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Publications

2025

Sustainability practices for software development in Scrum environment

Authors
Almeida, F;

Publication
International Journal of Agile Systems and Management

Abstract
This paper aims to characterise the relevance of sustainability practices in the context of software companies that adopt the Scrum methodology. In the first phase, a multidimensional framework for software sustainability was built, based on the individual, technical, environmental, and social dimensions. Subsequently, a quantitative study was carried out using a survey answered by 397 Scrum professionals working in software companies registered in Portugal. The results reveal significant asymmetries in the implementation of sustainable practices, in which micro companies experience the greatest difficulties in their implementation. The findings also indicate that the practices most adopted by organisations are in the technical and individual dimensions, where a proactive level of maturity is evident. On the other hand, environmental and social practices are still poorly implemented and appear mainly at a reactive level due to the needs of the projects or their teams. © 2025 Elsevier B.V., All rights reserved.

2025

Frontiers of the Past in the Digital World: Multidisciplinary Collaboration in the 3D Reconstitution of Medieval Border Towns

Authors
Lacet, D; Cuesta Gómez, F; Prata, S; Trindade, L; da Silva, GM; Costa, A; Van Zeller, M; Morgado, L; Coelho, A; Alves, T; Filipe, J;

Publication
2025 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW

Abstract
The virtual reconstitution of Castelo de Vide, Portugal, within the FRONTOWNS project, highlights the challenges and successes of multidisciplinary collaboration in heritage preservation through 3D modeling. The goal was to reconstruct the town's urban evolution, focusing on its role as a border settlement from the 13th to 16th centuries. The project combined archaeological evidence, historical sources, and digital technologies like photogrammetry and 3D scanning. Co -creation workshops aligned diverse knowledge, leading to creative solutions that balanced historical accuracy and technical feasibility. Despite budget constraints, it produced a high-quality digital reconstitution with insights for future virtual heritage projects.

2025

Adding human values on the deepfake: co-designing fact-checking solutions to combat misinformation

Authors
Maia, HC; Ariel, P; Nunes, S;

Publication
AI Ethics

Abstract
Abstract The proliferation of misinformation poses a significant challenge to societies, and fact-checking emerges as a critical tool to combat this issue. In this work, we conduct an innovation impact assessment to question the use of technology to combat misinformation, specifically examining the ethical implications of this choice. To address this, we organized a workshop using the value sensitive design (VSD) methodology to explore questions in this context. The workshop introduced participants to the VSD framework, enabling them to critically assess whether specific scenarios align with human values, norms, and requirements. Real-world scenarios were discussed, including approaches implemented by legitimate news outlets and using 3D virtual characters by a Brazilian television employing deep learning. Participants analyzed how technology impacts journalism values, norms, and practices, focusing on aligning synthetic media technologies with automated fact-checking dissemination. In conclusion, the authors prepared recommendations from valuable insights into the complex ethical considerations surrounding synthetic media technologies for automatic fact-checking dissemination. It also facilitated cross-border discussions, with 11 participants from seven countries engaging in fruitful dialogue on this vital topic. The study proposed evaluation criteria for AI-generated content in this diversity, including privacy protection, inclusiveness, transparency, beauty standards conformity, engagement, meaningfulness, and effortlessness.

2025

Game-Based Learning and Gamification: A Duo Revolutionizing Education

Authors
Ferreira, J; Pinto, T; Reis, A; Rocha, T; Barroso, J;

Publication
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2024, PT II

Abstract
In recent years, educators have observed a significant decline in student engagement, particularly in subjects involving demanding content. This lack of interest has resulted in high absenteeism rates and a general struggle to absorb the presented material. Students are increasingly exposed to external distractions, leading to a lack of concentration and motivation. In some cases, students seek refuge in online games during classes. To address these issues, this paper conducts a comprehensive and in-depth review of the use of Game-Based Learning (GBL) and Gamification in education, with a specific focus on higher education. In this investigation, our objective is to foster a more interactive learning environment and, ultimately, enhance the overall educational experience, inspiring educators to create a dynamic learning environment that captivates students and renews their enthusiasm for academic pursuits.

2025

P083 ASSESSING FUNCTIONAL THALAMO-CORTICAL CONNECTIVITY IN ADULTS WITH FRONTAL AND TEMPORAL LOBE EPILEPSY

Authors
Dias, AM; Cunha, JP; Mehrkens, J; Kaufmann, E;

Publication
Neuromodulation: Technology at the Neural Interface

Abstract

2025

HyperCube4x: immersive reading using HyperBook

Authors
de Lima, AR; Carvalho, D; da Rocha, TDV;

Publication
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract
The hypercube is a novel viewport management and information visualization system that introduces three conceptual applications (called WorkScenes), focusing on interaction, reading, and visualization concepts. Thus, we first published the conceptual description, interaction metaphors, and the prototype in HyperCube4x: a viewport management system proposal. This article introduces HyperBook, a virtual reality-based application that aims to make e-books, infographics, storytelling, and other reading-related initiatives more attractive, by proposing the following concepts: (1) depth and surface, (2) cutting a document into pages, and (3) virtual screen enlargement. Then, we demonstrate how these features (1) integrate with virtual reality environments' attributes such as flow, presence, and immersion, (2) fit Shneiderman's visual-information-seeking mantra, and (3) solve the Egyptian scroll effect of desktop metaphor-based reading. Finally, we present the acceptability and usability study results with 31 participants who scored HyperBook at 76.29 on the System Usability Scale.

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