2021
Autores
Pintado E.; de Oliveira L.C.; Garcia J.E.;
Publicação
Proceedings of the 16th International Symposium on Operational Research in Slovenia, SOR 2021
Abstract
An unprecedented outbreak pandemic caused disruption around the world. It had a strong impact on economic sector. Although, the pandemic accelerated the growth of e-commerce for specific categories as food retailer. As a result, several companies restructured their structures, in terms of IT and operations. During the first confinement, the operations and the website of SONAE MC were not prepared for the increase that existed due to the pandemic, COVID-19, causing disruption in the supply chain and long lead times. In this paper, it is explained how SONAE MC reduced its dependence on refrigerated vehicles, simplifying operations and reducing the costs of transporting products from online orders in vehicles with cargo space able to transport positive cold food and negative cold. It is also explained how innovation has ensured that products continue to be transported with quality and safety to all customers of the SONAE MC Darkstore. The result was the implementation of the proposed solution which may grow technologically once information and equipment are available.
2021
Autores
Cardoso, P; Peçaibes, V; Giesteira, B; Castro, LCd;
Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Abstract
2021
Autores
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;
Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Abstract
2021
Autores
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;
Publicação
Springer Series in Design and Innovation
Abstract
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex disease. The objective of this paper is to present the initial process of design and development of a card-based game called How do I feel when… Its purpose consists of stimulating empathy among family members of patients with anorexia nervosa. Play sessions are to be mediated by health professionals and are supposed to occur in the context of support and therapeutic groups for family members of people suffering from eating disorders or in clinical consultations. Preliminary tests and expert reviews showed that the game is effective in establishing free association of subjects in players’ reasonings, and in inciting the externalisation and sharing of players’ feelings. It also demonstrated that, because players usually read the cards in accordance to their life experience, the game is able to circumscribe and personalise the subjects to be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.
2021
Autores
Monteiro, R; Giesteira, B; Boddington, A; Farinha, C;
Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020
Abstract
Deriving from the scholarly debate surrounding design policies in the past 25 years, this paper proposes a novel triangulation of fundamental issues which remain unsolved, by highlighting them and analyzing how they relate to each other. The issues under analysis are innovation policies, the role of design in research, development and innovation and the multiplicity of design definitions. These are intrinsically linked with Design policies, but their interconnections are not well established or visible, leading to conflicting perspectives and tensions. Ultimately, this approach provides new insights on the rationale and construction of Design policies, towards prospective interpretations for their role and aspirations.
2021
Autores
Ribeiro, JP; Carvalhais, M; Cardoso, P;
Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020
Abstract
This research examines temporal continuities in videogames-the passing of time regardless of player action-and players' understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players' actions over time. Subjects played two videogames of different genres, and an analysis of mixed nature revealed a lack of consensus about who is in control of the passing of time in the narrative of videogames. Results demonstrate the ambiguity in the awareness of the passing of time, showing that: (1) players distinguish narrative time and story time; (2) time can be studied through dynamic problems presented to players; (3) narrative cycles inform scene segmentation. The study corroborates previous hypotheses about the resolving of conflicts bringing an end to the narrative, thus also to the temporal continuity. Data shows evidence of the possibility of analysing time in videogames through some of the theories and frameworks tested.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.