2016
Autores
Fornasiero, R; Zangiacomi, A; Franchini, V; Bastos, J; Azevedo, A; Vinelli, A;
Publicação
PRODUCTION PLANNING & CONTROL
Abstract
Consumer needs and expectations of specific target groups - such as elderly, obese, disabled or diabetic persons - are arising as challenging opportunities for European companies which are asked to supply innovative customised goods of high quality at affordable price. This is particularly true in the fashion as well as in the orthopaedic sector where there are many different competences to conjugate to offer dedicated products to the mentioned target groups. This paper aims at proposing a reference model to support companies in defining collaborative supply networks for customised production. In particular, this work describes the implementation of the developed model in a real case highlighting the changes implied at network level to address the need for fashionable and healthy products.
2016
Autores
Gonçalves, R; Martins, J; Rocha, A;
Publicação
RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
Abstract
2016
Autores
Pinho, LM;
Publicação
Ada User Journal
Abstract
2016
Autores
Figueiredo, Isabel M. P; Bruno M P M Oliveira; Pinto, Alberto A; Burroughs, Nigel J;
Publicação
Abstract
2016
Autores
Alves Fernandes, LMA; Matos, GC; Azevedo, D; Nunes, RR; Paredes, H; Morgado, L; Barbosa, LF; Martins, P; Fonseca, B; Cristovao, P; de Carvalho, F; Cardoso, B;
Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY
Abstract
Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama's fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
2016
Autores
Saraiva, JT; Fidalgo, JN; Pinto, RB; Soares, R; Afonso, JS; Pires, G;
Publicação
2016 13TH INTERNATIONAL CONFERENCE ON THE EUROPEAN ENERGY MARKET (EEM)
Abstract
The current Portuguese Tariff Code dates from December 2014 and requires that the Distribution Network Operators (DSO), submit to the Portuguese Energy Services Regulatory Agency, ERSE, a plan for a pilot experiment and a Cost Benefit Analysis (CBA) regarding the introduction of dynamic options in the Access Tariffs in Portugal. In view of this request, EDP Distribuicao, the main Portuguese DSO, established a contract with INESC TEC to conduct these studies and to prepare a report to submit to ERSE by June 2016. In this scope, this paper reports the results obtained so far namely regarding the CBA analysis. This analysis includes the identification of critical hours during which dynamic tariffs can be activated, the estimate of the impact of demand transfers to adjacent hours on the electricity market Social Welfare Function, on network losses, on the investment network avoided costs due to the possible deferral of reinforcements or expansions and on the costs of contracting reserves. These items were estimated along a period of 15 years and together with the estimate of the implementation costs of dynamic tariffs were used to conduct the mentioned CBA analysis.
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