2022
Autores
de Almeida, JESC; Carneiro, MA; Silva, MFL; Baptista, RJV;
Publicação
Lecture Notes in Networks and Systems
Abstract
Following the reduced number of female students at ISTEC Porto computer science and engineering courses, we tried to find out what are the factors that might be causing this fact. This gender inequality was found looking back at the data from the last 15 years, clearly showing the gap between male and female students managing to conclude the degree. To point out the reasons and probable explanation a literature review was made to figure out conceivable paths to change this status quo. The article concludes that gender inequality resides on cultural differences as well as in the lack of information about the real role played by women in technology companies, particularly IT companies. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
2022
Autores
Rosa, I; Batista, R; Goncalves, R; Martins, J; Branco, F;
Publicação
2022 17TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
When talking about Cybersecurity, particularly in security incident response plan and processes it is very common and relevant to talk about the ability to detect malicious or suspicious activities and behavior as soon as possible, in other words, in this domain, in Cybersecurity everyone wants to reduce the Mean time to detect (MTTD) or Mean time to respond (MTTR) a potential security incident. The use of Cyber Threat Intelligence CTI indicators can contribute to the reduction of the mean time to detect threats and consequently directly influence the time to response, however there are different types of Cyber Threat Intelligence that serve different purposes. The objective of the study is the development of a reference architecture to support and process data from the most diverse type of data sources in terms of Cyber Threat Intelligence, for example using the combination data from Open Source Intelligence - OSINT sources and honeypots, taking into consideration the advantages and disadvantages of each of these types of data sources to correlate them with each other in order to increase the trust and reliability of the relevant indicators that can be used by security analysts in incident response processes. This paper presents the proposed work for a PhD thesis in Web Science and Technology, scheduled for completion in July 2023. This doctoral thesis falls within the area of Computer Engineering, with applicability in the domain of Cybersecurity and consequently in the subdomain of Threat Intelligence. The research project is in the state-of-the-art study phase. It is expected that the participation in this Doctoral Symposium will provide potential comments that can enhance the growth and complement the ongoing research work.
2023
Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;
Publicação
SUSTAINABILITY
Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.
2022
Autores
Pistono, AMAD; Santos, AMP; Baptista, RJV;
Publicação
TECHNOLOGY AND INNOVATION IN LEARNING, TEACHING AND EDUCATION, TECH-EDU 2022
Abstract
Serious Games have been used in professional training to increase employee engagement and improve the results of training initiatives. This work intends to investigate the influence of game elements, in adaptable Serious Games, according to the users' interactions, on the increase of engagement in the game itself and, as the main goal, on the learning results and the transfer of the acquired knowledge and practised skills to the daily work activities. Using the Design Science Research - DSR methodology, this study aims to develop a framework for the development and evaluation of Serious Games to improve the user experience, the learning outcomes, the transfer of knowledge to work situations, and the application of the skills practised in the game in real professional scenarios. This paper presents an initial Framework for Adaptive Serious Games derived from a systematic literature review. The next steps in this investigation are pointed out following the DSR methodology.
2022
Autores
Pistono, A; Santos, A; Baptista, R;
Publicação
Procedia Computer Science
Abstract
The new education paradigm derived from industry 4.0 indicates that personalised and engaging learning models should be applied to train employees so they can know the related concepts of this industry, have the necessary skills to perform adequately their tasks and correctly use the technologies and tools. This paper presents a qualitative analysis of existing frameworks for training through Serious Games. By analysing the frameworks identified in a previously conducted literature review, this paper shows the frameworks' dimensions, objectives, and trends. Gaps regarding the planned adaptation of Serious Games by the studied frameworks and the lack of relationship between learning outcomes and professional competencies were also presented. © 2022 Elsevier B.V.. All rights reserved.
2012
Autores
Gouveia D.; Lopes D.; Vaz De Carvalho C.; Batista R.;
Publicação
Proceedings 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2012
Abstract
The TIMEMESH game, developed in the scope of the European Project SELEAG, is an educational game for learning history, culture and social relations. It is supported by an extensible, online, multi-language, multi-player, collaborative and social platform for sharing and acquiring knowledge of the history of European regions. The game has been already used, with remarkable success, in different European countries like Portugal, Spain, England, Slovenia, Estonia and Belgium. © 2012 IEEE.
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