Arnaldo Santos

Prof. Arnaldo Santos

orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 May 2024 in IEEE Access
Verified
Journal Article
Open access
SMSilvia Moreira
Silvia Moreira
Henrique São MamedeHenrique São Mamede
Henrique São Mamede
ASArnaldo Santos
Arnaldo Santos
Business Process Automation has been gaining increasing importance in the management of companies and organizations since it reduces the time needed to carry out routine tasks, freeing employees for other, more creative and exciting things. It can be applied in the most varied business areas. Organizations from any sector of activity can also adopt it. Given these benefits, the granted success in transforming business processes would be expected. However, automation initiatives still fail. Adopting this technology can raise social, technological, ethical, methodical, and organizational issues. These facts have triggered the necessity for a summary that could extract more information about how to implement Business Process Automation (BPA), attending to the administrative processes, especially when applied in Small and Medium-sized Enterprises (SMEs). This study aims not only to review the available literature on how to implement BPA but also to typify the processes that can be automated, which technologies or tools exist for making that change, and influence factors in the procedure of BPA. We have covered more than 300 research papers published between 2016 and 2023 in reputable scientific data sources like Scopus, Web of Science/Clarivate, and ScienceDirect/Elsevier. The review revealed some paths for BPA, with some common steps. In addition, some common process characteristics fundamental to automation are exposed, as well as factors that are critical to an organization for successful automation. The results indicate that BPA is an established area in Business Process Management related to technologies/tools like Robotic Process Automation (RPA) or Cognitive-Robotic Process Automation (C-RPA), Workflow Management Systems (WfMS), Enterprise Resource Planning (ERP), and Blockchain. As far as we observed, this Systematic Literature Review (SLR) is a unique study that covers all the environmental variables for applying automation in business processes.

7 March 2024 in Computer Applications in Engineering Education
Verified
Journal Article
Open access
APAlvaro Marcos Antonio de Araujo Pistono
Alvaro Marcos Antonio de Araujo Pistono
ASArnaldo Santos
Arnaldo Santos
RBRicardo José Vieira Baptista
Ricardo José Vieira Baptista
Henrique São MamedeHenrique São Mamede
Henrique São Mamede
Professional training presents a significant challenge for organizations, particularly in captivating and engaging employees in these learning initiatives. With the ever‐evolving landscape of workplace education, various learning modes have emerged within organizations, and e‐learning stands out as a prominent choice. This increasingly cost‐effective and adaptable solution has revolutionized training by facilitating numerous learning activities, including the seamless integration of educational games driven by cutting‐edge technologies. However, incorporating serious games into educational and professional settings introduces its own set of challenges, particularly in quantifying their tangible impact on learning and assessing their adaptability across diverse contexts. Organizations require a consistent framework to guide best practices in implementing e‐learning combined with serious games in professional training. The primary objective of this research is to bridge this gap. Rooted in the methodology of Design Science Research, it aims to provide a comprehensive framework for creating and assessing adaptive serious games that achieve desired learning and engagement outcomes. The overarching goal is to enhance the teaching–learning process in professional training, ultimately elevating student engagement and boosting learning outcomes to new heights. The proposal is grounded in a review of literature, expert insights, and user experiences with Serious Games in professional training, considering learning outcomes and forms of adaptation as essential characteristics for developing or evaluating Serious Games. The result is a framework designed to guide learners toward improved learning outcomes and increased engagement. The proposal underwent evaluation through triangulation, involving focus groups and expert interviews. Additionally, it was utilized in the development and assessment of a Serious Game, offering new insights and application suggestions. This experiment provided an evaluation of the framework based on real courses. In summary, this investigation contributes to the development of evidence‐based approaches for the effective use of Serious Games in professional training.

20 April 2023
Verified
Book Chapter
Closed access
PDF file
SMSílvia Moreira
Sílvia Moreira
Henrique São MamedeHenrique São Mamede
Henrique São Mamede
ASArnaldo Santos
Arnaldo Santos

1 March 2010
Verified
Conference Paper
Closed access
AVAndreas Vilela
Andreas Vilela
MCMárcio Cardoso
Márcio Cardoso
DMDaniel Martins
Daniel Martins
ASArnaldo Santos
Arnaldo Santos
LMLúcia Moreira
Lúcia Moreira
Leonel MorgadoLeonel Morgado
Leonel Morgado
Mass adoption of virtual world platforms for education and training implies efficient management of computational resources. In Second Life Grid and OpenSimulator, commonly used for this purpose, a key resource is the number of servers required to support educational spaces. Educational activities can take place at different altitudes over the same virtual land, for different classes. This way a single virtual world server can sustain several different educational spaces/classes, reducing the number of servers needed to make available different classrooms or other educational spaces. One issue whose importance is emphasized in such conditions is that of class privacy, bearing in mind that most privacy-management features of these platforms are land-based, not space-based. In this paper, we provide an overview of the issues to consider when planning privacy in these platforms and the methodologies that can be developed and implemented to ensure it at an adequate level, including the extra privacy possible in OpenSimulator regarding Second Life Grid.


1 April 2012
Verified
Conference Paper
Closed access
Leonel MorgadoLeonel Morgado
Leonel Morgado
Benjamim FonsecaBenjamim Fonseca
Benjamim Fonseca
PMPaulo Nogueira Martins
Paulo Nogueira Martins
Hugo ParedesHugo Paredes
Hugo Paredes
GMGonçalo Alexandre Cruz Conde de Matos
Gonçalo Alexandre Cruz Conde de Matos
ASArnaldo Santos
Arnaldo Santos
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach.