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Publications

Publications by CEGI

2018

Existence of Nash Equilibria on Integer Programming Games

Authors
Carvalho, M; Lodi, A; Pedroso, JP;

Publication
OPERATIONAL RESEARCH

Abstract
We aim to investigate a new class of games, where each player's set of strategies is a union of polyhedra. These are called integer programming games. To motivate our work, we describe some practical examples suitable to be modeled under this paradigm. We analyze the problem of determining whether or not a Nash equilibria exists for an integer programming game, and demonstrate that it is complete for the second level of the polynomial hierarchy.

2018

The Sea Exploration Problem: Data-driven Orienteering on a Continuous Surface

Authors
Pedroso, JP; Vajk, KA; Zhang, K;

Publication
CoRR

Abstract

2018

Service Design for Value Networks: Enabling Value Cocreation Interactions in Healthcare

Authors
Patricio, L; de Pinho, NF; Teixeira, JG; Fisk, RP;

Publication
SERVICE SCIENCE

Abstract
In the increasingly complex service environment, value is cocreated through webs of interactions between provider networks and customer networks. This is evident in healthcare services, where well-being can be achieved only through the joint efforts of professional healthcare networks and patient networks. Addressing the challenge of creating network-level services, the service design for value networks (SD4VN) method designs services as enablers of many-to-many value cocreating interactions among network actors. By integrating previous research on value networks and service design, SD4VN develops a process and a set of models beyond supporting dyadic (customer-service provider) interactions to understanding the interrelated activities, interactions, and goals of network actors and designing services to support the different actors in reaching their goals with balanced centricity. Following a design science research approach, this paper presents the SD4VN method and reports on a case application of the method used to design the Portuguese national electronic health record service Plataforma de Dados da Saude (PDS). The case application involved focus groups, indepth interviews, and participatory design sessions with over 170 participants at different service design stages, showing the importance of designing a balanced, integrated service. The case application also shows how SD4VN can support a wider adoption of the service and improve the health service system.

2018

Bringing Design Science Research to Service Design

Authors
Teixeira, JG; Patrício, L; Tuunanen, T;

Publication
Lecture Notes in Business Information Processing

Abstract
Service design is a multidisciplinary field dedicated to create new and innovative services. To accomplish this goal, service design resorts to contributions from other disciplines such as service management, marketing, information systems and interaction design. However, service design lacks dedicated methods and models that integrate the contributions from these disciplines. Design science research (DSR) offers a solid methodology to develop such artifacts and is already starting to be used in service research. To show how DSR can support service design, this article presents two new service design methods that have been developed using DSR and examines the process followed for developing them. Building on these methods, the article discusses how DSR can leverage service design characteristics of multidisciplinarity, human-centeredness and creativity, to develop further knowledge contributions for service design. Finally, the challenges posed by using DSR in service design and service research are also discussed, as well as ways to address those challenges. © 2018, Springer Nature Switzerland AG.

2018

Service designers, unite! Identifying shared concerns among multidisciplinary perspectives on service design

Authors
Maíra Prestes Joly; Jorge Grenha Teixeira; Lia Patrício; Daniela Sangiorgi;

Publication

Abstract

2018

The implementation of videogames in healthcare: The case of Nintendo Wii® in rehabilitation

Authors
Simas, OFJE; Rodrigues, JPC;

Publication
2017 International Conference on Engineering, Technology and Innovation: Engineering, Technology and Innovation Management Beyond 2020: New Challenges, New Approaches, ICE/ITMC 2017 - Proceedings

Abstract
The main objective of this work was to answer the question 'How are videogames implemented in healthcare organizations to be used as therapy instruments?'. This question emerged in the intersection of the recent increasing interest in the use of this type of technologies in therapy, with the importance of the implementation process for organizations to use a technology in its full potential. A multiple case study was performed, using three cases of implementations of Nintendo Wii console as a therapy instrument in rehabilitation clinics. The cases were used to compare the implementation of the same technology in organizations with the same core activity. The implementation processes were characterized and compared in light of the well-established literature about implementations of technologies, which led to a preliminary conceptual generalization of the implementation of videogames in healthcare organizations when they are intended to be used as therapy tools, highlighting the key characteristics of such projects. From this research it was possible to conclude that when adopting a console such as Nintendo Wii with rehabilitation purposes, the adoption decision seems to be predominantly informal; the stage of preparation of the implementation (when therapists conveniently prepare themselves to start using the console in their treatments) is quite important for the implementation process; the implementation of a technology such as Nintendo Wii occurs as a mutual adaptation process although with characteristics of a learning implementation, where adaptations occur mostly in the adopter; and, even though there may not be in place the best conditions to use the technology in its full potential, the efforts to routinize it may help overcoming the resistance to use it that results from those lack of conditions © 2017 IEEE.

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