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Publicações

2020

Enhancing design thinking approaches to innovation through gamification

Autores
Patrício, R; Moreira, AC; Zurlo, F;

Publicação
EUROPEAN JOURNAL OF INNOVATION MANAGEMENT

Abstract
Purpose The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms' ESoIP. Design/methodology/approach Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees' engagement in the innovation process. Practical implications The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value Merging the gamification and design thinking approaches is novel, particularly on firms' ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.

2020

What can we expect from the future? The impact of Artificial Intelligence on Society

Autores
Au Yong Oliveira, M; Lopes, C; Soares, F; Pinheiro, G; Guimaraes, P;

Publicação
2020 15TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI'2020)

Abstract
The impact of the digital revolution has influenced society significantly in many ways, including with Artificial Intelligence (AI). The advantages and disadvantages of AI and what can be and should be done in order to influence that in a positive way are discussed. The study is based on interviews (ten) and survey answers (from 100 respondents). The survey results show that there is a general concern about the impact of AI in the future (the negative impact on work and related to a general loss of control). Furthermore, more than 50% of the answers lead to the thought that "Humans will learn to use the power of computers to improve their own skills and be ahead of AI". As concerns the interviews, it was interesting to realize that practical courses, such as students studying engineering, were the ones who were afraid of AI instead of the social ones. This may be because the engineering students are the ones who know more about AI so they better realize the possible implications of AI on their future jobs. Another possible reason is that non-engineering students believe that human sensibility needed in their fields of study is more difficult to reproduce by AI machines than technical skills present in other fields of study/jobs.

2020

Engineering Education for Sustainable Development: The European Project Semester Approach

Autores
Duarte, AJ; Malheiro, B; Arno, E; Perat, I; Silva, MF; Fuentes Dura, P; Guedes, P; Ferreira, P;

Publicação
IEEE TRANSACTIONS ON EDUCATION

Abstract
Contribution: An analysis of the extent to which sustainability is present in the syllabi, project briefs, report templates, and student final reports of the three Iberian European project semester (EPS) providers, over a five-year period. Background: EPS is a one-semester capstone project framework that adopts project-based learning and multicultural, multidisciplinary teamwork. Educating engineers for sustainable development requires fostering critical and ethical thinking and a desire for equity, solidarity and preservation of natural resources, and cultural and genetic diversity. Existing engineering capstone design programs emphasize solving real world problems, hands-on training, and soft skills, but few focus on sustainability aspects of engineering design. The three Iberian EPS providers adopt project-based learning and teamwork methodologies, promoting the development of transversal skills and addressing sustainability in a multicultural and multidisciplinary background. Intended Outcomes: To show that the three Iberian EPS providers follow these recommendations and contribute to raising students' awareness of sustainable development. Application Design: The proposed sustainability learning assessment method collects evidence from syllabi, project briefs, report templates, and final reports to extract faculty and student perspectives. The sustainability-related terms collected were processed into word cloud format, allowing a simple and intuitive interpretation of students' understanding of sustainability, and in co-occurrence network format, to understand if sustainability has a pervasive or confined presence within the reports. Findings: Iberian EPS faculty and students are aware of the social, economic, and environmental impact of their projects, in terms of quality of life, social responsibility, the use of resources, and environmentally friendly technology.

2020

Controller for Real and Simulated Wheelchair With a Multimodal Interface Using Gazebo and ROS

Autores
Cruz, AB; Sousa, A; Reis, LP;

Publicação
2020 IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS (ICARSC 2020)

Abstract
The evolution of intelligent wheelchairs with new systems to control them and help the user to be more independent has been remarkable in recent years. Since these systems have a significant impact on the quality of life of people with disabilities, it is crucial that it is suited for the final user and does not put his life at risk. Initially, this study proposes a 3D motorised wheelchair model with robotic tools to be used in simulation environments and helps the development and validation of new approaches. This model uses Robotic Operating System (ROS) tools to help the addition of sensors and actuators. With the ROS-Nodes, it is easy to add new features and controllers. The Gazebo framework was used to create the simulation environments. After that, following previous work, it is proposed a wheelchair controller that receives commands from a multimodal interface and can control a real and simulated wheelchair at the same time. This work studies new wheelchair models and their respective controllers in a simulated environment and gradually test in real-world to obtain the final model with low costs and minimise engineering costs.

2020

Competitive Deep Reinforcement Learning over a Pokémon Battling Simulator

Autores
Simões, DA; Reis, S; Lau, N; Reis, LP;

Publicação
2020 IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2020, Ponta Delgada, Portugal, April 15-17, 2020

Abstract

2020

Qualitative analysis of virtual reality adoption by tourism operators in low-density regions

Autores
Martins, J; Goncalves, R; Au Yong Oliveira, M; Moreira, F; Branco, F;

Publicação
IET SOFTWARE

Abstract
Virtual reality technologies have grown in complexity and functionality, increasing their relevance in various sectors of activity. Applying these innovations to tourism is advantageous for the organisations, the tourists and even the territories. They can provide multisensory immersivity, simulate actions and movements in real-time, enriching reality using interactive virtual objects. Thus, captivating visitors and showing territories from richer and livelier perspectives. This study describes a review of the adoption of virtual reality technology at the organisational level. In order to adapt the literature review to the tourism topic, the process of analysis of the literature was carried out with a constant concern to analyse research that studied the topic. Assuming the need to further develop the work done and to obtain a confirmation on the contribution resulting from the bibliographic review, a focus group was developed, which allowed several specialists to discuss collaboratively and interactively the research project topics without having to be in face-to-face contact. The results of this study allow not only to acknowledge the relevance of virtual reality for tourism but also to understand how the existing literature and experts are aligned with the identification of opportunities for disruptive development of solutions that trigger tourism destinations and organisational development.

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