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Publicações

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

A Smart City's Model Secured by Blockchain

Autores
Brandao, A; Mamede, HS; Goncalves, R;

Publicação
TRENDS AND APPLICATIONS IN SOFTWARE ENGINEERING (CIMPS 2018)

Abstract
The topic of Smart Cities involves various aspects of convergence and support to necessarily safe activities, which are dependent on reliable data and reliable sources. The answer could be provided by means of the adoption model of Blockchain technologies for this purpose, applied to the different characteristics of the city from the electronic governance, the contracting of products and services, and the sensing or data collection. The multiple IoT objects and the multiple networks, together with the Blockchain technology, may result in safer and more efficient cities. This paper analyzes and deepens the concept of Smart Cities using Blockchain technology as a platform for safety and reliability of the data. It is intended to reflect critically on this topic, looking through the different aspects involving this concept and the way in which it can implement. It analyzes the Smart Cities and its ecosystems with the generic data models, integrated, with quality data and trusted information.

2019

Spherical angular analysis for pelvis coordination assessment on modified gait

Autores
Rodrigues, C; Correia, M; Abrantes, J; Nadal, J; Benedetti, M;

Publicação
IFMBE Proceedings

Abstract
This study presents and applies 3D spherical angular analysis in relation with 2D polar coordinates to assess anatomic pelvic movement on modified gait, namely stiff knee (SKG) gait and slow running (SR) comparing with normal gait (NG). Subject specific analysis was performed of an adult healthy male based on inverse kinematics from in vivo and noninvasive capture at human movement lab of reflective markers position from pelvis anatomical selected points with Qualisys camera system during a complete stride of NG, SKG and SR. Radial distance (R), pitch (?) and azimuth (?) angular phases were computed from pelvic angle-angle diagrams (?T, ?C, ?S) at transverse (T), coronal (C) and sagittal (S) planes, and angular phase (?) and planar radial distance (r) polar coordinates computed from pelvic angle-angle diagrams projections at cartesian planes (?T, ?C), (?T, ?S), (?C, ?S). Average radial distances and phase standard deviation were assessed on spherical and polar coordinates. © Springer Nature Singapore Pte Ltd. 2019.

2019

Use of the Physiological Response to Improve the Gaming Experience

Autores
Pinto, M; Melo, M; Bessa, M;

Publicação
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
New virtual reality technologies allow the user to gain a greater sense of presence in virtual environments. One of the areas where these technologies can have a major impact is the area of games that allow users to explore these environments and interact with them by receiving feedback from their actions in real time. The present study aimed to evaluate if the use of physiological signals to update the virtual environment in realtime could be used to increase the feeling of presence. To perform this study, an experimental study was designed based on a game that allowed the use of physiological data to calculate the participant's arousal in real-time and, based on that, modify certain elements of the virtual environment where the participants were asked to fulfill a task. With the analysis of the data obtained, it was possible to verify that the use of biofeedback did not reveal statistically significant differences for the variables tested, however, it can be concluded that the use of biofeedback improves some subscales of presence, being the users with more experience in games and more computer knowledge susceptible to such changes. © 2018 IEEE.

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Giesteira, B;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

A brief overview of the use of collaborative robots in industry 4.0: Human role and safety

Autores
Bragança, S; Costa, E; Castellucci, I; Arezes, PM;

Publicação
Studies in Systems, Decision and Control

Abstract
Industry 4.0 is a new industrial paradigm that brings new challenges for workers as they have to actively collaborate with robots in an interconnected environment. The main purpose of this paper is to give a brief overview of how collaborative robots can be used to support human workers in Industry 4.0 manufacturing environments. The use of collaborative robots certainly brings many advantages as these machines enable more efficient product systems by supporting workers with both physical and cognitive tasks, as is the case of exoskeletons. On the other hand, human–robot interaction might also have some risks if human factors considerations are not well thought through throughout the process. Moreover, it becomes clear that the role that humans have been playing so far in a manufacturing environment is rapidly changing. Human workers will have to adapt to these new systems by acquiring and improving a set of skills that have sometime been neglected until nowadays. © Springer Nature Switzerland AG 2019.

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