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Publications

Publications by HumanISE

2023

The effectiveness of deep learning vs. traditional methods for lung disease diagnosis using chest X-ray images: A systematic review

Authors
Sajed, S; Sanati, A; Garcia, JE; Rostami, H; Keshavarz, A; Teixeira, A;

Publication
APPLIED SOFT COMPUTING

Abstract
Recently, deep learning has proven to be a successful technique especially in medical image analysis. This paper aims to highlight the importance of deep learning architectures in lung disease diagnosis using CXR images. Related articles were identified through searches of electronic resources, including IEEE, Springer, Elsevier, PubMed, Nature and, Hindawi digital library. The inclusion of articles was based on high-performance artificial intelligence models, developed for the classification of possible findings in CXR images published from 2018 to 2023.After the quality assessment of papers, 129 articles were included according to PRISMA guidelines. Papers were studied by types of lung disease, data source, algorithm type, and outcome metrics. Three main categories of computer-aided lung disease detection were covered: traditional machine learning, deep learning-based methods, and combination of aforementioned methods for all lung diseases.The results showed that various pre-trained networks including ResNet, VGG, and DenseNet, are the most frequently used CNN architectures and would result in a notable increase in sensitivity and accuracy. Recent research suggests that utilizing a combination of deep networks with a robust machine learning classifier can outperform deep learning approaches that rely solely on fully connected neural networks as their classifier. Finally, the limitations of the existing literature and potential future research opportunities in possible findings in CXR images using deep learning architectures are discussed in this systematic review.

2023

Digital Influencers' Attributes and Perceived Characterizations and Their Impact on Purchase Intentions

Authors
Pereira, MJD; Cardoso, A; Canavarro, A; Figueiredo, J; Garcia, JE;

Publication
SUSTAINABILITY

Abstract
Research into the role of digital influencers in marketing strategies is a rapidly developing area that has attracted the interest of researchers and organizations. In recent years, organizations have become increasingly interested in using digital influencers to promote their brands and disseminate advertising messages with a high impact on their target audience. Digital influencers are beginning to be used as models for sustainable consumption behavior (for example in the fashion, food, and health sectors) by promoting environmental and sustainable values. By promoting sustainable content and disseminating messages of environmental awareness, digital influencers can help achieve the Sustainable Development Goals (SDGs). This study aims to identify the attributes (attitude homophily, physical attractiveness, and social attractiveness) and perceived characterizations (trustworthiness, perceived expertise, and parasocial relationship) of digital influencers and their impact on purchase intention among a sample of Portuguese consumers. It also aims to identify the most relevant types of digital influencers according to their areas of influence (fashion, sports, beauty, and cinema/TV/music) and their impact on purchase intention. For data collection, an online questionnaire was developed and administered to a non-probabilistic convenience sample. Only respondents who had experience purchasing a product or service after watching a YouTuber's advertisement (screening question) or following or searching for a digital influencer could complete the questionnaire. A total of 243 valid questionnaires were received. The main findings are that the attributes and perceived characterizations of digital influencers have a positive and significant impact on purchase intention. It was also found that digital influencers can enhance shopping experience and credibility, which has a strong impact on consumers' purchase intentions. In terms of sector, the data show that the most important influencer in the 'Fashion' sector is Helena Coelho, in the 'Sports' sector is Cristiano Ronaldo, in the 'Beauty' sector is Sara Sampaio, and in the 'Music, TV, Cinema' sector is Ricardo Araujo Pereira. This study can help companies use digital influencers more effectively in their digital marketing strategies, as credibility, experience, and parasocial relationships have a strong impact on consumers' purchase intention.

2023

Industry and innovation in the Alto Minho region: assessing regional performance

Authors
Abreu, M; Rodrigues, HS; Silva, Â; Garcia, JE;

Publication
Engineering Management in Production and Services

Abstract
Abstract As a tool, the Sustainable Development Goals (SDG) guide local and regional leaders in developing policy approaches for better social development. SDGs are 17 ambitious objectives towards a greener, healthier, more peaceful and equal planet, promoted by the United Nations to achieve by 2030. Having this performance in mind, countries and regions can measure their level of SDG implementation and rethink how they could promote prosperity, cooperation among regions and progress. This study focuses on SDG-9: Industry, innovation and infrastructure in ten municipalities of the Alto Minho region, Portugal. The main idea is to assess the level of each municipality in the achievement of the indicators related to this SDG. The similarities and differences between the municipalities can underline areas for joint efforts or investments in the development policy. This paper selected a performance analysis as a tool for informing on the amount of effort required to achieve SDG-9 at a local level, i.e., the Alto Minho region in the north of Portugal. If the trend of evolution is maintained, only Viana do Castelo will reach the full range of indicators for SDG-9, and Caminha will have 50 % of the indicators achieved. The remaining municipalities will reach at least half of the indicators, thus achieving a value lower than half of the target value. This approach could be replicated in other SDGs and other regions. This assessment allows the region’s stakeholders to indicate areas of required action to achieve the SDG.

2023

Lecturers' attitude towards the use of e-learning tools in higher education: A case of Portugal

Authors
Fonseca, MJ; Garcia, JE; Vieira, B; Teixeira, AS;

Publication
Engineering Management in Production and Services

Abstract
Abstract This study aims to assess the lecturers’ opinions about the use of e-learning tools to support distance and blended learning in higher education in Portugal, evidently reinforced by the COVID-19 pandemic. This research was based on a qualitative methodology, specifically, a focus group with professors from five higher education institutions from different geographical areas in Portugal. The obtained results were analysed along four main dimensions: (1) the level of knowledge of e-learning tools, (2) the reasons for using or (3) not using them, and, finally, (4) the opinion of lecturers on the student assessment process using these tools. The results showed that in addition to the concerns with smooth running classes and the appropriate delivery of the syllabus, the lecturers considered the transition to the e-learning context to have been easy. They noted a high level of literacy in the used tools, believed in the continued use of e-learning in the post-pandemic context, indicated several advantages for those involved in the e-learning context and a majority of limitations related to the time required for the adoption of more tools; and, finally, underlined the student assessment issue, which was pointed out as the most sensitive topic in the whole e-learning context. The study informed on the lecturers’ perspective on e-learning and the used tools and provided insight into their perceived usefulness and benefits for lecturers and students. An especially strong concern was verified on the part of lecturers to optimise e-learning tools to provide better knowledge delivery to students.

2023

THE EFFECTIVENESS OF ADVERTISING IN ONLINE GAMES

Authors
Garcia, JE; Palha, J; Queirós, R;

Publication
International Conferences on Applied Computing 2023, AC 2023 and WWW/Internet 2023, ICWI 2023

Abstract
The world of video games has more and more users, and today it is considered as an alternative to the existing reality. Online games like Second Life have independent economies with independent businesses and there is a growing interest to create rich experiences with high levels of presence, to create an alternative to reality, where you can work, be with friends, socialize and much more. With this new era that could be true virtual reality, and with advertising agents always trying to innovate the way they convey their advertising messages, it will be necessary to keep up with the medium to also reach new consumers. This integration of advertising in video games is not recent, however, and the practice itself has become increasingly popular in sports games, car racing games and many others that already have the presence of brands and advertising messages. This study intends to work as an introductory study to the theme, proposing some questions regarding the influence of the way advertising is inserted in the game. In this sense, an initial descriptive investigation of acquired data was developed, using a game created on the Unity platform, specifically for this research. The game was developed in 3 different versions, in which each one integrates advertising messages in a distinct way. Subsequently, a questionnaire survey was conducted to assess the respondents' opinion about the game, the effectiveness of advertising and the players' opinion regarding the practice of inserting advertising in video games. The influence and effectiveness of in-game advertising was also analyzed in order and to acquire their opinion regarding the practice used. The descriptive research indicates preliminarily that the way advertising is integrated may influence the effectiveness of in-game advertising. It was also possible to perceive that although the opinion is generally neutral, the respondents that have as a habitual leisure activity the consumption of videogames have a higher retention to in-game advertising when compared with non-gamers. At the end of this study, proposals and recommendations for future research involving this theme are presented. © ICWI 2023.All rights reserved.

2023

INTERACTIVE EXPERIMENTS AS A TOOL TO ATTRACT YOUNG STUDENTS TO STEM EDUCATION

Authors
Vasconcelos, V; Amaro, P; Bigotte, E; Almeida, R; Marques, L;

Publication
INTED2023 Proceedings - INTED Proceedings

Abstract

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