Detalhes
Nome
Arnaldo SantosCargo
Investigador Colaborador ExternoDesde
01 junho 2017
Nacionalidade
PortugalCentro
Computação Centrada no Humano e Ciência da InformaçãoContactos
+351222094199
arnaldo.santos@inesctec.pt
2024
Autores
Mamede, S; Santos, A;
Publicação
Creating Learning Organizations Through Digital Transformation
Abstract
Organizations find themselves at a pivotal crossroads in an era propelled by the sweeping tide of digital transformation, where the wake of the COVID-19 pandemic has reshaped the global landscape. Within these novel contexts, the imperative to cultivate Learning Organizations (LOs) has emerged as a beacon of adaptability and progress. Creating Learning Organizations Through Digital Transformation weaves the fabric of LOs within the digital tapestry, where minds perpetually expand, and learning begets learning. This journey hinges on the synergy of knowledge and digital prowess, as LOs harness data and digital content with finesse. From immersive learning to artificial intelligence, these technological frontiers reshape learning, spurring change. Unveiling the core concepts, implementations, and global impacts of LOs, this book is a compass for academics, researchers, and practitioners. It deciphers people capacities, digital contents, learning technologies, and evaluation, nurturing the symbiotic relationship between learning and transformation. Creating Learning Organizations Through Digital Transformation is the scholarly guidepost in a swiftly evolving landscape. It beckons to those attuned to academia and those shaping real-world organizations, resonating with the pursuit of knowledge in an era of unceasing change. © 2024 by IGI Global. All rights reserved.
2023
Autores
De Sousa, GM; Santos, AMP;
Publicação
Procedia Computer Science
Abstract
2023
Autores
De Araujo Pistono, AMA; Santos, AMP; Baptista, RJV;
Publicação
Iberian Conference on Information Systems and Technologies, CISTI
Abstract
Games with purposes beyond entertainment, the so-called serious games, have been useful tools in professional training, especially in engaging participants. However, their evaluation and, also, their adaptable characteristics to different scenarios, audiences and contexts remain challenges. This paper examines the application of serious games in professional training, their results and adaptable ways to achieve certain goals. Using the Design Science Research (DSR) methodology, a framework was built to develop and evaluate serious games to improve user experience, learning outcomes, knowledge transfer to work situations, and the application of the skills practised in the game in real professional settings. At this stage, the investigation presents a framework regarding the triangulation of data collected from a systematic literature review, focus groups and interviews. Following the DSR methodology, the next steps of this investigation, listed at the end of the paper, are the demonstration of the framework in serious game development and the evaluation and validation of this artefact. © 2023 ITMA.
2022
Autores
Lopes, A; Reis, L; Mamede, HS; Santos, A;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2
Abstract
Due to the value and diversity of data that organizations use and produce in their activity, it is extremely important to protect this asset. Security flaws can arise due to several factors and whenever it is difficult to access the desired information because of technological barriers. In this case, attacks are redirected to the exploitation of human beings vulnerabilities through various techniques. The objective of this work focuses on literature review, studying the underlying theme of Social Engineering, as it uses human trust, convincing someone of something fake, using various interactions and different vectors to gain access to private information. Design Science Research will support the research work due to the possibility of construction, evaluation, and subsequent validation of the artefact. The contribution of a framework proposal for preventing social engineering attacks in organizations and providing the best recommendations, guiding, and supporting the stakeholders in the selection and definition of controls that guarantee the security of organizational information and avoid possible attacks by Social Engineering. It is expected that the practical effects of the future work will result in a reduction in the number of attacks using Social Engineering, greater individual and collective preparation to deal with this problem and, over time, the incentive to the continued expansion of the adoption of these artefacts at the organizational level.
2022
Autores
Santo, A; Santos, A; Mamede, HS;
Publicação
2022 17TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
IoT devices that perform translation are often closed proprietary systems which offer no, or very limited, possibilities of being freely integrated with other IoT devices or systems/platforms and cannot be easily updated. The objective of this paper is to offer a Systematic Literature Review (SLR) approach to find and synthesise articles on IoT applications in machine translation and potential integration and interoperability functionalities, along with challenges that arise from it. This research identified IoT based projects/devices that implemented machine translation solutions, including ones that resorted to low-cost devices such as the raspberry pi, as well as challenges faced by IoT devices when it comes to integration/interoperability. The findings in this paper provide a way to become more familiar with IoT based machine translation devices/projects and IoT integration/interoperability challenges, as well as proposing new paths for research.
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