2025
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
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
Authors
Maia, HC; Ariel, P; Nunes, S;
Publication
AI Ethics
Abstract
2025
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
Authors
Dias, AM; Cunha, JP; Mehrkens, J; Kaufmann, E;
Publication
Neuromodulation: Technology at the Neural Interface
Abstract
2025
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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