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Publicações

Publicações por CITE

2020

Coronavirus: A catalyst for change and innovation

Autores
Mention, AL; Ferreira, JJP; Torkkeli, M;

Publicação
Journal of Innovation Management

Abstract
As we write this editorial, people around the world are apprehensive about their future; some are at home; some are thinking about the loved ones they cannot visit; some, unfortunately, are dying. We watch the graphs and listen to the daily news of new coronavirus cases, but be it just one or one thousand, for the those close of the ones affected, the impact is catastrophic. (...)

2020

Using hurdle models to appraise the non-linear effect of age in entrepreneurship

Autores
Costa, J; Xavier, A; Pita, M; Guimarães, C;

Publicação
Proceedings of the European Conference on Research Methods in Business and Management Studies

Abstract
Senior entrepreneurship is getting increasing prominence in research, academia, and business. Given the demographic shifts occurring in Western Europe, it is also becoming a nuclear topic of interest for policymakers. Still, existing literature overlooked the emergent trend encompassing older individuals which, with different leitmotifs, starting-up new enterprises after decades as employees. In doing so, they convey formal and informal knowledge, networks, experience, savoir faire, and financial endowments, nurtured along the years, which is an evident advantage compared to the younger counterparts. Due to the raising number of negative experiences in the job market, either in getting or maintaining a position, senior workers look up for alternatives. Sometimes being pushed by necessity, other times pulled by opportunity identification and independence, seniors are increasingly making their best to overcome unsatisfying or insufficient conditions as employees. Enhancing entrepreneurial initiative across older individuals is urgent for policy makers due to the need to find occupation for an aging population and their contribution to income generation, at the same time, social and human capital will be leveraged, multiplying the effects of other policy actions such as education. Using the GEM database, this article aims to offer an overview on the role of age in entrepreneurial intention and its nature, addressing the nonlinearities of the effect. This new methodological framework can be used as a basis for future empirical research on the topic of senior entrepreneurship; additionally, it aims contributing to a better understanding of the role of age in shifting the individual reasons for starting a business, controlling for other individual characteristics. The identification of the particular features of the different age cohorts along with gender, education, social context or macro-economic contexts will shed some light on the specific policy packages needed to reinforce the entrepreneurial initiative as a vehicle to promote sustainable and inclusive growth along the European Countries.

2020

Adoption of a Serious Game in the Developing of Emotional Intelligence Skills

Autores
Almeida, F;

Publicação
EUROPEAN JOURNAL OF INVESTIGATION IN HEALTH PSYCHOLOGY AND EDUCATION

Abstract
Emotional intelligence is intrinsically associated with the ability to understand, manage, and express feelings and deal with other people's emotions. This competence is essential for the formation, development, and maintenance of personal and professional relationships. Furthermore, emotional intelligence can be extensively worked out and developed over time, which allows each individual to become a better professional. Nevertheless, the perception that higher education students have about the importance of emotional intelligence remains residual and there are few contexts that allow them to develop emotional intelligence skills. In this sense, this study proposes the use of a serious game to assess and develop emotional intelligence skills in the context of an entrepreneurship discipline attended by multidisciplinary students from the courses of management and computer engineering. The performance of students is measured and discussed considering a mixed methods approach. The findings indicate the existence of a correlation between the player's emotional intelligence skills and his performance in the game, and this occurrence is common to students regardless of their course, gender, age, and number of years of professional experience. The study also explores the importance of emotional intelligence considering the distinct profile of students.

2020

Promoting Healthy Food Habits Through an mHealth Application

Autores
Carvalho, I; Almeida, F;

Publicação
Advances in Medical Technologies and Clinical Practice - Mobile Devices and Smart Gadgets in Medical Sciences

Abstract
MHealth involves the provision of health products, services, and information through mobile and wireless technologies. Companies and institutions in the healthcare sector are progressively proposing innovative mhealth solutions that simultaneously reduce costs and improve the quality of life of citizens. In this chapter, a mobile app is proposed to promote healthy food habits through better management of the food each person has at home. This app intends to reduce food waste and promotes the development of good food practices based on the nutritional value of each recipe and the indication of potential allergies to ingredients. The development of the app was based on the best practices of Mobile UX, which is fundamental to offer intuitive interaction and rapid learning for the user. Furthermore, other factors also relevant in the context of mobile apps were considered in the development, namely usability, data backup, performance, security, scalability, and interoperability.

2020

The Contribution of Serious Games for the Success of Students in Entrepreneurship

Autores
Almeida, F;

Publicação
IT Issues in Higher Education - Advances in Higher Education and Professional Development

Abstract
The adoption of serious games as a complement to traditional classroom training is still an emerging theme, but it offers relevant potentialities for both students and teachers. This study describes the integration process of serious games in an entrepreneurship course over five years (2014-2018). In the first three years, the ENTRExplorer was adopted, while in the last two years the FLIGBY was used. The experience of using entrepreneurship serious games is analyzed according to multiple perspectives, such as complexity, generation of more entrepreneurial or group working skills, engagement, interactivity, learning outcomes, or even the impact on the intention to establish a new venture. The findings allowed a comparative analysis of the two games, indicating significant differences in some of those dimensions. Nevertheless, the learning outcomes provided by each game were considered relevant by the students, showing that both games can be useful in the process of learning and acquiring entrepreneurship competencies.

2020

Privacy and Security Challenges in the Internet of Things

Autores
Almeida, F; Lourenço, J;

Publicação
Encyclopedia of Criminal Activities and the Deep Web

Abstract
Internet of things (IoT) is increasingly present in our lives. As a consequence of connecting devices, IoT can make people's lives more convenient and comfortable. However, despite unquestionable benefits offered by IoT, there is still a great deal of concern from users and companies about the security and privacy of their data. In this sense, this study conducts a qualitative study based on three case studies of companies in the IoT field, which aims to characterize how these IoT companies look at the security and privacy challenges posed by IoT. The findings allowed the authors to identify the main challenges faced by IoT companies during the past years, the main privacy risks exposed by IoT devices, and the countermeasures that companies and users can adopt to increase the security of IoT.

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