11 resultados para Digital services
em CiencIPCA - Instituto Politécnico do Cávado e do Ave, Portugal
Resumo:
In a Europe increasingly aging, it is now recognized the importance and potential of the service industry for ageing well based on information and communication technologies (ICT), as exemplified by the electronic market of social services and health care, the GuiMarket, proposed by the authors. However, this new range of services requires that individuals have advanced digital skills to fully participate in society. Based on the results of a survey made on a sample of 315 individuals, this paper discusses the importance granted GuiMarket and the intended frequency of use, concluding there is a close relationship between ICT access and use that respondents anticipate making of GuiMarket and alike services.
Resumo:
The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.
Resumo:
Purpose – The health and social care sector is receiving growing attention due to the increased life expectancy and to the public demand for a better quality of life and better health services. New cost-efficient approaches are required, and the paper aims to present and discuss the main results of a study undertaken in a Portuguese municipality on the perceived relevance of an e-marketplace of social and healthcare services for the inhabitants in general, and for people with special needs in particular, and the identification of the most relevant services to be offered through this platform. Design/methodology/approach – A wide survey was undertaken to identify the needs of potential users and their expectancies with relation to the proposed platform. The results of the study are a support for the project promoters to understand the viability of the solution and the requirements to the deployment of the pilot experiment, as well as to drive the selection of domains of activities/classes of services to be offered by the platform. Findings – Services such as information about healthcare services, home monitoring/accompanying services 24 hours per day, and personal hygiene services provided at home are the ones recognized by the inquired citizens as the most important, which indicates that the potential users will be mostly people with special needs or their family or caregivers. Originality/value – While still at a preliminary development phase, the project represents a good opportunity to develop a totally innovative service with high potential impact for the senior population and for individuals with special needs.
Resumo:
The health and social care sector is receiving growing attention for the last years, due to the increased life expectancy, the public demand for a better quality of life and for better health services. These requirements can be met with more cost-efficient approaches and using new technology-based solutions for providing services. The paper presents and discusses some of the main results of a study undertaken in Guimarães, a Municipality at the North of Portugal, on the perceived relevance of an e-Marketplace of social and healthcare services for the inhabitants in general, and in particular for people with special needs; the study also included the identification of the most relevant services to be offered by this platform and allowed concluding that such an e-Marketplace is of recognized relevance and that it is expected a good adhesion from the population.
Resumo:
The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.
Resumo:
This paper investigates realism in character computer animation, which triggered the development of new techniques and aesthetic in spectacular cinema and contemporary culture. With the advent of motion or performing capture, animation has made possible that virtual characters or digital creatures reach higher levels in emotional acting, taking place in virtual cinematic worlds or even special effects movies. This technology, when placed at the service of imagination and fantasy can provide new dimensions in character motion and communication. In this context, projects like Peter Jackson’s (2001) The Lord of the Rings, James Cameron’s Avatar (2009) and more recently Steven Spielberg’s Tintin (2011) demonstrate that motion technology is constantly evolving, and it represents a credible option to explore new techniques and aesthetic in contemporary animation.
Resumo:
O presente estudo tem como objecto central o livro ilustrado e tem como objectivo principal compreender as diferenças entre dois modelos: o livro impresso e o livro digital. Partindo de um objecto de estudo concreto, um livro tradicional em formato impresso desenvolvido na disciplina de Ilustração no contexto do Mestrado de Ilustração e Animação do Instituto Politécnico do Cávado e do Ave, é nosso objectivo perceber as principais diferenças que ocorrem na transição para um suporte digital, especificamente num formato iPad, assim como enunciar algumas das metodologias possíveis para que esta transição seja eficaz. Num momento de transição como o que vivemos actualmente, em que o ilustrador tem cada vez mais necessidade de se adaptar a novos meios, novas ferramentas de trabalho e novas formas de comunicação, importa reflectir sobre a natureza do livro e sobre as características que distinguem os dois suportes, o tradicional e o digital. Assim, é nossa intenção perceber essas diferenças e enunciar alguns dos procedimentos que o ilustrador deve ter em conta quando experimenta a transição de um objecto de ilustração para um meio digital táctil como é o iPad.
Resumo:
O presente estudo tem como objeto central o livro ilustrado e como principal objetivo compreender as diferenças entre dois modelos: o livro impresso e o livro digital. Partindo de um objeto de estudo concreto, um livro tradicional em formato impresso, é nosso objetivo perceber as principais diferenças que ocorrem na transição para um suporte digital, especificamente num formato iPad. Pretendemos também enunciar algumas das metodologias possíveis para que esta transição seja eficaz. Num momento de transição como o que vivemos atualmente, em que o ilustrador tem cada vez mais necessidade de se adaptar a novos meios, novas ferramentas de trabalho e novas formas de comunicação, importa refletir sobre a natureza do livro e sobre as características que distinguem os dois suportes: o tradicional e o digital. Assim, é nossa intenção identificar e perceber essas diferenças e enunciar alguns procedimentos a ter em conta quando o ilustrador experimenta a transição de um objeto de ilustração para um meio digital tátil, como é o iPad.
Resumo:
The real Cloud and Ubiquitous Manufacturing systems require effectiveness and permanent availability of resources, their capacity and scalability. One of the most important problems for applications management over cloud based platforms, which are expected to support efficient scalability and resources coordination following SaaS implementation model, is their interoperability. Even application dashboards need to easily incorporate those new applications, their interoperability still remains a big problem to override. So, the possibility to expand these dashboards with efficiently integrated communicational cloud based services (cloudlets) represents a relevant added value as well as contributes to solving the interoperability problem. Following the architecture for integration of enriched existing cloud services, as instances of manufacturing resources, this paper: a) proposes a cloud based web platform to support dashboard integrating communicational services, and b) describe an experimentation to sustain the theory that the effective and efficient interoperability, especially in dynamic environments, could be achieved only with human intervention.
Resumo:
Cada vez mais os indivíduos necessitam de competências digitais avançadas para participar plenamente na sociedade. Numa Europa em crescente envelhecimento é atualmente reconhecida a importância e o potencial da indústria de serviços para envelhecer bem baseados nas tecnologias de informação e de comunicação (TIC), de que é exemplo o mercado eletrónico de serviços sociais e de cuidados de saúde, o GuiMarket, proposto pelos autores para um município do Norte de Portugal. Com base nos resultados de um inquérito realizado junto de uma amostra de 315 indivíduos, o artigo discute a importância reconhecida a tal serviço e a frequência de utilização prevista, concluindo existir uma íntima relação entre o acesso às TIC e a utilização que os inquiridos preveem fazer do GuiMarket.
Resumo:
The authors are developing a pilot project for a Municipality in the North of Portugal, envisaging the definition and implementation of an e-marketplace for healthcare and social services, in order to facilitate the interaction between healthcare and social services professionals and people with special needs (or their relatives). Based on the results of a survey on user needs analysis and expectations conducted in 2011, the paper discusses the relevance and interest of such platforms and the main drivers and motivations of the population for using such services, as well as which services would motivate citizens to use the platform. The results of the study will be used to select the products and services perceived to be the most desired by the potential users. The paper thus makes three main contributions: (1) the results of the study confirm the interest and the perceived potential of such a service, from the end-users perspective; (2) the findings support the advantage of expanding this pilot project to a full scale implementation; and (3) the performed analysis improves our understanding of the relations between the characteristics of the inquired population and the perceived interest in such platforms.