2019
Autores
Santos, A; Carvalho, A; Barbosa Povoa, AP; Marques, A; Amorim, P;
Publicação
FOREST POLICY AND ECONOMICS
Abstract
When it was first introduced, the concept of sustainability in the forestry sector had a narrow focus on sustainable wood production. Since then, this concept has evolved and it now considers now the three sustainability dimensions (economic, environmental and social) of the whole forest wood supply chain. The main objective of this study is then to review assessment and optimization studies that consider the forest wood supply chain and at least one of the sustainability dimensions. To accomplish this goal, a total number of 188 papers, published in English-speaking peer-reviewed journals from 1995 to 2017, were reviewed. These papers have been classified according to the sustainability dimensions explored, the stakeholder's involvement, the modeling approaches applied, the supply chain decision levels treated, the uncertainty inclusion, and case study analyzed. Most of the studies reviewed (84.6%) considered only two sustainability dimensions: economic (31.9%), environmental (13.8%), or a combination of both (38.8%). The first study including the three sustainability dimensions was published in 2005. Most of the studies reviewed (64.9%) focus on the bioenergy industry in Europe and North America, due to the growing interest in using biomass to substitute fossil fuels in energy production. The final part of the paper presents the identified specific features of sustainable forest wood supply chains and discusses a future research agenda in the area.
2019
Autores
Cunha, A; Almeida, FL;
Publicação
Int. J. Web Appl.
Abstract
2019
Autores
Couto, R; Campos, JC;
Publicação
EICS Workshops
Abstract
Cyber-Physical Systems, as distributed systems of computational elements interacting with the physical world, are highly complex systems. They can, in many instances, be considered safety critical interactive systems, as errors in interaction can have disastrous consequences (consider the case of autonomous vehicles or integrated clinical environments). High assurance is, then, an underlying requirement, also at their user interface. In this position paper we identify five challenges to be solved both in the short and in the long term, regarding the modelling of (1) distributed and (2) heterogeneous interactive systems, (3) the analysis and relation between the different abstraction layers of Cyber-Physical Systems, (4) the modelling of real time/hybrid systems, and (5) the modelling of the dynamic nature of such systems. Solutions for these challenges are not presented, but possible directions are discussed.
2019
Autores
Almeida, F; Simões, J;
Publicação
Advances in Marketing, Customer Relationship Management, and E-Services - Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship
Abstract
2019
Autores
Coelho, H; Melo, M; Martins, J; Bessa, M;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations' business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants' acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences.
2019
Autores
Almeida, F; Buzady, Z;
Publicação
DIGITAL EDUCATION REVIEW
Abstract
Serious games are increasingly being used as innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation or decision making. FLIGBY is a serious game that was initially developed with the objective of simulating the business management process and the application of Flow theory in a business context. However, most recently it has been suggested that serious games in general, and FLIGBY in particular, can be used in other contexts, namely in the development of entrepreneurial skills. In this sense, this study tries to verify if the competences developed and evaluated in FLIGBY on the Master Analytics Profiler (MAP) can be used to evaluate the entrepreneurial capacities of the students in the context of the course of entrepreneurship in a higher education institution. The findings indicate that the performance of these students in FLIGBY is very similar to the benchmark with only small oscillations. However, some asymmetries emerged considering the educational and professional experience, such that the students of the management course showed better business-oriented thinking and IT students revealed greater time-management skills. Finally, professional experience has proved to be relevant for making decisions about stress and for the completion of managerial tasks successfully.
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