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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

Detalhes

Publicações

2019

Learning Entrepreneurship in Higher Education Through Flow Theory and FLIGBY Game

Autores
Almeida, F; Buzády, Z;

Publicação
International Journal of Virtual and Personal Learning Environments

Abstract
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution in Portugal, in which students for two months explored FLIGBY. The results obtained allowed us to conclude that FLIGBY was also suitable to be explored in the context of entrepreneurship classes. Students emphasized the potential of the game to be applied for training of management skills, the recognition of their leadership skills, and the exploration of new approaches to the management challenges. Finally, it should be noted that the benefits offered by FLIGBY were experienced differently by students with professional experience in IT and management fields. Those students emphasized the application of the game to the real world and the potential offered for FLIGBY for allowing students to explore new skills and actions.

2019

Moving from Waterfall to Agile: Perspectives from IT Portuguese Companies

Autores
Almeida, F; Simões, J;

Publicação
International Journal of Service Science, Management, Engineering, and Technology

Abstract
This study investigates the main motivations, difficulties and good practices in the migration process of software development models from Waterfall to Agile experienced by IT Portuguese companies. For that, we adopted a quantitative methodology based on multiple case studies that allowed us to explore five research questions. In a first step, we propose to identify the main reasons that motivate the companies to adopt Agile development processes and we intend to characterize this migration process. We also explore a set of good practices that can be followed in this migration process and we suggest a set of measures that can be used to assess the success of projects in an Agile environment. Finally, we explore the organizational and management impacts with the introduction of Agile processes.

2019

Social Network Security Risks and Vulnerabilities in Corporate Environments

Autores
Almeida, F; Pinheiro, J; Oliveira, V;

Publicação
International Journal of Applied Management Sciences and Engineering

Abstract
Increasingly social networks are used both in the personal and professional levels, being companies and employees also exposed to the risks posed by them. In this sense, it is relevant to analyze employees' perception of the risks and vulnerabilities posed by the use of social networks in corporate environments. For this purpose, a questionnaire was developed and distributed to 372 employees of small and medium-sized companies that allowed the characterization and analysis of those risks. The results indicate that the security risks are perceived moderately by employees, emphasizing the risk of defamation and cyberbullying as being the most pertinent. On the other hand, the findings indicate that older employees, the existence of lower academic qualifications, and those working in medium-sized companies are more aware of these risks.

2019

The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm

Autores
Almeida, F; Simoes, J;

Publicação
Contemporary Educational Technology

Abstract

2019

Decision Support System for Assigning Members to Agile Teams

Autores
Almeida, F; Adao, D; Martins, C;

Publicação
International Journal of Information Technologies and Systems Approach

Abstract
The use of agile methodologies like SCRUM is seen by companies in the software engineering field as a strategic necessity for their competitiveness, which makes them more reactive and dynamic in an increasingly demanding and competitive international market. One of the critical factors in the implementation of a SCRUM environment is the set-up of teams that are simultaneously homogeneous and composed of the best collaborators for each SCRUM role. In this sense, this study describes the modeling process and presents the implementation of a decision support system that can contribute to improving the process of assigning an agile team simultaneously considering the technical and social skills of employees. The results of the study allowed testing the application considering different competencies associated to each Agile position, the impact that the attribution process suffers from oscillations in the process of evaluation and self-evaluation, and the impact in terms of the performance of the inclusion of new collaborators and criteria comparison.