2020
Authors
Ayala N.F.; Le Dain M.A.; Merminod V.; Gzara L.; Enrique D.V.; Frank A.G.;
Publication
Journal of Strategic Information Systems
Abstract
This paper investigates how Information Technology (IT) leveraging capability supports buyer-supplier collaboration in New Product Development (NPD). IT-leveraging capability is defined as the ability to effectively use IT functionalities to support IT-enabled NPD activities. We consider three dimensions of this capability: effective use of Project and Resource Management Systems (PRMS), effective use of Knowledge Management Systems (KMS) and effective use of Cooperative Work Systems (CWS). We consider the dynamics between these three dimensions, which have usually been treated as equal. Using an in-depth case study approach, we show that effective use of KMS and CWS are key dimensions to support collaboration, creating a unique source of competitive advantage. On the other hand, while effective use of PRMS does not help to create differentiation it is important to support the coordination of KMS and CWS. Furthermore, the three dimensions have different intensities of contribution depending on the NPD stage and supplier involvement configuration.
2020
Authors
Cardoso, P; Morgado, L; Coelho, A;
Publication
ERCIM NEWS
Abstract
The great ambition of using games as the cornerstone of education is hindered by its associated teaching workload. The BEACONING project developed a framework based on an authoring tool for gamified lesson paths, which has been rolled-out in large scale across Europe. It includes stages for planning game-based educational activities, plus their deployment, monitoring, and assessment.
2020
Authors
Vinagre, J; Jorge, AM; Ghossein, MA; Bifet, A;
Publication
ORSUM@RecSys
Abstract
2020
Authors
Gomes, AD; Kobelke, J; Bierlich, J; Dellith, J; Rothhardt, M; Bartelt, H; Frazao, O;
Publication
SCIENTIFIC REPORTS
Abstract
The optical Vernier effect consists of overlapping responses of a sensing and a reference interferometer with slightly shifted interferometric frequencies. The beating modulation thus generated presents high magnified sensitivity and resolution compared to the sensing interferometer, if the two interferometers are slightly out of tune with each other. However, the outcome of such a condition is a large beating modulation, immeasurable by conventional detection systems due to practical limitations of the usable spectral range. We propose a method to surpass this limitation by using a few-mode sensing interferometer instead of a single-mode one. The overlap response of the different modes produces a measurable envelope, whilst preserving an extremely high magnification factor, an order of magnification higher than current state-of-the-art performances. Furthermore, we demonstrate the application of that method in the development of a giant sensitivity fibre refractometer with a sensitivity of around 500 mu m/RIU (refractive index unit) and with a magnification factor over 850.
2020
Authors
Teixeira, AAC; Oliveira, A; Daniel, AD; Torres Preto, M; Brás, GR; Rodrigues, C;
Publication
Examining the Role of Entrepreneurial Universities in Regional Development - Advances in Higher Education and Professional Development
Abstract
2020
Authors
Paiva, JC; Leal, JP; Queirós, R;
Publication
CHALLENGES OF THE DIGITAL TRANSFORMATION IN EDUCATION, ICL2018, VOL 1
Abstract
One of the great challenges in programming education is to keep students motivated while working on their programming assignments. Of the techniques proposed in the literature to engage students, gamification is arguably the most widely spread and effective method. Nevertheless, gamification is not a panacea and can be harmful to students. Challenges comprising intrinsic motivators of games, such as graphical feedback and game-thinking, are more prone to have longterm positive effects on students, but those are typically complex to create or adapt to slightly distinct contexts. This paper presents Asura, a game-based programming assessment environment providing means to minimize the hurdle of building game challenges. These challenges invite the student to code a Software Agent to solve a certain problem, in a way that can defeat every opponent. Moreover, the experiment conducted to assess the difficulty of authoring Asura challenges is described.
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