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Fernando Luís Almeida possui doutoramento na área de Engenharia e Ciências Informáticas pela Faculdade de Engenharia da Universidade do Porto (FEUP). Para além disso, é detentor do mestrado em Inovação e Empreendedorismo Tecnológico e licenciado em Engenharia Informática e Computação pela FEUP. Nos últimos 10 anos de atividade tem exercido funções profissionais no setor do ensino politécnico universitário, investigação aplicada e engenharia de sistemas de computadores. Ao longo da sua carreira profissional trabalhou em instituições de referência como a Critical Software, Qimonda, FEUP, INESC TEC e ISR Porto. Tem igualmente trabalhado em diversos projetos internacionais em parceria com organizações europeias de referência no setor das telecomunicações, indústria e investigação científica. As áreas de investigação atuais incluem políticas de inovação, transferência de conhecimento empresas/universidade, engenharia de software e sistemas de apoio à  decisão.

Tópicos
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Detalhes

Publicações

2020

Adoption of a Serious Game in the Developing of Emotional Intelligence Skills

Autores
Almeida, F;

Publicação
European Journal of Investigation in Health, Psychology and Education

Abstract
Emotional intelligence is intrinsically associated with the ability to understand, manage, and express feelings and deal with other people’s emotions. This competence is essential for the formation, development, and maintenance of personal and professional relationships. Furthermore, emotional intelligence can be extensively worked out and developed over time, which allows each individual to become a better professional. Nevertheless, the perception that higher education students have about the importance of emotional intelligence remains residual and there are few contexts that allow them to develop emotional intelligence skills. In this sense, this study proposes the use of a serious game to assess and develop emotional intelligence skills in the context of an entrepreneurship discipline attended by multidisciplinary students from the courses of management and computer engineering. The performance of students is measured and discussed considering a mixed methods approach. The findings indicate the existence of a correlation between the player’s emotional intelligence skills and his performance in the game, and this occurrence is common to students regardless of their course, gender, age, and number of years of professional experience. The study also explores the importance of emotional intelligence considering the distinct profile of students.

2020

Promoting Healthy Food Habits Through an mHealth Application

Autores
Carvalho, I; Almeida, F;

Publicação
Advances in Medical Technologies and Clinical Practice - Mobile Devices and Smart Gadgets in Medical Sciences

Abstract
MHealth involves the provision of health products, services, and information through mobile and wireless technologies. Companies and institutions in the healthcare sector are progressively proposing innovative mhealth solutions that simultaneously reduce costs and improve the quality of life of citizens. In this chapter, a mobile app is proposed to promote healthy food habits through better management of the food each person has at home. This app intends to reduce food waste and promotes the development of good food practices based on the nutritional value of each recipe and the indication of potential allergies to ingredients. The development of the app was based on the best practices of Mobile UX, which is fundamental to offer intuitive interaction and rapid learning for the user. Furthermore, other factors also relevant in the context of mobile apps were considered in the development, namely usability, data backup, performance, security, scalability, and interoperability.

2020

The Impact of Emergent Technologies in the Evolutionary Path for M-Commerce

Autores
Lourenço, J; Almeida, F;

Publicação
Impact of Mobile Services on Business Development and E-Commerce - Advances in Electronic Commerce

Abstract
M-commerce is a fast-growing opportunity and is acting as an innovative lever for achieving the purpose of increasing sales while better interacting with the clients. Simultaneously, several emerging technologies have appeared in the market and promise to change the current m-commerce paradigm. Therefore, this chapter plans to explore a set of new trend technologies that can plan to build a more efficient relation between the consumer and the m-commerce platform. This study conducted surveys with several market players like marketers and IT leaders to understand their point of view, perceive the relevance and impact of these emergent technologies in m-commerce, identify resistance and challenge points to the proposed change, and look how to allow cohabitation between this new e-commerce paradigm and the traditional physical trade. The main novelty of this study is the inclusion of multiple points of view on the evolution of m-commerce which will allow companies and citizens to perceive the impact of emerging technologies in the future of m-commerce.

2020

The Contribution of Serious Games for the Success of Students in Entrepreneurship

Autores
Almeida, F;

Publicação
IT Issues in Higher Education - Advances in Higher Education and Professional Development

Abstract
The adoption of serious games as a complement to traditional classroom training is still an emerging theme, but it offers relevant potentialities for both students and teachers. This study describes the integration process of serious games in an entrepreneurship course over five years (2014-2018). In the first three years, the ENTRExplorer was adopted, while in the last two years the FLIGBY was used. The experience of using entrepreneurship serious games is analyzed according to multiple perspectives, such as complexity, generation of more entrepreneurial or group working skills, engagement, interactivity, learning outcomes, or even the impact on the intention to establish a new venture. The findings allowed a comparative analysis of the two games, indicating significant differences in some of those dimensions. Nevertheless, the learning outcomes provided by each game were considered relevant by the students, showing that both games can be useful in the process of learning and acquiring entrepreneurship competencies.

2020

Privacy and Security Challenges in the Internet of Things

Autores
Almeida, F; Lourenço, J;

Publicação
Encyclopedia of Criminal Activities and the Deep Web

Abstract
Internet of things (IoT) is increasingly present in our lives. As a consequence of connecting devices, IoT can make people's lives more convenient and comfortable. However, despite unquestionable benefits offered by IoT, there is still a great deal of concern from users and companies about the security and privacy of their data. In this sense, this study conducts a qualitative study based on three case studies of companies in the IoT field, which aims to characterize how these IoT companies look at the security and privacy challenges posed by IoT. The findings allowed the authors to identify the main challenges faced by IoT companies during the past years, the main privacy risks exposed by IoT devices, and the countermeasures that companies and users can adopt to increase the security of IoT.