2019
Autores
Natal, N; Cunha, CR; Morais, EP;
Publicação
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
This paper aims to understand the importance of ICT (Information and Communication Technologies) in the tourism sector, focusing on the Island of Porto Santo. We are in an increasingly digital world and information and communication technologies represents a way to be up to date and present in the market. The use of social networks by companies, are used as means of communication and promotion, with the purpose of understanding the behavior of tourist consumers. In order to understand the importance of ICT and social networks in the tourism sector of the Island of Porto Santo, a questionnaire was prepared and distributed in several places on the Island of Porto Santo. The results are presented in this article. For a better understanding of ICT and social networks, a literature review on the topic was also carried out.
2019
Autores
Trapani M.; Castriciano M.A.; Romeo A.; Luca G.D.; Machado N.; Howes B.D.; Smulevich G.; Scolaro L.M.;
Publicação
Nanomaterials
Abstract
The interaction between gold sub-nanometer clusters composed of ten atoms (Au10) and tetrakis(4-sulfonatophenyl)porphyrin (TPPS) was investigated through various spectroscopic techniques. Under mild acidic conditions, the formation, in aqueous solutions, of nanohybrid assemblies of porphyrin J-aggregates and Au10 cluster nanoparticles was observed. This supramolecular system tends to spontaneously cover glass substrates with a co-deposit of gold nanoclusters and porphyrin nanoaggregates, which exhibit circular dichroism (CD) spectra reflecting the enantiomorphism of histidine used as capping and reducing agent. The morphology of nanohybrid assemblies onto a glass surface was revealed by atomic force microscopy (AFM), and showed the concomitant presence of gold nanoparticles with an average size of 130 nm and porphyrin J-aggregates with lengths spanning from 100 to 1000 nm. Surface-enhanced Raman scattering (SERS) was observed for the nanohybrid assemblies.
2019
Autores
Saraiva, Fernando; Morgado, Lina; Rocio, Vitor;
Publicação
Abstract
O nosso estudo propôs a implementação de Gamificação numa Plataforma Social Académica
de uma Universidade Virtual. Gamificação foi definida como o uso de elementos
derivados dos jogos em contextos que não são jogos. Adaptando-a ao nosso contexto,
quisemos verificar de que forma a sua implementação influenciava a Interação, Colaboração,
Cooperação e Aprendizagem Social e ainda as presenças da Comunidade de Investigação,
no espaço da Plataforma. Para isso usámos uma Metodologia de Design
Based Research numa configuração de Métodos Mistos. Identificámos como foco de
análise as formas sociais para a aprendizagem. Começámos por recolher opiniões dos
utilizadores, usando entrevistas semi-estruturadas. Os resultados, informaram na construção
de um protótipo “gamificado” construído com a ferramenta Elgg. Seguidamente
efetuaram-se testes de usabilidade, recolhendo dados da performance e das opiniões
dos utilizadores e foi efetuada uma implementação gamificada. Foram depois enviados
questionários aos utilizadores e recolhidas estatísticas do uso. Os dados foram descritos,
analisados e discutidos, segundo uma ordem cronológica. É discutido o impacto da implementação
nas dimensões propostas e possibilidades de investigação futuras.;The article reports on the implementation of Gamification in a Social Platform of an Open
University. Gamification is the use of game elements in non-game context. We adapted
the implementation to context, to inspect the impact on the Interaction, Collaboration,
Cooperation, Social Learning and on the Community of Inquiry. We used Design Based
Research in a Mixed-Methods configuration. We looked at the Social Forms for Learning
as a lens for the Elements. We present our study in a chronological order, explaining
how each phase leads to the other. We first gathered information from the users of the
academic platform via semi-structured interviews. We then designed a prototype with
the Elgg engine, containing Gamification Elements. We made usability tests and gathered
data from users´ performance and opinions. After we designed a second implementation,
this time for students enrolled in different curricular units. This time we deployed a
Survey and gathered information about the use of the platform. Lastly, we present our results discussing the impact on the proposed dimensions, and making suggestions for
future research.
2019
Autores
Azevedo, A; Pinto, AS; Malta, M;
Publicação
PROCEEDINGS OF THE 16TH INTERNATIONAL JOINT CONFERENCE ON E-BUSINESS AND TELECOMMUNICATIONS, VOL 1: DCNET, ICE-B, OPTICS, SIGMAP AND WINSYS (ICETE)
Abstract
The Business School of the Polytechnic of Porto, Portugal aiming at following the demands of the region decided to make available a master's degree program in e-business. This paper describes the study held ascertain the most relevant skills to be considered in the master program. In order to obtain relevant feedback, an interview was conducted to professionals working in the field. Also, a questionnaire was applied to the students attending the last year of undergraduate after working programs, since they have already professional experience in related fields. The most relevant skills were identified, and curriculum was defined for the master's degree according to the analysis of the results of these activities.
2019
Autores
Homem, P; Pinto, M;
Publicação
12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2019)
Abstract
This paper aims to present the Mu.SA - Museum Sector Alliance project, funded by the European Commission, more specifically by the Erasmus+ Program and the Key Action 2 (Cooperation for Innovation and Good Practice Exchange), which supports the Sector Competences Alliances (575907-EPP-1-2016- 1-EL-EPPKA2-SSA). Building on the results of a previous project (eCult Skills_2013-15), funded by the Lifelong Learning Program, weaknesses in the museum sector were identified at the level of digital and transversal competences. The Mu.SA project intended to contribute to the mitigation of these fragilities, in order to empower museum professionals, as well as those who aspire to be, to better face the challenges of Information and Communication Technologies and to enhance their museums and Society by promoting their development and sustainability, building on larger and stronger synergies between different sectors of education, training and youth, for the better articulated interaction between research, policies and practices and for the best use of references for recognition and validation of competences and qualifications. Thus, based on the identification and characterization of a set of emerging professional profiles and respective competences, the Mu.SA - Museum Sector Alliance aimed at, and has been, developing an Open Educational Resources repository to support individual equipping in more than forty digital and transversal competences. These duly structured resources are offered in different formats of education and training courses: a Massive Open Online Course (MOOC), certified and of a generic and introductory nature; and a Specialization Course, credited and structured considering e-learning, face-to-face and work-based learning contexts. The legitimate and reasoned expectation of building communities of practice will also contribute to ensuring the sustainability of the results, beyond the duration of the project. Among the other positive expected results, at the level of those more or less directly involved in its activities, there may be an increase in the spirit of initiative and entrepreneurship, a more active participation in Society, a greater capacity for understanding, respect and response.
2019
Autores
Costa, R; Lau, J; Portugal, P; Vasques, F; Moraes, R;
Publicação
JOURNAL OF COMMUNICATIONS AND NETWORKS
Abstract
In this paper, the RT-WiFi architecture is proposed to handle real-time (RT) communication in infrastructured IEEE 802.11 networks operating in high density industrial environments. This architecture is composed of a time division multiple access (TDMA)-based coordination layer that schedules the medium access of RT traffic flows, and an underlying traffic separation mechanism that is able do handle the coexistence of RT and non-RT traffic sources in the same communication environment. The simulation assessment considers an overlapping basic service set (OBSS), where a set of RT and non-RT stations share the same frequency band. The performance assessment compares the behaviour of the RT-WiFi architecture vs. the behaviour of standard distributed coordination function (DCF), point coordination function (PCF), enhanced distributed channel access (EDCA), and hybrid coordination function (HCF) controlled channel access (HCCA) medium access control mechanisms. A realistic error-prone model has been used to measure the impact of message losses in the RT-WiFi architecture. It is shown that the proposed RT-WiFi architecture offers a significantly enhanced behaviour when compared with the use of IEEE 802.11 standard mechanisms, in what concerns average deadline misses and average access delays. Moreover, it also offers an almost constant access delay, which is a relevant characteristic when supporting RT applications.
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