A; Vaz de Carvalho, CV;

Publication
INTED2015: 9TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE

Abstract
Serious games are starting to attain a higher role as learning tools in several and diversified contexts such as education and training. Serious games provide a favorable learning environment where mistakes can occur without real life penalty and students get instant feedback from challenges. The rules, behavior simulation, and feedback from the player's actions of the studied games, provide a realistic context for learning where failure and repetition can be a positive contribution to achieve success. These challenges are designed in accordance with the intended learning objectives and will self-adapt and repeat according to the student difficulty level while providing instant feedback. There is decisively an acquisition of knowledge and experience through: (1) motivating and engaging environments, (2) approaches to problem solving and simulation of different situations, and also, (3) from contexts where players can develop professional skills. However, how do we certify acquired knowledge and competencies? Until now, most research has been focused on the evaluation of the game itself rather than on the learners' assessment. The analysis of the player is usually performed at the end of the game using traditional questionnaire forms. Instead of that, using our Correlation Matrix methodology [15], we provide a set of guidelines for game designers to build specific games for the certification of competences, and an in-game assessment in location-based cultural heritage applications. This assessment can be done with in-game mechanics and challenges providing a learning path to obtain the intended competences. These guidelines are established on a triad of components: Competencies/Mechanics/Play, following the approach of Casper Harteveld (Play/Meaning/Reality) [19]. This is needed for balancing the relationship between the game mechanics for serious games genres, the array of competences to certify, and the game elements. This paper presents a matrix of generic skills, based on the Education Competences [12] which serves as a reference to identify which competencies must be used to obtain the performance success of each situation. Based on the combination of identified competencies and the training game genres, this choice allows the identification of the most appropriate and necessary mechanics and challenges by comparison with a correlation matrix between competencies and game genre analysis with 120 serious games. Currently this methodology is being applied in the context of tourism guide's applications with the key objective of identifying ability patterns correlated in acquiring different skills (multiplex). In the tourism guide's context these skills could be planning and organizing the city exploration through challenges and targets to achieve, and successful assess heritage knowledge by quizzes or photos taken. As a result, existing game mechanics are identified and new ones are created and implemented in a Location-Based Gaming (LBG) platform to support more learning and to better interact with the heritage sites. As a case study the guidelines will be applied to a tourism mobile route application, about Porto heritage, to provide an improved design so that it may also be capable of in-game certification of tourism guides.

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