2026
Autores
Saarela, M; Pölönen, J; Linna, AK; Wahlfors, L; Correia, A; Kärkkäinen, T;
Publicação
Scientometrics
Abstract
2026
Autores
Silva, MF; Tokhi, MO; Ferreira, MIA; Malheiro, B; Guedes, P; Ferreira, P; Costa, MT;
Publicação
Lecture Notes in Networks and Systems
Abstract
2026
Autores
Ettore Barbagallo; Guillaume Gadek; Géraud Faye; Nina Khairova; Chirag Arora; Dilhan Thilakarathne; Karen Joisten; Sónia Teixeira; Juan M. Durán; Manuel Barrantes;
Publicação
Handbook of Human-AI Collaboration
Abstract
2026
Autores
António Correia; Hesam Mohseni; Pieta-Anniina Sikström; Tommi Kärkkäinen;
Publicação
2026 International Conference on Artificial Intelligence, Computer, Data Sciences and Applications (ACDSA)
Abstract
2026
Autores
Andrez, B; Homem, PM; Pinto, MM;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
To fulfil their mission, museums strive to ensure a balance between the inclusive fruition of collections and preservation. In this sense, as part of their non-formal educational functions, some try to develop multimedia resources to explore content, engage, and promote knowledge. This paper is based on a gamified mobile application developed for a museum in Portugal, targeting young people between 8 and 12 years old, focusing on the evaluation phase of the experience’s impact. To this end, the Method for Assessing eXperience (MAX) was adopted. MAX is presented, and introduced changes are shared, in order to simplify its application. Using MAX’s simplified version, four sessions were established with a target group of 44 young museum visitors. Results show an overall satisfaction towards the gamified mobile application. It is possible to understand that 68% of the 44 young people considered the application very useful and 57% expressed the desire to use it again in the near future. Regarding emotions during the experience, a mere 2% reported confusion, while an overwhelming 98% showcased positive reactions. This study concludes that the application may have contributed positively to raising awareness for the preservation of cultural heritage and this assessment has enabled the overall improvement of the prototype. It is believed that the provided fun involvement might help to develop further knowledge regarding museum practices, supporting and enhancing info-communicational flows. © 2025 Elsevier B.V., All rights reserved.
2026
Autores
Malheiro, BA; Guedes, P; Silva, MF; Ferreira, P;
Publicação
CRISIS OR REDEMPTION WITH AI AND ROBOTICS? THE DAWN OF A NEW ERA, ICRES 2025
Abstract
The European Project Semester (EPS), offered by the Instituto Superior de Engenharia do Porto (ISEP), is a capstone programme designed for undergraduate students in engineering, product design, and business. EPS@ISEP fosters project-based learning, promotes multicultural and interdisciplinary teamwork, and ethics- and sustainability-driven design. This study applies Natural Language Processing techniques, specifically text mining, to analyse project papers produced by EPS@ISEP teams. The proposed method aims to identify evidence of ethical concerns within EPS@ISEP projects. An innovative keyword mapping approach is introduced that first defines and refines a list of ethics-related keywords through prompt engineering. This enriched list of keywords is then used to systematically map the content of project papers. The findings indicate that the EPS@ISEP robotics project papers analysed demonstrate awareness of ethical considerations and actively incorporate them into design processes. The method presented is adaptable to various application areas, such as monitoring compliance with responsible innovation or sustainability policies.
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