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Fernando Moreira is Head of the Science and Technology Department. He is graduated in Computer Science (1992), with an M.Sc. in Electronic Engineering (1997) and PhD in Electronic Engineering (2003), both at the Faculty of Engineering of the University of Porto, and Habilitation (2018). He has been a member of the Science and Technology Department at Portucalense University since 1992, currently as Full Professor. He teaches subjects related to undergraduate and post-graduate studies. He supervises several PhD and M.Sc. students. He is a (co-)author on more than 200 scientific publications with peer-review on international and national journals and conferences. He serves as a member of the Editorial Advisory Board for several journals and books. He organized several special issues from JCR journals. He is associated with NSTICC, ACM, and IEEE. His principal research areas are mobile computing, ICT in Higher Education, Mobile learning, Social business, and Digital transformation. He was awarded with the Atlas Elsevier Award, April 2019.
Cloud computing is a rapidly growing technology that has been implemented in various fields in recent years, such as business, research, industry, and computing. Cloud computing provides different services over the internet, thus eliminating the need for personalized hardware and other resources. Cloud computing environments face some challenges in terms of resource utilization, energy efficiency, heterogeneous resources, etc. Tasks scheduling and virtual machines (VMs) are used as consolidation techniques in order to tackle these issues. Tasks scheduling has been extensively studied in the literature. The problem has been studied with different parameters and objectives. In this article, we address the problem of energy consumption and efficient resource utilization in virtualized cloud data centers. The proposed algorithm is based on task classification and thresholds for efficient scheduling and better resource utilization. In the first phase, workflow tasks are pre-processed to avoid bottlenecks by placing tasks with more dependencies and long execution times in separate queues. In the next step, tasks are classified based on the intensities of the required resources. Finally, Particle Swarm Optimization (PSO) is used to select the best schedules. Experiments were performed to validate the proposed technique. Comparative results obtained on benchmark datasets are presented. The results show the effectiveness of the proposed algorithm over that of the other algorithms to which it was compared in terms of energy consumption, makespan, and load balancing.
Nimra Malik; Muhammad Sardaraz; Muhammad Tahir; Babar Shah; Gohar Ali; Fernando Moreira. Energy-Efficient Load Balancing Algorithm for Workflow Scheduling in Cloud Data Centers Using Queuing and Thresholds. Applied Sciences 2021, 11, 5849 .
AMA StyleNimra Malik, Muhammad Sardaraz, Muhammad Tahir, Babar Shah, Gohar Ali, Fernando Moreira. Energy-Efficient Load Balancing Algorithm for Workflow Scheduling in Cloud Data Centers Using Queuing and Thresholds. Applied Sciences. 2021; 11 (13):5849.
Chicago/Turabian StyleNimra Malik; Muhammad Sardaraz; Muhammad Tahir; Babar Shah; Gohar Ali; Fernando Moreira. 2021. "Energy-Efficient Load Balancing Algorithm for Workflow Scheduling in Cloud Data Centers Using Queuing and Thresholds." Applied Sciences 11, no. 13: 5849.
COVID-19 forced higher education institutions to reinvent themselves. The (usually) face-to-face education has swapped to distance contingency education. This change brought about numerous challenges that impose adjustments in several dimensions, such as pedagogical strategies and the dependence on teaching platforms and computer systems—and, above all, the new relationship between the various actors (students, teachers, and management staff). All the sudden changes, combined with uncertainty concerning what was happening, created several strategies and options. This paper has the main purpose of analyzing the scientific production on higher education of EU27 academic institutions during the 2020 COVID-19 pandemic in journals indexed in Clarivate Analytics’ Web of Science and Elsevier’s Scopus. The sample is composed of 22 articles in total. The results show that the articles were published in 19 journals; their main focuses are Higher Education, COVID-19, and distance learning. In our database, we find several types of concerns, which shows that HEIs have a wide range of dimensions. We intend this article to be an instrument, not only to identify what was done in 2020, but to point out clues for the future.
Sónia Sobral; Natacha Jesus-Silva; Abílio Cardoso; Fernando Moreira. EU27 Higher Education Institutions and COVID-19, Year 2020. International Journal of Environmental Research and Public Health 2021, 18, 5963 .
AMA StyleSónia Sobral, Natacha Jesus-Silva, Abílio Cardoso, Fernando Moreira. EU27 Higher Education Institutions and COVID-19, Year 2020. International Journal of Environmental Research and Public Health. 2021; 18 (11):5963.
Chicago/Turabian StyleSónia Sobral; Natacha Jesus-Silva; Abílio Cardoso; Fernando Moreira. 2021. "EU27 Higher Education Institutions and COVID-19, Year 2020." International Journal of Environmental Research and Public Health 18, no. 11: 5963.
Fernando Moreira. The journal of knowledge engineering special issue on WorldCist '19—Seventh World Conference on Information Systems and Technologies. Expert Systems 2021, 38, e12711 .
AMA StyleFernando Moreira. The journal of knowledge engineering special issue on WorldCist '19—Seventh World Conference on Information Systems and Technologies. Expert Systems. 2021; 38 (4):e12711.
Chicago/Turabian StyleFernando Moreira. 2021. "The journal of knowledge engineering special issue on WorldCist '19—Seventh World Conference on Information Systems and Technologies." Expert Systems 38, no. 4: e12711.
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.
David Fonseca; Janaina Cavalcanti; Enric Peña; Victor Valls; Mónica Sanchez-Sepúlveda; Fernando Moreira; Isidro Navarro; Ernesto Redondo. Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors 2021, 21, 3102 .
AMA StyleDavid Fonseca, Janaina Cavalcanti, Enric Peña, Victor Valls, Mónica Sanchez-Sepúlveda, Fernando Moreira, Isidro Navarro, Ernesto Redondo. Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors. 2021; 21 (9):3102.
Chicago/Turabian StyleDavid Fonseca; Janaina Cavalcanti; Enric Peña; Victor Valls; Mónica Sanchez-Sepúlveda; Fernando Moreira; Isidro Navarro; Ernesto Redondo. 2021. "Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education." Sensors 21, no. 9: 3102.
This paper presents the wide review of the state of the university masters or graduate programs in the discipline of Human-Computer Interaction (HCI) and related areas up to 2020. This work has been done as part of the design and development process of a new interuniversity and international master's program graduate developed between the Universidad Nacional Abierta y a Distancia (UNAD) of Colombia and the Universidad de Lleida (UdL) in Spain. The review was necessary to know what other institutions did, the needs of the market and organizations, contrast with our owns experiences and ideas to propose of graduate program. It was done by searching for information using educational databases, listings that group masters or graduate program at the level of master in these areas, search engines for master's degrees, articles, documents of organizations that work on HCI. The objective of achieving the state of the masters in HCI is to know what universities are teaching worldwide compared to the needs of companies or organizations and if there is a congruence between what is being taught at the level world in the academy and the requirements of organizations.
Gabriel M. Ramirez V.; Yenny A. Méndez; Antoni Granollers; Andrés F. Millán; Claudio C. Gonzalez; Fernando Moreira. State of the Art of Human-Computer Interaction (HCI) Master’s Programs 2020. Advances in Intelligent Systems and Computing 2021, 405 -414.
AMA StyleGabriel M. Ramirez V., Yenny A. Méndez, Antoni Granollers, Andrés F. Millán, Claudio C. Gonzalez, Fernando Moreira. State of the Art of Human-Computer Interaction (HCI) Master’s Programs 2020. Advances in Intelligent Systems and Computing. 2021; ():405-414.
Chicago/Turabian StyleGabriel M. Ramirez V.; Yenny A. Méndez; Antoni Granollers; Andrés F. Millán; Claudio C. Gonzalez; Fernando Moreira. 2021. "State of the Art of Human-Computer Interaction (HCI) Master’s Programs 2020." Advances in Intelligent Systems and Computing , no. : 405-414.
Electroencephalography is proposed as an alternative for evaluating user experience with two interactive systems. Traditionally, evaluation methods are applied either during the interaction, which can disturb the user, or at the end where the user does not usually remember all of their interactions. Therefore, using a BCI (Brain Computer Interface) device as OPEN-BCI as an alternative to evaluate the user experience of a subject while interacts with two interactive systems. In this evaluation were analyzed the sub-bands: alpha, theta and beta. The results show differences in workload and emotions. In addition, consistent analysis of the EEG data, were applied questionnaires, as: SUS, NASA-TLX y SAM, where data showed high consistency.
Sandra Cano; Jonathan Soto; Laura Acosta; Victor Peñeñory; Fernando Moreira. Electroencephalography as an Alternative for Evaluating User eXperience in Interactive Systems. Advances in Intelligent Systems and Computing 2021, 435 -444.
AMA StyleSandra Cano, Jonathan Soto, Laura Acosta, Victor Peñeñory, Fernando Moreira. Electroencephalography as an Alternative for Evaluating User eXperience in Interactive Systems. Advances in Intelligent Systems and Computing. 2021; ():435-444.
Chicago/Turabian StyleSandra Cano; Jonathan Soto; Laura Acosta; Victor Peñeñory; Fernando Moreira. 2021. "Electroencephalography as an Alternative for Evaluating User eXperience in Interactive Systems." Advances in Intelligent Systems and Computing , no. : 435-444.
Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder, and it is defined as the persistent difficulty in maturing the socialization process. By applying different therapies, health professionals have made advances that promise to improve patients’ conditions. Taking advantage of technologies like Artificial Intelligence (AI) techniques, improvements in therapies have been obtained. This article proposes creating a smart mirror to recognize five basic emotions: Angry, Fear, Sad, Happy, and neutral. The above is based on Convolutional Neural Networks (CNN), which can support therapies performed by health professionals to children with ASD.
Rodolfo Pávez; Jaime Díaz; Jeferson Arango-López; Danay Ahumada; Carolina Méndez; Fernando Moreira. Emotion Recognition in Children with Autism Spectrum Disorder Using Convolutional Neural Networks. Advances in Intelligent Systems and Computing 2021, 585 -595.
AMA StyleRodolfo Pávez, Jaime Díaz, Jeferson Arango-López, Danay Ahumada, Carolina Méndez, Fernando Moreira. Emotion Recognition in Children with Autism Spectrum Disorder Using Convolutional Neural Networks. Advances in Intelligent Systems and Computing. 2021; ():585-595.
Chicago/Turabian StyleRodolfo Pávez; Jaime Díaz; Jeferson Arango-López; Danay Ahumada; Carolina Méndez; Fernando Moreira. 2021. "Emotion Recognition in Children with Autism Spectrum Disorder Using Convolutional Neural Networks." Advances in Intelligent Systems and Computing , no. : 585-595.
When a group of people works to achieve a common goal, they refer to collaborative work, which is based on the philosophy of interaction and collaboration, that is about working in conjunction with other individuals to achieve that goal and seeking to reach effective results. For this, it is necessary to start from effective communication, which will lay on the foundations to achieve true collaboration, a non-easy task. A pillar of having such communication is having a shared understanding within the group, since group members may be using the same words for different concepts or different words for the same concepts without realizing. It is for this reason that this paper presents the validation of a process for the shared understanding construction in a problem-solving activity. Specifically, the validation consisted of executing an experiment to statistically contrast whether with the use of the process it is possible to achieve the shared understanding construction when the participants solved a problem related to software process lines. From the statistical analysis, it could be determined that the process is feasible and partly useful. However, some aspects to improve were identified, such as the reduction of the cognitive load that the process involved in its use, and also the incorporation of elements to monitor and assist in the shared understanding construction in such a way that it is maintained throughout the development of the activity.
Vanessa Agredo-Delgado; Pablo H. Ruiz; Alicia Mon; Cesar A. Collazos; Fernando Moreira; Habib M. Fardoun. Applying a process for the shared understanding construction in computer-supported collaborative work: an experiment. Computational and Mathematical Organization Theory 2021, 1 -24.
AMA StyleVanessa Agredo-Delgado, Pablo H. Ruiz, Alicia Mon, Cesar A. Collazos, Fernando Moreira, Habib M. Fardoun. Applying a process for the shared understanding construction in computer-supported collaborative work: an experiment. Computational and Mathematical Organization Theory. 2021; ():1-24.
Chicago/Turabian StyleVanessa Agredo-Delgado; Pablo H. Ruiz; Alicia Mon; Cesar A. Collazos; Fernando Moreira; Habib M. Fardoun. 2021. "Applying a process for the shared understanding construction in computer-supported collaborative work: an experiment." Computational and Mathematical Organization Theory , no. : 1-24.
A Collaborative Learning (CL) process from an inclusive point of view allows the integration of educational didactics, as a process of mediation of knowledge with students. When using a didactic resource, it considers that motivation is important in learning, it facilitates the predisposition of students to participate and get involved, considerably increasing the acquisition and mastery of knowledge. It is important to note that students should be encouraged to be active in nature, understanding skills, creativity, curiosity, and an interest in learning. In this sense, it is necessary to use more active environments, which include the adequate use of Information and Communication Technologies (ICT), where it is articulated as a set of technological and digital means, resources or tools that contribute to the communication and transmission of information, allowing the development of cognitive skills to understand the collaborative learning process in the classroom and identify the use of Information and Communication Resources (RIC), that integrate the communication process synchronously and asynchronously [1]. In this way, digital tools should be considered as part of the learning process in the teacher's methodology. For this study, a Computer-Supported Collaborative Learning (CSCL) approach was designed for the Systems Seminar course of the Systems Engineering program at University Antonio José Camacho (UNIAJC) in Cali (Colombia). The purpose is to make Object-Oriented Programming (OOP) learning not an individual process but a collective one where students play different roles to solve a software-based problem (from requirements specification to software development). This proposal was evaluated though an experts’ review and results show that this approach may be good starting point to implement CL activities in other engineering fields of computer science.
Leandro Flórez-Aristizábal; Clara L. Burbano; Fernando Moreira. Towards a Computer-Supported Collaborative Learning Approach for an Object-Oriented Programming Course. Advances in Intelligent Systems and Computing 2021, 163 -172.
AMA StyleLeandro Flórez-Aristizábal, Clara L. Burbano, Fernando Moreira. Towards a Computer-Supported Collaborative Learning Approach for an Object-Oriented Programming Course. Advances in Intelligent Systems and Computing. 2021; ():163-172.
Chicago/Turabian StyleLeandro Flórez-Aristizábal; Clara L. Burbano; Fernando Moreira. 2021. "Towards a Computer-Supported Collaborative Learning Approach for an Object-Oriented Programming Course." Advances in Intelligent Systems and Computing , no. : 163-172.
Pervasive computing has become a key part of building applications that use fun as a motivating component, this is because it allows the exploration of new interaction schemes by making the concept of space and time ambiguous and confusing, building game mechanics that engage the participant with innovative elements, generating interesting and entertaining experiences. This research describes SocialPG, a model proposal that describes the social expansion as a strategy to enhance game experiences supported by pervasive computing, in this sense, shows its components, how they relate and what is the flow of interaction that a user experiences when getting involved; among the most important aspects is the incorporation of a new role to the traditional game mechanics, the viewer, also, includes an expert validation under Delphi methodology that shows the acceptance of the model and possible opportunities for improvement.
Ramón Valera-Aranguren; Patricia Paderewski Rodriguez; Francisco Luis Gutierrez Vela; Jeferson Arango-López; Fernando Moreira. SocialPG: Proposed Model for Building Pervasive Social Play Experiences. Advances in Intelligent Systems and Computing 2021, 123 -132.
AMA StyleRamón Valera-Aranguren, Patricia Paderewski Rodriguez, Francisco Luis Gutierrez Vela, Jeferson Arango-López, Fernando Moreira. SocialPG: Proposed Model for Building Pervasive Social Play Experiences. Advances in Intelligent Systems and Computing. 2021; ():123-132.
Chicago/Turabian StyleRamón Valera-Aranguren; Patricia Paderewski Rodriguez; Francisco Luis Gutierrez Vela; Jeferson Arango-López; Fernando Moreira. 2021. "SocialPG: Proposed Model for Building Pervasive Social Play Experiences." Advances in Intelligent Systems and Computing , no. : 123-132.
As life expectancy grows and the population requirements for satisfactory health and wellness levels increases, there is a clear opportunity for the incorporation of alternative techniques and tools for promoting health and preventing disease. One of these tools, is the use of thermal water-based treatments, commonly known as thermalism, as tools to trigger patients’ overall wellness. Despite the collective assumption of the effects of thermalism, there is little to no scientific evidence of these treatments, thus impairing the potential of this activity to become more widespread in society. Thus, with this paper, we present a conceptual model for a non-invasive sensing system based on wearables that can monitor a set of patients’ biomarkers which will serve as the basis for the validation of the effects of thermalism. This system will also serve as a management and operation control tool for thermal SPA managers and technical directors.
José Martins; Fernando Moreira; Manuel Au-Yong-Oliveira; Ramiro Gonçalves; Frederico Branco. Digitally Monitoring Thermalism Health and Wellness Effects - A Conceptual Model Proposal. Advances in Intelligent Systems and Computing 2021, 411 -421.
AMA StyleJosé Martins, Fernando Moreira, Manuel Au-Yong-Oliveira, Ramiro Gonçalves, Frederico Branco. Digitally Monitoring Thermalism Health and Wellness Effects - A Conceptual Model Proposal. Advances in Intelligent Systems and Computing. 2021; ():411-421.
Chicago/Turabian StyleJosé Martins; Fernando Moreira; Manuel Au-Yong-Oliveira; Ramiro Gonçalves; Frederico Branco. 2021. "Digitally Monitoring Thermalism Health and Wellness Effects - A Conceptual Model Proposal." Advances in Intelligent Systems and Computing , no. : 411-421.
In Software Process Line Engineering (SPrLE), two main processes are established for the construction of a Software Process Line (SPrL): domain engineering and application engineering. The first refers to the definition of the structural elements of the SPrL, and the second is responsible for deriving process instances that satisfy specific situations (product development and projects with similar characteristics). As a part of domain engineering, the scope of the SPrL must be delimited providing the processes and their features to be reused and established, as well as specifying the situations that these processes will support. Scoping is a complex and vital activity, which can make it easier or more difficult for organizations to achieve a viable SPrL solution, but according to the literature, the definition of scope is in an immature state, which means that its materialization is not systematic. In this article, aspects such as ease of use, utility, and reliability of a proposal for the definition of scope in SPrLs are validated through an experiment. According to the qualitative results obtained, our proposal can be considered useful, organized, consistent, and has enough information. Despite this, there is a conceptual complexity that limits the adequate understanding of all the work involved in defining the scope. Nevertheless, the quantitative results show that our proposal achieves certain reliability and, therefore, repeatability and systematicity in its results.
Pablo H. Ruiz; Vanessa Agredo-Delgado; Alicia Mon; Cesar A. Collazos; Fernando Moreira; Julio A. Hurtado. A Scoping Definition Experiment in Software Process Lines. Advances in Intelligent Systems and Computing 2021, 74 -84.
AMA StylePablo H. Ruiz, Vanessa Agredo-Delgado, Alicia Mon, Cesar A. Collazos, Fernando Moreira, Julio A. Hurtado. A Scoping Definition Experiment in Software Process Lines. Advances in Intelligent Systems and Computing. 2021; ():74-84.
Chicago/Turabian StylePablo H. Ruiz; Vanessa Agredo-Delgado; Alicia Mon; Cesar A. Collazos; Fernando Moreira; Julio A. Hurtado. 2021. "A Scoping Definition Experiment in Software Process Lines." Advances in Intelligent Systems and Computing , no. : 74-84.
Digital transformation is an undeniable reality, and its impact is widespread and global. The digital transformation crosses not only the different sectors and economic activities but also society in general. In this setting, the higher education sector is no exception being continuously affected by advances in digital technologies, which contribute to significant, sometimes drastic, changes in education and training. Therefore, and considering two of the main actors in teaching-learning environment (students and teachers) it can be said that on the one hand, students expect to find dynamic teaching environments enriched with technology. On the other hand, teachers gain by using new tools that not only facilitate content sharing but also lead to greater student motivation among other aspects of the teaching-learning process. As mentioned, technological updates are constant and, consequently, teachers in general, and those in higher education, have the imperative to accompany these same updates and introduce them into the teaching-learning process. Thus, to meet this challenge, teachers themselves must take on the role of students and train and update themselves. Taking advantage of Digital Transformation technology facilitators and realizing the need for updated approaches to address the training of higher education teachers, we propose the use of a model to guide teachers training within Digital Transformation. The approach is a combination of three models that will be applied to Higher Education Teachers Training (HET2).
Fernando Moreira; Maria João Ferreira; Carla Santos Pereira; David Fonseca Escudero; Cesar Collazos; Alex Gomes. Higher Education Teachers Training (HET2) Model: Active Learning in Higher Education Environment. Advances in Intelligent Systems and Computing 2021, 103 -112.
AMA StyleFernando Moreira, Maria João Ferreira, Carla Santos Pereira, David Fonseca Escudero, Cesar Collazos, Alex Gomes. Higher Education Teachers Training (HET2) Model: Active Learning in Higher Education Environment. Advances in Intelligent Systems and Computing. 2021; ():103-112.
Chicago/Turabian StyleFernando Moreira; Maria João Ferreira; Carla Santos Pereira; David Fonseca Escudero; Cesar Collazos; Alex Gomes. 2021. "Higher Education Teachers Training (HET2) Model: Active Learning in Higher Education Environment." Advances in Intelligent Systems and Computing , no. : 103-112.
The number of game experiences based on the player's location has increased recently due to proliferation of and innovation in related technologies. In the educational context, the goal of these games has been to increase the player's skills with respect to a particular topic. When pervasive or narrative components are added; however, complexity of construction and support increases, requiring a tool to manage the information both appropriately and dynamically. Space and pervasiveness of social interaction work together to achieve objectives through the exchange of information between several pervasive games to provide a better game experience. This paper presents a platform enabled to create game experiences based on the player's location to improve students’ skills by applying the pervasive narrative. It then validates a game experience designed and built in a higher education environment.
Jeferson Arango-López; Francisco Luis Gutiérrez Vela; Patricia Paderewski Rodríguez; Fernando Moreira; David Fonseca. Using geolympus to create a pervasive game experience in the higher education context. Universal Access in the Information Society 2021, 1 -13.
AMA StyleJeferson Arango-López, Francisco Luis Gutiérrez Vela, Patricia Paderewski Rodríguez, Fernando Moreira, David Fonseca. Using geolympus to create a pervasive game experience in the higher education context. Universal Access in the Information Society. 2021; ():1-13.
Chicago/Turabian StyleJeferson Arango-López; Francisco Luis Gutiérrez Vela; Patricia Paderewski Rodríguez; Fernando Moreira; David Fonseca. 2021. "Using geolympus to create a pervasive game experience in the higher education context." Universal Access in the Information Society , no. : 1-13.
Teaching computer programming is an important topic. Due to Science and Technology initiatives, these topics are considered in different training cycles. For higher education, students must cultivate fundamental concepts for the development of software applications, which not only contribute to the knowledge of programming languages but also to opening guidelines for computational thinking. However, selecting a proper tool can be complex. Especially for the diversity of alternatives on the web. Further, not all of them meet basic usability requirements. In this study, we present a set of platforms that seek to develop programming skills based on video games. The search consisted of 4 stages: (i) definition of the research questions, (ii) scope review, (iii) execution of search and (iv) platform selection. Finally, we employ a usability heuristic evaluation for a novice programming system to determine best practices.
Jaime Díaz; Jeferson Arango López; Samuel Sepúlveda; Gabriel Mauricio Ramírez Villegas; Danay Ahumada; Fernando Moreira. Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms. Procedia Computer Science 2021, 181, 247 -254.
AMA StyleJaime Díaz, Jeferson Arango López, Samuel Sepúlveda, Gabriel Mauricio Ramírez Villegas, Danay Ahumada, Fernando Moreira. Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms. Procedia Computer Science. 2021; 181 ():247-254.
Chicago/Turabian StyleJaime Díaz; Jeferson Arango López; Samuel Sepúlveda; Gabriel Mauricio Ramírez Villegas; Danay Ahumada; Fernando Moreira. 2021. "Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms." Procedia Computer Science 181, no. : 247-254.
This study seeks to answer the following research question: “What factors can explain the number of patent filing requests made by residents in Brazil at patent offices in Brazil, the United States, Europe, and triadic patent families?”. The methods used in this research are quantitative, using big data from private and public investments in Science and Technology, and about patent deposit numbers in Brazil from 2000 to 2017. A model of linear regression was performed and explains how these investments in Science and Technology influence patent deposit numbers. The results of this research study point towards the importance of universities, up and beyond the traditional training and education aspect of university activity. The importance of public and private innovation investments is also shown to be important. This study shows that the patent registrations in the different regions under analysis are affected by different factors. There is thus no single formula towards the creation of innovation output and governments would do well to continue to invest in higher education while also investing in public research and development activities. Additionally, and not least important, private entities should be continually encouraged to make innovation investments and favourable government policies need to thus exist for this to happen. Finally, the low numbers regarding patent filings in Brazil may be linked to institutional deficiencies in the country. Patent breaches may be difficult to punish, and the judicial system may be slow and untrustworthy, compared to the United States and to Europe—leading to diminished patent registrations in Brazil. A set of implications and recommendations for policy derived from this study and will be strategic for policymakers.
Maria José Sousa; George Jamil; Cicero Eduardo Walter; Manuel Au‐Yong‐Oliveira; Fernando Moreira. Big data analytics on patents for innovation public policies. Expert Systems 2021, e12673 .
AMA StyleMaria José Sousa, George Jamil, Cicero Eduardo Walter, Manuel Au‐Yong‐Oliveira, Fernando Moreira. Big data analytics on patents for innovation public policies. Expert Systems. 2021; ():e12673.
Chicago/Turabian StyleMaria José Sousa; George Jamil; Cicero Eduardo Walter; Manuel Au‐Yong‐Oliveira; Fernando Moreira. 2021. "Big data analytics on patents for innovation public policies." Expert Systems , no. : e12673.
Due to the global pandemic (COVID-19) currently facing humanity, a new environment that promotes teaching–learning is now emerging. This environment that challenges traditional teaching practices created an opportunity for the technology industry to capitalize on by developing creative e-learning platforms that empowers the teaching–learning process, during this ‘emergency’ situation. E-learning scenario is an important element to be considered, as it offers a host of benefits, such as reducing costs, allowing for education on-demand, etc., to its adopters. However, the application of this could bring some challenges, as some of the existing online platforms are not conducive to support clear communication among academic staff. This paper describes a report identifying the main problems faced by teachers and students from different countries in Latin America, when using e-learning platforms in a lockdown scenario, reporting the importance to include aspects related with emotions and awareness.
César Collazos; Habib Fardoun; Deema AlSekait; Carla Pereira; Fernando Moreira. Designing Online Platforms Supporting Emotions and Awareness. Electronics 2021, 10, 251 .
AMA StyleCésar Collazos, Habib Fardoun, Deema AlSekait, Carla Pereira, Fernando Moreira. Designing Online Platforms Supporting Emotions and Awareness. Electronics. 2021; 10 (3):251.
Chicago/Turabian StyleCésar Collazos; Habib Fardoun; Deema AlSekait; Carla Pereira; Fernando Moreira. 2021. "Designing Online Platforms Supporting Emotions and Awareness." Electronics 10, no. 3: 251.
Given the nature of the elements that make up blood, microscopes are fundamental to identifying blood cell morphology. These instruments are expensive, and it is not easy to keep blood samples and their diversity in educational environments. We propose a solution based on virtual reality, that generates reliable blood samples using the automatic creation of images that simulate specific pathologies. As part of its essential characteristics, the proposal allows browsing in larger samples and actions like traditional microscopes’ operation. In this proposal, we analyse academic approaches that detail similar experiences. Then, we describe the technical architecture that supports the sample generation processes. We validated the proposal in four aspects: Amethod of adoption model, the validation of replicated samples, aperformance test, and an educational exercise. The development of the mobile application was able to generate simulations of samples corresponding to a healthy adult and an adult with acute myeloid leukaemia, where users can visualise, explore and obtain data on each of the elements that appear in the sample. This iteration not only verifies its technical feasibility but opens the way for future research on improving education or training processes.
Jaime Díaz; Jeferson Arango-López; Samuel Sepúlveda; Danay Ahumada; Fernando Moreira; Joaquin Gebauer. vNanoscope: a mobile application to support automatic blood sample generation. Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization 2021, 9, 500 -509.
AMA StyleJaime Díaz, Jeferson Arango-López, Samuel Sepúlveda, Danay Ahumada, Fernando Moreira, Joaquin Gebauer. vNanoscope: a mobile application to support automatic blood sample generation. Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization. 2021; 9 (5):500-509.
Chicago/Turabian StyleJaime Díaz; Jeferson Arango-López; Samuel Sepúlveda; Danay Ahumada; Fernando Moreira; Joaquin Gebauer. 2021. "vNanoscope: a mobile application to support automatic blood sample generation." Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization 9, no. 5: 500-509.
In wireless sensor networks for the Internet of Things (WSN-IoT), the topology deviates very frequently because of the node mobility. The topology maintenance overhead is high in flat-based WSN-IoTs. WSN clustering is suggested to not only reduce the message overhead in WSN-IoT but also control the congestion and easy topology repairs. The partition of wireless mobile nodes (WMNs) into clusters is a multiobjective optimization problem in large-size WSN. Different evolutionary algorithms (EAs) are applied to divide the WSN-IoT into clusters but suffer from early convergence. In this paper, we propose WSN clustering based on the memetic algorithm (MemA) to decrease the probability of early convergence by utilizing local exploration techniques. Optimum clusters in WSN-IoT can be obtained using MemA to dynamically balance the load among clusters. The objective of this research is to find a cluster head set (CH-set) as early as possible once needed. The WMNs with high weight value are selected in lieu of new inhabitants in the subsequent generation. A crossover mechanism is applied to produce new-fangled chromosomes as soon as the two maternities have been nominated. The local search procedure is initiated to enhance the worth of individuals. The suggested method is matched with state-of-the-art methods like MobAC (Singh and Lohani, 2019), EPSO-C (Pathak, 2020), and PBC-CP (Vimalarani, et al. 2016). The proposed technique outperforms the state of the art clustering methods regarding control messages overhead, cluster count, reaffiliation rate, and cluster lifetime.
Masood Ahmad; Babar Shah; Abrar Ullah; Fernando Moreira; Omar Alfandi; Gohar Ali; Abdul Hameed. Optimal Clustering in Wireless Sensor Networks for the Internet of Things Based on Memetic Algorithm: memeWSN. Wireless Communications and Mobile Computing 2021, 2021, 1 -14.
AMA StyleMasood Ahmad, Babar Shah, Abrar Ullah, Fernando Moreira, Omar Alfandi, Gohar Ali, Abdul Hameed. Optimal Clustering in Wireless Sensor Networks for the Internet of Things Based on Memetic Algorithm: memeWSN. Wireless Communications and Mobile Computing. 2021; 2021 ():1-14.
Chicago/Turabian StyleMasood Ahmad; Babar Shah; Abrar Ullah; Fernando Moreira; Omar Alfandi; Gohar Ali; Abdul Hameed. 2021. "Optimal Clustering in Wireless Sensor Networks for the Internet of Things Based on Memetic Algorithm: memeWSN." Wireless Communications and Mobile Computing 2021, no. : 1-14.
Virtual reality technologies have grown in complexity and functionality, increasing their relevance in various sectors of activity. Applying these innovations to tourism is advantageous for the organisations, the tourists and even the territories. They can provide multisensory immersivity, simulate actions and movements in real-time, enriching reality using interactive virtual objects. Thus, captivating visitors and showing territories from richer and livelier perspectives. This study describes a review of the adoption of virtual reality technology at the organisational level. In order to adapt the literature review to the tourism topic, the process of analysis of the literature was carried out with a constant concern to analyse research that studied the topic. Assuming the need to further develop the work done and to obtain a confirmation on the contribution resulting from the bibliographic review, a focus group was developed, which allowed several specialists to discuss collaboratively and interactively the research project topics without having to be in face-to-face contact. The results of this study allow not only to acknowledge the relevance of virtual reality for tourism but also to understand how the existing literature and experts are aligned with the identification of opportunities for disruptive development of solutions that trigger tourism destinations and organisational development.
José Martins; Ramiro Gonçalves; Manuel Au-Yong-Oliveira; Fernando Moreira; Frederico Branco. Qualitative analysis of virtual reality adoption by tourism operators in low-density regions. IET Software 2020, 14, 684 -692.
AMA StyleJosé Martins, Ramiro Gonçalves, Manuel Au-Yong-Oliveira, Fernando Moreira, Frederico Branco. Qualitative analysis of virtual reality adoption by tourism operators in low-density regions. IET Software. 2020; 14 (6):684-692.
Chicago/Turabian StyleJosé Martins; Ramiro Gonçalves; Manuel Au-Yong-Oliveira; Fernando Moreira; Frederico Branco. 2020. "Qualitative analysis of virtual reality adoption by tourism operators in low-density regions." IET Software 14, no. 6: 684-692.