Informática e Sistemas de Informação | Capítulos/artigos em livros internacionais / Book chapters/papers in international books
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- An approach to knowledge management with an e-Learning platformPublication . São Mamede, HenriqueKnowledge management is still a problem for many organizations and at two different levels: tacit knowledge, which typically resides on the head of each individual and gets lost for the organizations when a person goes to work with a different company; explicit knowledge, which presents growing costs for its dissemination in the organization. In the chapter, the authors propose a model to address those problems, taking for base the SECI (Socialization, Externalization, Combination and Internalization) model, originally developed for knowledge management, together with an e-learning platform and a set of activities as tools to implement a working solution. Such model have the ability to solve organizational knowledge problems, implementing a knowledge management process, allowing the transformation of tacit knowledge into explicit knowledge.
- The application of artificial intelligence in recommendation systems reinforced through assurance of learning in personalized environments of e-LearningPublication . Bottaro Fresneda, Fernando Cesare; Santos, Arnaldo; Martins, Paulo; Reis, LeonildeLearning environments unquestionably enable learners to develop their pedagogical and scientific processes efficiently and effectively. Thus, con-sidering the impossibility of not having conditions of autonomy over the routine underlying the studies and, consequently, not having guarantees of the learning carried out makes the learners experience gaps in the domain of materials ade-quate to their actual needs. The paper's objective is to present the relevance of the applicability of Artificial Intelligence in Recommendation Systems, reinforced through the Assurance of Learning, oriented towards adaptive-personalized prac-tice in corporate e-learning contexts. The research methodology underlying the work fell on Design Science Research, as it is considered adequate to support the research, given the need to carry out the design phases, development, construc-tion, evaluation, validation of the artefact and, finally, communication of the re-sults. The main underlying results instigate the development of an Adaptive-Per-sonalized Learning framework for corporate e-learning, provided with models (methods and algorithms) of Artificial Intelligence and guided using the Assur-ance of (the) Learning process. It becomes central that learners can enjoy ade-quate academic development. In this sense, the framework has an implicit struc-ture that promotes the definition of personalized attributes, which involves rec-ommendations and customizations of content per profile, including training con-tent that will be suggested and learning activity content that will be continuously monitored, given the specific needs of learners.
- Applying large language models to software development: enhancing requirements, design and codePublication . Santos, Gonçalo; Silveira, Clara; Santos, Vitor; Santos, Arnaldo; São Mamede, Henrique
- Architecture for a creative information systemPublication . São Mamede, Henrique; Santos, VitorConsidering that the capacity to innovate is increasingly becoming a decisive factor in the competition between organisations, the study and conception of systems that help the birth of new ideas, products and solutions is rising in importance. In this article, the authors consider the concept of Creative Information Systems and present a proposal for the development of architecture for such a system based on the creative technique of brute thinking.
- Business process automation in SMEsPublication . Moreira, Silvia Catarina Oliveira; São Mamede, Henrique; Santos, ArnaldoBusiness Process Automation has been gaining increasing im-portance in the management of companies and organizations since it reduces the time needed to carry out routine tasks, freeing employees for other more crea-tive and exciting things. The use of process automation seems to be a growing trend in the business's operational restructuring, combined with digital trans-formation. It can be applied in the most varied business areas. Organizations from any sector of activity can also adopt it. Given these benefits, the granted success in transforming business processes would be expected. However, 30 to 50% of automation initiatives with Robotic Process Automation technology fail. In this work, a set of guidelines will be proposed that will constitute, after validation, a framework capable of guiding organizations, with a focus on SMEs, in the procedure of automating their processes, thus obtaining the maxi-mum return of this transformation.
- Computer-simulated 3D virtual environments in collaborative learning and training: meta-review, refinement, and roadmapPublication . Correia, António; Fonseca, Benjamim; Paredes, Hugo; Martins, Paulo; Morgado, Leonel
- Drill-down dashboard for chairing of online master programs in engineeringPublication . Silva, Anabela Costa e; Morgado, Leonel; Coelho, AntónioOnline masters’ program chairs need up-to-date information to monitor efficiently and effectively all the courses in the program for which they are responsible. Learning Management Systems supporting the operation of the online programme collect vast amounts of data about the learning process. These systems are geared to support individual teachers and students, not program chairs. This article presents the process that led to the development of a Dashboards for program chairs, based upon an analysis of their regular supervision tasks, decision-making information needs, and available data in the learning management system, Moodle. The information presented via the dashboard is aggregated and contextualised for all students enrolled in the program, in all its courses, contributing to improve decision-making in program chairing. The dashboard prototype is presented as a concrete outcome of this process, which can be replicated to achieve more advanced and updated versions, hopefully contributing to better program chairing.
- How museums are changing their visitors’ experience with new formats and approaches to digital storytellingPublication . Lacet, Demetrius; van Zeller, Maria; Martins, Paulo; Morgado, LeonelThis study focuses on exploring new formats and innovative approaches to digital storytelling in museums, offering a critical analysis of existing formats and proposing new perspectives. Initially, current digital storytelling formats are examined, ranging from mobile applications and augmented reality to interactive and multimedia exhibitions. Next, new paradigms and strategies are discussed that aim to expand the possibilities of public engagement and enrich museum experiences. Using a detailed method, careful selections, in-depth analyses and presentation of results are made that highlight both the potential and challenges of these new approaches. The final discussion contextualizes these practices in the current scenario of digital culture and suggests paths for future investigations and developments in the field of digital storytelling in museums.
- iLRN 2018 Main Conference PrefacePublication . Allison, Colin; Morgado, LeonelILRN 2018 was the fourth annual international conference of the Immersive Learning Network. It followed on from the inaugural conference held in Prague in July 2015, the second conference held in Santa Barbara in June 2016, and the third conference held in Coimbra, Portugal, in 2017. In response to the increasingly accessible and powerful range of VR and AR technology, the vision of the iLRN is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances, and challenges of immersive learning environments. To achieve this, the iLRN invites and hosts scientists, practitioners, organizations, and innovators across many disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. The annual conference aims to explain and demonstrate how these immersive learning environments best work. In 2018, 21 formal papers were received for the main conference and after a rigorous reviewing process six were selected for this Springer publication (28% acceptance rate). The authors of these papers come from institutions located in Brazil, Germany, the UK, and the USA (Florida, Texas, California). The main conference papers cover a range of interesting topics in some depth, providing useful information for other educators and researchers. Alvarez-Molina et al. report on how video games can help players develop their musical skills and illustrate this by creating and evaluating a music-video game that aims to improve the key skill of pitch recognition. Bakri et al. investigate the subjective perception of the fidelity of 3D cultural heritage artifacts on the Web and how this affects the user experience. De León reports on the promising results of utilizing problem-based learning for bridging theory and practice in teacher preparation programs through the use of immersive, ill-structured problems in a multi-user virtual environment that simulates a real school. Feenan draws upon 10 years of studies into the use of digital game-based learning as the basis of an analysis that recommends a five-pronged approach to the successful use of games to support social resiliency skills for students in a fast-changing world. Johnson and Sullivan describe a pilot study that identifies three key strategies for making students feel more comfortable and productive in an experimental game design class. Queiroz et al. present a literature review of learning outcomes from using fully HMD-based IVE in primary/K-12 education, highlighting relevant studies, identifying gaps, and providing insights for use in further research. This informative and fascinating collection of papers reflects the emerging and valuable possibilities of immersive learning research. We know you will find many points of interest and use in the well-presented reports in this collection. Finally, we strongly encourage you to join ILRN and contribute your own insights and research to the community.
- The importance of a framework for the implementation of technologies supporting talent managementPublication . Ferreira, Helena Rodrigues; Santos, Arnaldo; São Mamede, HenriqueThe speed and scale of technological change are raising concerns about the extent to which new technologies will radically transform workplaces. Com-petition for the best talent is being intensified, and talent management requires new approaches and innovative strategies for developing talent based on corpo-rate culture and its unique properties. By implementing and adopting technology in Human Resources Management (HRM), organizations create an employee lifecycle that spans from the initial Hiring Process to encompassing areas such as Performance Management, Learning and Development until the Offboarding, shaping a Talent Management journey. Despite implementing technologies, a continuous practice observed in numerous organizations, there are challenges. The HRM technological market has become massive, and concerns arise about adopting these technologies' costs, practicality, and purpose. Because of that, de-signing strategies for implementing technologies in HRM, specifically in talent management, is hard to overview. In this context, this document aims to present the need for developing a framework that aggregates the implementation process of technologies supporting talent management utilizing Design Science Research (DSR). The holistic perspective we propose aggregates understanding of business challenges and how they relate to the technology selection, technological capa-bilities and implementation process, and expected metrics and impact.
