Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Sobre

Sobre

Investigador no INESC TEC desde 2022, onde tem vindo a colaborar no Centro de Engenharia de Sistemas Empresariais (CESE), na área de Arquitetura e Desenvolvimento de Sistemas Empresariais de Apoio às empresas. É Professor Convidado na Escola Superior Tecnologia e Gestão (ESTG) do Instituto Politécnico do Porto (IPP) desde 2022, onde leciona as unidades Curriculares de Engenharia de Software, abordando temas essenciais à Arquitetura e Qualidade de Software e Gestão do Desenvolvimento de Software.


Trabalhou noutras empresas de Consultoria na área de Sistemas de Informação aplicados à Indústria, participando em vários projetos com vista à transição digital e capacitação das empresas da área.


Mestrado em Engenharia Informática, na Escola Superior de Tecnologia e Gestão no Instituto Politécnico do Porto, onde desenvolveu a sua dissertação com o nome "Análise de Dados de Fornecedores e Subcontratados para Apoio à Tomada de Decisão no Planeamento de Produção: O Caso do Cluster do Calçado". Resultou da sua dissertação uma contribuição para o projeto CNI4.0 Foot, com a implemantação de dois algoritmos de Machine Learning, um na Classificação de Fornecedores e outro na Previsão das Datas de Entrega de Matéria-Prima, estes dois algoritmos estão integrados no ERP de um empresa parceira do INESC TEC.


Licenciado em Engenharia Informática, na Escola Superior de Tecnologia e Gestão no Instituto Politécnico do Porto.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Ricardo Ferreira
  • Cargo

    Investigador
  • Desde

    09 maio 2022
004
Publicações

2024

Industrial Data Sharing Ecosystems: An Innovative Value Chain Traceability Platform Based in Data Spaces

Autores
Freitas, J; Sousa, C; Pereira, C; Pinto, P; Ferreira, R; Diogo, R;

Publicação
GOOD PRACTICES AND NEW PERSPECTIVES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 2024

Abstract
Considering the great challenge of implementing digital tools to improve collaboration in the value chain and promote the adoption of circularity strategies, as is the case with digital traceability tools and digital product passports. This paper presents an innovative proposal for implementing an industrial data sharing ecosystem, namely an architecture and platform for digital traceability between entities based on Data Spaces. To validate our proposal, a use case scenario was implemented as part of the BioShoes4All project.

2024

Digital Product Passport Architecture for Boosting Circularity in Footwear Industry

Autores
Sousa, C; Ferreira, R; Pinto, P; Pereira, C; Rebelo, R;

Publicação
Procedia Computer Science

Abstract
This paper discusses the Digital Product Passport (DPP) as a key tool for achieving a circular economy. An architecture of the DPP is presented built upon the principles of data spaces and W3C Decentralized Identifiers (DIDs). By leveraging data spaces, the DPP enables secure and controlled data exchange among stakeholders, fostering transparency, traceability, and collaboration throughout the product's lifecycle. The use of decentralized identifiers ensures the uniqueness and verifiability of product-related information, facilitating seamless access and sharing of data. The DPP architecture offers a promising framework for realizing the circular economy by promoting resource efficiency, sustainable practices, and informed decision-making. © 2024 The Author(s). Published by Elsevier B.V.

2022

Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning

Autores
Silva, F; Ferreira, R; Castro, A; Pinto, P; Ramos, J;

Publicação
METHODOLOGIES AND INTELLIGENT SYSTEMS FOR TECHNOLOGY ENHANCED LEARNING

Abstract
Gamification is a topic which aims to apply game elements to real world tasks, that results in a pleasant influence over a user behaviour towards an objective. Learning is one of the fields where gamification has been implemented and experimented to motivate students and improve their learning process. The first iterations account for the use of game elements such as points, levels and badges or achievements based on task completion according to rules set before. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance. In this article we introduce the application of virtual reality, augmented reality, and machine learning as tools to improve upon the standard application of gamification, making the experience more immersive to the user. We hope to advance gamification to account for more elements, such as digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.

2022

Data-Driven Production Planning Approach Based on Suppliers and Subcontractors Analysis: The Case of the Footwear Cluster

Autores
Ferreira, R; Sousa, C; Carneiro, D; Cardeiro, C;

Publicação
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.

Abstract