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Publicações

2022

Guerrilla marketing on Facebook: A mixed-method study on the effects on brand image and content sharing intentions

Autores
Barbosa, B; Rocha, A; Pina, L;

Publicação
TOURISM & MANAGEMENT STUDIES

Abstract
Guerrilla marketing suggests using creative and unexpected messages and channels to stand out in the marketing communication crowd. Despite practitioners' growing interest in the topic, the contributions in the literature are still scarce. This study aims to explore the impacts of guerrilla marketing campaigns on Facebook on brand image and content sharing intentions. Mixed-method research was adopted. The first phase was more exploratory and used focus groups to analyze consumers' perceptions and responses to guerrilla marketing campaigns. It was followed by a quantitative study of 256 Portuguese consumers that answered an online survey after being exposed to a guerrilla marketing campaign on Facebook. Results suggest that customer interaction with guerrilla marketing on Facebook depends on content's characteristics, namely the message appeal. While humour appeal enhances the relationship with customers by increasing the level of interaction, negative appeals (e.g., perceived as offensive) generate adverse reactions. This study also shows that frequent Facebook users are more predisposed to interact with guerrilla marketing content.

2022

A Dataset of Phase Samples using an 8-Element Uniform Circular Antenna Array and a Bluetooth Low Energy 5.1 Nordic nRF52811 Based Receiver

Autores
Paulino, N;

Publicação

Abstract

2022

Virtual and Augmented Reality Awareness Tools for Universal Design

Autores
Coelho, LP; Freitas, I; Kaminska, DU; Queirós, R; Laska-Lesniewicz, A; Zwolinski, G; Raposo, R; Vairinhos, M; Pereira, ET; Haamer, E; Anbarjafari, G;

Publicação
Emerging Advancements for Virtual and Augmented Reality in Healthcare - Advances in Medical Technologies and Clinical Practice

Abstract
This chapter will be focused on contributing to the increase of universal design competencies of future engineers, educators, and designers through the use of mixed reality technologies, closing the gap between theory and field application of principles, towards a more inclusive world and promoting health and wellbeing for all. The experience of a situation where limitations arise in relation to what is taken for granted is an important experience that leads to a personal knowledge of the difficulties. By the use of simulators, especially virtual (VR) and mixed reality (MR) technologies, it is possible to create such experiences. Training based on MR can prepare future and current professionals for up-to-date requirements of the labor market. In addition, it can ensure that the standards such as barrier-free concepts, broader accessibility, adaptive and assistive technology will be familiar to trainees.

2022

Disruption Management of ASAE's Inspection Routes

Autores
Ferreira, MM; Cardoso, HL; Reis, LP; Barros, T; Machado, JP;

Publicação
ICAART: PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON AGENTS AND ARTIFICIAL INTELLIGENCE - VOL 3

Abstract
The emergence of technologies capable of producing real-time data opened new horizons to planning and optimising vehicle routes. Dynamic vehicle routing problems (DVRPs) use real-time information to dynamically calculate the most optimised set of routes. The typical approach is to initially calculate the vehicle routes and dynamically revise them in real-time. This work uses the case study of ASAE, a Portuguese administrative authority specialising in food safety and economic surveillance. The dynamic properties of ASAE's operational environment are studied, and a solution is proposed to review and efficiently modify the precalculated plan. We propose a weighted utility function based on three aspects: the summed utility of the inspections, the similarity between solutions, and the arrival time. A Disruption Generator generates disruptions on the inspection routes: travel and inspection times, vehicle and inspection breakdowns, utility changes, and unexpected or emerging inspections. We compare the performance of four meta-heuristics: Hill-Climbing (HC), Simulated Annealing (SA), Tabu-Search (TS) and Large neighbourhood Search (LNS). The HC algorithm has the fastest convergence, while SA takes longer to solve the test instances. LNS was the method with higher solution quality, while HC provided solutions with lower utility.

2022

Towards the Art of Writing Agile Requirements with User Stories, Acceptance Criteria, and Related Constructs

Autores
Ferreira, AMS; da Silva, AR; Paiva, ACR;

Publicação
ENASE: PROCEEDINGS OF THE 17TH INTERNATIONAL CONFERENCE ON EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING

Abstract
Nowadays, more organizations adopt agile methodologies to guarantee short and frequent delivery times. A plethora of novel approaches and concepts regarding requirements engineering in this context are emerging. User stories are usually informally described as general explanations of software features, written from end-users perspective, while acceptance criteria are high-level conditions that enable their verification. This paper focuses on the art of writing user stories and acceptance criteria, but also on their relationships with other related concepts, such as quality requirements. In the pursuance of deriving guidelines and linguistic patterns to facilitate the writing of requirements specifications, a systematic literature review was conducted to provide a cohesive and comprehensive analysis of such concepts. Despite considerable research on the subject, no formalized model and systematic approach to assist this writing. We provide a coherent analysis of these concepts and related linguistic patterns supported by a running example of specifications built on top of ITLingo RSL, a publicly available tool to enforce the rigorous writing of specification artefacts. We consider that adopting and using the guidelines and patterns from the present discussion contribute to writing better and more consistent requirements.

2022

The influence of a gamified application on soft mobility promotion: An intention perspective

Autores
Daniel, AD; Junqueira, M; Rodrigues, JC;

Publicação
JOURNAL OF CLEANER PRODUCTION

Abstract
Despite the wide spread of gamification as a means of influencing behavior, we do not yet fully understand its effectiveness in promoting sustainable behaviors among young people. This question becomes all the more relevant when it comes to influencing their mobility habits, considering the negative impact of motorized transportation on urban livability. As a consequence, the promotion of soft mobility has been on the policy agenda in many countries. In this study, we explore the potential of gamification and the use of rewards as a way to incentivize young citizens to adopt soft mobility over motorized transports. Our goal was to understand how a gamified app with a built-in reward system can influence the promotion of soft mobility among young people in cities, focusing particularly on walking and cycling. To achieve this, we adopted a quantitative research methodology, carrying out a structured survey in three schools enrolled in the Sharing Lisboa project. We used statistical tools based on partial least squares structural equation modeling (PLS-SEM) to analyze the data. We found that an app influences the users' perception of its usefulness, leading to a positive attitude towards its use. Contrary to what was initially assumed, the reward system only influences the perceived usefulness, suggesting that it is important to convince potential users to try the system but that it does not influence their attitude. Moreover, the instrumental attitude, which is related to the benefits and functions of an app, together with the subjective (injunctive/descriptive) norms and perceived behavioral control, have a positive influence on walking/cycling travel intention. Therefore, social pressure, especially from family and friends, is important for building the intention to travel by bicycle/on foot.

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