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Publications

Publications by Frederico Branco

2018

Technology usage as a way to increase safety and security in different geographies

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

Publication
2018 13TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
This study follows an interpretivist approach and showcases five testimonials of technology usage in everyday life, in Rio de Janeiro, Brazil; the research also brings forward the perspectives of 31 other Brazilian citizens. The informants are Brazilian Master's level students who were on an exchange program to Portugal, at a major Portuguese university. Brazil, and in particular Rio de Janeiro, the focus of this study, are seen to have talented people and to be also open to technology - on the developing side as well as on the user side. Trust issues still exist - concerning e-commerce - and may indeed be pervasive in society. Brazil is currently undergoing a profound social and economic crisis, which it is trying to recover from. Indeed, the general lack of safety and security felt in Rio de Janeiro may even be a reason for the popularity of home and work deliveries - so that citizens will not have to travel - with travel constituting an additional risk which many may prefer to avoid. Thus, technology (a diverse set of apps) may be serving an additional purpose - that of ensuring security in daily life in Brazil.

2018

The social impact of technology on millennials and consequences for higher education and leadership

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

Publication
TELEMATICS AND INFORMATICS

Abstract
Millennials interact with technology like no other generation before them and this is affecting how they want to be taught in higher education and how they want to lead and expect to be led in organizations, after graduating. Though stating that they want to be enlightened in academia, some qualitative comments from millennials indicate the opposite, namely that they want to be prepared but also to be kept naive as to what business really entails. This is expected to help keep motivation levels high, as motivation is seen to be the key element to success in life. Millennials expect also to be led authentically and to be treated as valued human beings. This is in contrast to the current autocratic leadership profile found predominantly in Portuguese organizations, at the time of writing. This study had a sample of one hundred and eleven millennial students who answered a survey on attitudes towards leadership and their desired approach to higher education. Three interviews with seasoned executives were also performed, to establish a contrast and see other perspectives. With this research, we conclude that we may be in the presence of a hard working millennial generation, contrary to previous research findings which has indicated that they are lazy. Finally, information technology (IT) is a precious partner in class, in particular Padlet.com, Moodle, and online News Forums, as well as the challenge to create original videos about course content. Future research should focus on how technology has made society more transparent with employees wanting more democratic leaders in times when hierarchies are seen to hinder rather than aid productivity levels.

2018

Accessibility in Software Engineering: Pursuing the Mainstream from a Classroom

Authors
Silva, J; Gonçalves, R; Martins, J; Branco, F; Pereira, A;

Publication
Learning and Collaboration Technologies. Learning and Teaching - 5th International Conference, LCT 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II

Abstract
Though equal access to all digital devices, content and applications should be ensured by default in the Digital Age, reality has yet to match this ideal, despite the numerous efforts to raise awareness of the problem. For the visually impaired, the existence of e-accessibility issues represents a barrier that, in the majority of situations, cannot be overcome. Nevertheless, this group of individuals still insists on using digital devices, to carry out tasks from their daily lives, such as reading and writing e-mails, reading news and weather websites, and using social networks. This assumption has been validated through a survey completed by 29 blind or partially sighted individuals. Considering that the lack of depth of knowledge in developers constitutes one of the most significant constraints to the development of accessibility software and digital content, the proposal for “slide 0” to be included as an educational resource, when developers are learning how to engineer software, is discussed later in the paper. This contribution, if precisely focused on the various types of software projects, would represent a novel addition to the existing scientific literature, but also a comprehensive aid to the inclusion of e-accessibility when lecturing experts on software engineering. © 2018, Springer International Publishing AG, part of Springer Nature.

2018

The successful implementation of servant leadership at a factory in the USA

Authors
Au Yong Oliveira, M; Moreira, F; Martins, J; Branco, F; Gonçalves, R;

Publication
Proceedings of the European Conference on Innovation and Entrepreneurship, ECIE

Abstract
This is a case study on leadership, a topic which has been much debated in the literature, as solutions for many diverse situations are still lacking and seem to escape us. The case describes how an entrepreneurial wood veneer factory operates, in the USA, with images included of a number of operations. The manager-owner took us on a guided tour from raw material (logs) to finished product (veneer wood). Waste is minimized at the factory in a very stream-lined operation which has a minimal amount of managers in place. Each worker is responsible for his or her job, done to perfection, as one task rolls on to the next, without stopping. The attitude of the innovative servant-type leadership in place is that "win-win" situations are better for all, and there is enough profit to go around. Servant-leadership-type leaders exist to serve employees and exercise minimal management control. At this firm there are no self-serving managers. Rather, mature and great working relationships are developed. Being greedy would mean that unions would have to be brought in. At this firm that was not necessary, by request of the employees themselves. Hispanic workers are very good and are cherished at this firm, in the heart of the USA. As leadership is dependent on culture, the discussion also includes references to cultural aspects relevant to management. The story is thus of a positive firm with positive leadership and subordinates. We conclude that employees who have emigrated from poorer countries in search of a better lifestyle may indeed make excellent workers, despite what some political leaders have announced in the media. We have found evidence that Spanish-speaking individuals do not only work well under autocratic leadership, as portrayed by the literature. Our study is thus revealing of a new cultural-type involving workers working outside their home countries. Under different leaders, in different countries and environments, certain workers are prepared to go the "extra mile" and behave in a completely different way as to what is expected from them in their home countries. This is surprising and may have important implications for multinational firms worldwide.

2018

Incorporating innovative ICT in child-oriented marketing - A retail sector case study

Authors
Fernandes, J; Martins, J; Teixeira, MS; Branco, F; Gonçalves, R; Au Yong Oliveira, M; Moreira, F;

Publication
Proceedings of the European Conference on Innovation and Entrepreneurship, ECIE

Abstract
The retail sector, although being primarily traditional is deconstructing and modernizing itself in order to keep up with the technological and digital enhancements. The Portuguese panorama is remarkably structured upon child-oriented marketing initiatives with the involvement of technological platforms, gamification and enrolment components. The scrutiny of existing applications of innovative ICTs focused on children's marketing will serve as the basis for a new business campaign aimed at children and supported by digital marketing and innovative technological features that might trigger a future campaign's success. In addition, we conducted a small survey to parents and subsequent potential campaign customers to understand the indulgence of a children's marketing action and a triumphant social media advertisement. The in-store retail system has a huge competitor in the online configuration, in some product categories in conjunction with the privilege of buying anywhere and anytime. In what concerns child-oriented marketing, there is an understanding that actions need to focus on aspects such as interactivity, multimedia and personalized content, where the survey displayed a 99% approval in the creation and necessity of child-oriented marketing campaigns to retailers, and a 54% acclamation of a promotional social media action. This reveals that the online channel is a valid channel, and the in-store retailers, even still being preponderant, need to rethink the inclusion of an Omni-channel solution to solve the in-store versus online shopping retail system. Additionally, is recommended the creation of child-oriented actions to convert customer loyalty from a younger age and influence family consumption.

2018

Application of the steering law to virtual reality walking navigation interfaces

Authors
Monteiro, P; Carvalho, D; Melo, M; Branco, F; Bessa, M;

Publication
COMPUTERS & GRAPHICS-UK

Abstract
Navigation through immersive virtual environments is a key concept for virtual reality as it allows users to explore those environments. Therefore, it is important to understand virtual reality navigation interfaces and their impact on the users' experience. This paper presents an objective performance evaluation of two types of navigation: natural (real walking and walk-in-place) vs. unnatural (gamepad). Steering Law was the objective performance metric chosen since it captures the relationship between the time to travel a path and the difficulty of that path. In addition to performance, subjective metrics were also considered, namely the feeling of presence, cybersickness and user satisfaction. The experiments consisted of having participants complete a series of paths with different indexes of difficulty and the time that a participant took to walk each path was measured. Overall results show that the navigation through real walking yielded better results when it comes to performance, cybersickness, and user satisfaction than the walk-in-place and gamepad navigation interfaces.

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