2024
Autores
Almeida, F; Pinho, D; Aguiar, A;
Publicação
Proceedings of the 29th European Conference on Pattern Languages of Programs, People, and Practices, EuroPLoP 2024, Irsee, Germany, July 3-7, 2024
Abstract
The concept of patterns and pattern languages, although very common in software nowadays, was first approached by Christopher Alexander, in the area of architecture, in the book A pattern language: towns, buildings, construction. However, it was only in 1980 that the term was adapted for software development, gaining its popularity in 1994. Despite the fact that the concept of patterns has been used in the area of software development for more than 40 years, there is still no consensus on the best method to validate patterns and patterns languages, and the existing methods are scattered in several different papers and research across the scientific community. As such, in this paper, we conduct a systematic literature review about the existing methods in the scientific community to validate patterns and pattern languages. © 2024 Copyright held by the owner/author(s).
2024
Autores
Harrison, NB; Aguiar, A;
Publicação
RESEARCH CHALLENGES IN INFORMATION SCIENCE, PT II, RCIS 2024
Abstract
This tutorial delves into the transformative power of asking effective questions in engineering information systems. We explore how crafting well-defined questions in both the problem space (what issue are we addressing?) and the solution space (how will we approach it?) is paramount for success. The session will unveil the intricate relationship between these questions - how the what shapes the how and vice versa. We move beyond the fear of asking naive questions, demonstrating how these can spark innovation and reveal hidden assumptions. By the end, attendees will have a powerful and easy-to-use technique that removes the fear from questions.
2024
Autores
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;
Publicação
PATIENT EDUCATION AND COUNSELING
Abstract
Objectives: The purpose of this study was to field-test a recently developed AR-based serious game designed to promote SSE self-efficacy, called Spot. Methods: Thirty participants played the game and answered 3 questionnaires: a baseline questionnaire, a second questionnaire immediately after playing the game, and a third questionnaire 1 week later (follow-up). Results: The majority of participants considered that the objective quality of the game was high, and considered that the game could have a real impact in SSE promotion. Participants showed statistically significant increases in SSE self-efficacy and intention at follow-up. Of the 24 participants that had never performed a SSE or had done one more than 3 months ago, 12 (50.0%) reported doing a SSE at follow-up. Conclusions: This study provides supporting evidence to the use of serious games in combination with AR to educate and motivate users to perform SSE. Spot seems to be an inconspicuous but effective strategy to promote SSE, a cancer prevention behavior, among healthy individuals. Practice implications: Patient education is essential to tackle skin cancer, particularly melanoma. Serious games, such as Spot, have the ability to effectively educate and motivate patients to perform a cancer prevention behavior.
2024
Autores
Magalhaes, J; Coelho, A; Jarreau, P;
Publicação
FRONTIERS IN COMMUNICATION
Abstract
[No abstract available]
2024
Autores
Elizaveta Osipovskaya; António Coelho;
Publicação
INTED2024 Proceedings
Abstract
2024
Autores
Osipovskaya, E; Coelho, A; Tasi, P;
Publicação
EDULEARN Proceedings - EDULEARN24 Proceedings
Abstract
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