2019
Autores
Gusmão, P; Almeida, T; Lopes, F; Muryn, Y; Martins, J; Au Yong Oliveira, M;
Publicação
Advances in Intelligent Systems and Computing
Abstract
Microtransactions dominate today’s video game industry and will continue to do so for the foreseeable future, despite all the controversy it brings. To approach this problem, we created a survey, shared it on several gaming forums (a total of 1661 answers were obtained), then we designed a theoretical model and based on that, an automatic analysis was performed to understand what microtransactions are adequate to certain types of videogames. In parallel, we also performed a manual analysis that helped us gain insights into player preferences. Through the manual analysis we can conclude that players show a greater tendency to spend on microtransactions in mobile games. On average, respondents spend more on microtransactions than on purchasing videogames per month; with this, we can understand why the market of microtransactions has been growing greatly in recent years. Players that have jobs spend more on time savers microtransactions, and this probably happens because of the lack of time these players have comparing to the rest and the fact that they have an income to spend. Players aged 25 and above have shown to be more inclined to spend money to remove advertisements from games; however, players under the age of 25 are more inclined to spend money on general microtransactions in contrast to their older counterparts. It is also noticeable the negative sentiment towards players that spend money on advantageous items. © Springer Nature Switzerland AG 2019.
2019
Autores
Pavao, J; Bastardo, R; Pereira, LT; Oliveira, P; Costa, V; Martins, AI; Queiros, A; Rocha, NP;
Publicação
BIOMEDICAL ENGINEERING SYSTEMS AND TECHNOLOGIES, BIOSTEC 2018
Abstract
To increase the quality of the health care services and, at the same time, to control their costs, the use of Electronic Health Records (EHR) has substantially increased during the last years. Usability of EHR systems is a key factor to increase their efficiency. The SClinico is an EHR system widely used in public hospitals and primary care centres of the Portuguese National Health Service and the present article reports the assessment of its usability. This usability assessment consisted in three stages: in the first stage, an exploratory assessment was carried out, while in the second stage a quantitative assessment was performed using a validated usability assessment instrument, and, finally, in the third stage a focus group involving clinicians and usability experts was conducted. The results showed that SClinico presents important usability issues and, therefore, recommendations are suggested to overcome the identified issues.
2019
Autores
Vasconcelos-Raposo, J; Teixeira, C;
Publicação
PSYCHTECH & HEALTH JOURNAL
Abstract
2019
Autores
Vasconcelos-Raposo, J; Ribeiro, A; Silva, A; Santos, B; Teixeira, CM;
Publicação
PSYCHTECH & HEALTH JOURNAL
Abstract
2019
Autores
Moz, A; Andrade, F; Morais, T; Vasconcelos-Raposo, J;
Publicação
PSYCHTECH & HEALTH JOURNAL
Abstract
2019
Autores
Carvalho, E; Marcos, A;
Publicação
DIGITAL SCIENCE
Abstract
The project VIRTUAL TUTORING - the virtual tutor as learning mediating artifact in online university education, is an ongoing project, with the main goal of analyzing the pedagogic impact of an anthropomorphic user interface on a typical distance learning environment targeted to support online higher education. It implies the development of 3D rigged avatars that should perform typical online tutor activities. The virtual tutor should mimic a human tutor, being a kind of emphatic interface between the student and the course module in Moodle. But more than this, the virtual tutor should give support in the learning process of the student, working as much as a guide inside the contents offered by the e-learning course. This paper gives an overview of the project present development status.
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