2019
Authors
Au Yong Oliveira, M; Cardoso, AS; Goncalves, M; Tavares, A; Branco, F;
Publication
Iberian Conference on Information Systems and Technologies, CISTI
Abstract
This article serves to show how things are changing when it comes to business and social networking. Nowadays, it is hard to find a business that does not have an account on any social network, and we can safely say that social media is a crucial aspect for any business enterprise - to sell their products, to be seen and, obviously, to make more money. We talk about the possibility to mix innovation, business strategy and social media. To complement this research, we focused our work on a Portuguese start-up - Strain - that intends to prove marketing is changing and that it actually welcomes the change, with social networks at the base of their business. They intend to use online influencers to promote the image of a brand, free of charge, and earn discounts on it. It is, indeed, a win-win situation, where each of the three parts (the company itself, clients and Strain) is a winner one way or the other. © 2019 AISTI.
2019
Authors
Matos, A; Pinto, B; Barros, F; Martins, S; Martins, J; Au Yong Oliveira, M;
Publication
Advances in Intelligent Systems and Computing
Abstract
We have sought to understand the current state of the art on smart tourism and on smart cities. Furthermore, we have sought to understand community awareness and the will to embrace innovation, as they are decisive factors to acquire base knowledge and overcome barriers in (soon to be) overpopulated cities and for those who are looking for a limited time culture experience - known as tourists. We live in an age where technology is increasingly present in our lives and provides us solutions to societal problems. Problems such as traffic, infrastructure and natural resources management, or even increasing citizens’ participation in governance, bringing them closer to decision-making. The objective is to understand the current level of people’s knowledge about the impact that technologies have on the society in which we live and their perception of the usefulness in solving these same problems. Therefore, an anonymous questionnaire was carried out (176 valid answers were received), as well as a focus group with two experts on the Smart Cities subject. What future is brought by those who live and breathe technology? Are people willing to accept a paradigm shift?. © Springer Nature Switzerland AG 2019.
2019
Authors
Fonseca, E; Oliveira, I; Lobo, J; Mota, T; Martins, J; Au Yong Oliveira, M;
Publication
Advances in Intelligent Systems and Computing
Abstract
The interest in technology allied to household chores has been growing exponentially. Robots like Bimby have revolutionized the way of cooking, since they perform several functions, which were once done manually. How do users of kitchen robots see this continuous evolution and what is the impact on their routines? What are the main advantages associated with this technology and how do non-users see them? This study is a focus on the variables gender, quality of life and technological evolution, as a way to determine if women and men use kitchen robots on an equal scale, if the potentialities of these machines contribute to real improvements in the lives of their users and if, in a near future, this technology will replace the human element in the preparation of meals. To answer these questions, two methodological approaches were followed: quantitative (via questionnaires) and qualitative (via interviews and a focus group). The first approach allowed us to conclude on the profile of kitchen robots and their impact on people’s quality of life. The second approach led us to understand the interest of suppliers, and whether the interest is to help human beings or to replace their role altogether in the kitchen. With this study we conclude that kitchen robots have effectively brought improvements in terms of time spent with household tasks, the typical user of this technology is indeed a woman and, finally, that it will be difficult for a robot to replace humans entirely, since anyone who really likes to cook will never stop doing it. © Springer Nature Switzerland AG 2019.
2019
Authors
Gusmão, P; Almeida, T; Lopes, F; Muryn, Y; Martins, J; Au Yong Oliveira, M;
Publication
Advances in Intelligent Systems and Computing
Abstract
Microtransactions dominate today’s video game industry and will continue to do so for the foreseeable future, despite all the controversy it brings. To approach this problem, we created a survey, shared it on several gaming forums (a total of 1661 answers were obtained), then we designed a theoretical model and based on that, an automatic analysis was performed to understand what microtransactions are adequate to certain types of videogames. In parallel, we also performed a manual analysis that helped us gain insights into player preferences. Through the manual analysis we can conclude that players show a greater tendency to spend on microtransactions in mobile games. On average, respondents spend more on microtransactions than on purchasing videogames per month; with this, we can understand why the market of microtransactions has been growing greatly in recent years. Players that have jobs spend more on time savers microtransactions, and this probably happens because of the lack of time these players have comparing to the rest and the fact that they have an income to spend. Players aged 25 and above have shown to be more inclined to spend money to remove advertisements from games; however, players under the age of 25 are more inclined to spend money on general microtransactions in contrast to their older counterparts. It is also noticeable the negative sentiment towards players that spend money on advantageous items. © Springer Nature Switzerland AG 2019.
2019
Authors
Pavao, J; Bastardo, R; Pereira, LT; Oliveira, P; Costa, V; Martins, AI; Queiros, A; Rocha, NP;
Publication
BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES, BIOSTEC 2018
Abstract
To increase the quality of the health care services and, at the same time, to control their costs, the use of Electronic Health Records (EHR) has substantially increased during the last years. Usability of EHR systems is a key factor to increase their efficiency. The SClinico is an EHR system widely used in public hospitals and primary care centres of the Portuguese National Health Service and the present article reports the assessment of its usability. This usability assessment consisted in three stages: in the first stage, an exploratory assessment was carried out, while in the second stage a quantitative assessment was performed using a validated usability assessment instrument, and, finally, in the third stage a focus group involving clinicians and usability experts was conducted. The results showed that SClinico presents important usability issues and, therefore, recommendations are suggested to overcome the identified issues.
2019
Authors
Marques, BM; da Silva, JR; Devezas, T;
Publication
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
The increasing prevalence of Open Science has brought reproducibility to the center of discussion of the scientific community as a requirement for ensuring the transparency and correctness of a research workflow. The current publishing landscape is evolving, as shown by the emergence of notebook technologies powering a new generation of interactive Web Journals. These use state-of-the-art interactive graphical visualizations and on-demand data processing to research papers, allowing readers to trace every step of the process, from raw data to the finalized visualization. Since there are many Research Notebook technologies and interactive graphical visualization solutions to choose from, we present a summary comparative overview of Web Journals and the Notebook engines that power the interactive, data driven visualizations inside their publications. Given our focus on visualization, our metrics are the support for the most advanced, popular and widely adopted data visualization frameworks. We conclude that Jupyter Notebook is currently the best alternative for the average user, given its popularity and support, combined with broad support for powerful and high-level interactive visualization grammars.
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