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Publicações

Publicações por CESE

2022

DIGITAL TRANSFORMATION IN MANUFACTURING SMEs: A BIBLIOMETRIC ANALYSIS USING VOSviewer

Autores
Machado, F; Duarte, N; Amaral, A; Araujo, M;

Publicação
12TH INTERNATIONAL SCIENTIFIC CONFERENCE BUSINESS AND MANAGEMENT 2022

Abstract
The present paper aims to identify the main trends and gaps in the digitalization of manufacturing SMEs. The most significant literature on this emergent theme was gathered through a criterion search, resulting in discovering 4060 related documents. To narrow this considerable number of documents, a bibliometric analysis was performed. A database was exported from Clarivates' Web of Science for clusters analysis in VOSviewer's software. Afterward, it was possible to identify the top authors and documents. Four trends were identified: one Asian, headed by China; another Anglo-Saxon, led by the USA; and two European trends, run by Italy and Germany. Furthermore, were identified two research gaps: (1) The development of pro-environmental technology and (2) digital readiness models for manufacturing SMEs.

2022

A Competency Definition Based on the Knowledge, Skills, and Human Dispositions Constructs

Autores
Mendes Pereira, TS; Amaral, A; Mendes, I;

Publicação
Internet of Everything - The First EAI International Conference, IoECon 2022, Guimarães, Portugal, September 16-17, 2022, Proceedings

Abstract
The competency-based learning approach arose from the Bologna signed declaration. However, a competency definition has never been easy and has been evolving and adapted over time, from indicators and learning goals to learning outcomes, which were formulated in terms of competencies. Meanwhile, the competency concept becomes discussed by pears, in particular, associating knowledge, skills, and human dispositions or attitudes into the competency definition. This information will be an essential update to the previous approaches and certainly contribute to achieving more accurate and reliable competencies information for employers and higher education institutions (HEI). This paper aims to reinforce the relevance of these concepts and suggest how each construct of “knowledge, skills and human dispositions” could be approached to formulate a competency. In addition, due to accelerated digital transformation, an example of a digital competency defined by the DigComp 2.0 framework, with proposed information regarding each of the three constructs, will be presented to consolidate this challenge. As future work, it is intended to analyze the eight different levels, and competency profiles defined by the European Qualification Framework (EQF) and assign a profile to each defined competency. In the end, it is expected altogether to contribute to achieving a competency roadmap definition. © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2022

Cybersecurity Challenges in Healthcare Medical Devices

Autores
Longras, A; Mendes Pereira, TS; Amaral, A;

Publicação
Internet of Everything - The First EAI International Conference, IoECon 2022, Guimarães, Portugal, September 16-17, 2022, Proceedings

Abstract
Medical devices are rapidly evolving and becoming more interconnected with healthcare networks, overcoming resource constraints, and increasingly focused on patient well-being and needs. This work intends to identify future research themes in the area of cybersecurity in health by surveying the articles being developed and identifying their current limitations and future work. The developed analysis was based on the publications with the highest number of citations, enabling us to find several challenges and restrictions such as integrating devices in systems. Innovations and the emergence of new technologies with inherent security vulnerabilities, will continue to evolve, escalating the attackers interest in exploiting unknown cybersecurity risks within healthcare. It is mandatory to consider cybersecurity risks since the conception of the devices to reduce security flaws, ensure the patients with a better quality of life, and guarantee information security properties. © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2022

COMMUNICATION STYLES AND TEAM MOTIVATION IN PROJECT MANAGEMENT - DEVELOPMENT OF A CONCEPTUAL FRAMEWORK

Autores
Barros, T; Duarte, N; Machado, M;

Publicação
12TH INTERNATIONAL SCIENTIFIC CONFERENCE BUSINESS AND MANAGEMENT 2022

Abstract
Communication is crucial. Several authors emphasize the role of the project managers' communication with teams, and the importance of the project management teams' on the success of projects. The purpose of this paper is to analyze the influence of the communication styles of the project managers' on the teams' motivation and consequently on the success of projects. Therefore, the literature was reviewed and exploratory research was developed using a qualitative methodology (content analysis of eight semi-structured interviews). A conceptual framework was developed. The results suggest that communication style and leadership are related and impact teams' motivation and consequently on projects' success.

2022

Diversification of student consumption during the pandemic - Albania, Poland and Portugal

Autores
Grzywinska-Rapca, M; Duarte, N; Kulli, A; Enkelejda, G;

Publicação
Central European Economic Journal

Abstract
Abstract This paper aims to identify changes in consumption by students from Albania, Poland and Portugal in the era of the SARS-CoV-2 coronavirus. The study was conducted on a sample of 668 students of the Qiriazi University College and Aldent University in Albania, the University of Warmia and Mazury in Olsztyn, Poland and the School of Technology and Management of Porto Polytechnic in Portugal. The estimated volumes of basic macroeconomic indicators for this period prove that the crisis caused by the COVID-19 epidemic may be the cause of many adverse changes in various areas of life. The empirical study aimed to determine the impact of the epidemiological situation on changes in the shopping habits of students – designated as young consumers. The main goal was to identify differences in the purchasing decisions of young consumers depending on gender and nationality. The research instrument was a standardized survey questionnaire, which was divided into three thematic blocks. The first part of the questionnaire contains questions on the housing conditions of students, in the second part – activity on the labor market, and in the third part – issues related to shopping and the use of cultural services and the way of spending free time. Some conclusions were drawn from the research: (1) pandemic did not change the periodicity of purchases, (2) from online buying did not show a boom in the samples analyzed in this study, (3) students from these countries changed their shopping behavior in terms of shopping places. The conclusions formulated in the study, as well as the topicality of the issues, allow them to be considered useful for institutional entities interested in observing changes in consumption during the pandemic. The scientific contribution of theoretical and empirical considerations is primarily the systematization of theoretical foundations and the conceptualization of the category of factors determining the diversity of purchasing behavior of young people (students).

2022

Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning

Autores
Silva, F; Ferreira, R; Castro, A; Pinto, P; Ramos, J;

Publicação
METHODOLOGIES AND INTELLIGENT SYSTEMS FOR TECHNOLOGY ENHANCED LEARNING

Abstract
Gamification is a topic which aims to apply game elements to real world tasks, that results in a pleasant influence over a user behaviour towards an objective. Learning is one of the fields where gamification has been implemented and experimented to motivate students and improve their learning process. The first iterations account for the use of game elements such as points, levels and badges or achievements based on task completion according to rules set before. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance. In this article we introduce the application of virtual reality, augmented reality, and machine learning as tools to improve upon the standard application of gamification, making the experience more immersive to the user. We hope to advance gamification to account for more elements, such as digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.

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