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Publications

Publications by Fernando Luís Almeida

2018

Open Source Web Platform for the Analysis of Academic Spin-offs

Authors
Almeida, F; Cunha, E;

Publication
Journal of Information Systems Engineering and Business Intelligence

Abstract
Universities have assumed an increasingly important role in transferring technology to society with a strong economic impact. The companies originated from the academic environment, called academic spin-offs, have fostered the appearance of new projects based on emerging technologies and knowledge, created by young students and researchers who seek to launch their own business and generate new jobs in society. However, the number of existing studies on academic spin-offs is limited and restricted to the specific national realities, and the results of these studies are typically incorporated only in scientific manuscripts. In this sense, this study proposes a web platform that allows the analysis of academic spin-offs according to multiple dimensions, such as firm, institutions, individual, localization, science parks, financial data and corporate actions. The application is built exclusively in open source technologies and allows data to be explored in real-time and interactively. The results obtained allow us to evaluate the behavior of the application regarding fundamental elements in the success of the adoption of a Web application, such as usability, security, interoperability and portability.

2018

How Participation in an Intensive Project Can Increase 3rd Level Students' Awareness of Entrepreneurship

Authors
Milczarski, P; O'Reilly, D; Podlaski, K; Almeida, FL; Dowdall, S; Hlobaz, A; Bolaert, H; Lourenço, J;

Publication
Proceedings of the 14th International Conference on ICT in Education, Research and Industrial Applications. Integration, Harmonization and Knowledge Transfer. Volume I: Main Conference, Kyiv, Ukraine, May 14-17, 2018.

Abstract

2019

Learning Entrepreneurship in Higher Education Through Flow Theory and FLIGBY Game

Authors
Almeida, FL; Buzády, Z;

Publication
Int. J. Virtual Pers. Learn. Environ.

Abstract
This article performs an exploratory study of the potential of flow theory and FLIGBY game to contribute to develop entrepreneurship competencies among higher education students. For this purpose, this study considers the use of a focus group consisting of eight students enrolled in the entrepreneurship course in a higher educational institution in Portugal, in which students for two months explored FLIGBY. The results obtained allowed us to conclude that FLIGBY was also suitable to be explored in the context of entrepreneurship classes. Students emphasized the potential of the game to be applied for training of management skills, the recognition of their leadership skills, and the exploration of new approaches to the management challenges. Finally, it should be noted that the benefits offered by FLIGBY were experienced differently by students with professional experience in IT and management fields. Those students emphasized the application of the game to the real world and the potential offered for FLIGBY for allowing students to explore new skills and actions. Copyright © 2019, IGI Global.

2019

Moving from Waterfall to Agile: Perspectives from IT Portuguese Companies

Authors
Almeida, FL; Simões, J;

Publication
Int. J. Serv. Sci. Manag. Eng. Technol.

Abstract
This study investigates the main motivations, difficulties and good practices in the migration process of software development models from Waterfall to Agile experienced by IT Portuguese companies. For that, we adopted a quantitative methodology based on multiple case studies that allowed us to explore five research questions. In a first step, we propose to identify the main reasons that motivate the companies to adopt Agile development processes and we intend to characterize this migration process. We also explore a set of good practices that can be followed in this migration process and we suggest a set of measures that can be used to assess the success of projects in an Agile environment. Finally, we explore the organizational and management impacts with the introduction of Agile processes. Copyright © 2019, IGI Global.

2019

Social Network Security Risks and Vulnerabilities in Corporate Environments

Authors
Almeida, F; Pinheiro, J; Oliveira, V;

Publication
International Journal of Applied Management Sciences and Engineering

Abstract
Increasingly social networks are used both in the personal and professional levels, being companies and employees also exposed to the risks posed by them. In this sense, it is relevant to analyze employees' perception of the risks and vulnerabilities posed by the use of social networks in corporate environments. For this purpose, a questionnaire was developed and distributed to 372 employees of small and medium-sized companies that allowed the characterization and analysis of those risks. The results indicate that the security risks are perceived moderately by employees, emphasizing the risk of defamation and cyberbullying as being the most pertinent. On the other hand, the findings indicate that older employees, the existence of lower academic qualifications, and those working in medium-sized companies are more aware of these risks.

2019

The role of serious games, gamification and industry 4.0 tools in the education 4.0 paradigm

Authors
Almeida, F; Simoes, J;

Publication
Contemporary Educational Technology

Abstract
Education 4.0 is a new educational paradigm that intends to address the needs and potentialities of the fourth industrial revolution. Education 4.0 builds on the concept of learning by doing, in which students are encouraged to learn and discover different things in singular ways based on experimentation. This study intends to analyze the role of emerging technologies like serious games and industry 4.0 in the transformation of education 4.0 in higher education. A qualitative methodology was employed based on 25 case studies of innovative projects in Portuguese higher education institutions. The results indicate a residual adoption of serious games and gamification approaches only appear in less than 20% of the projects. It was also possible to identify that most projects involve several stakeholders such as teachers, students and university managers, and typically involve multidisciplinary competencies fields. The main benefits brought to the education context include greater involvement of students in projects, development of their skills and its application in a real context. On the other hand, the main challenges are the simplification of the real world made by these applications, the difficulties inherent to their inclusion in the didactical system and the limited capacities to offer greater interactivity without predefined external stimuli.

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