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- The effect of consumer participation during the new product development process on consumer brand identification: A gaming industry studyPublication . Correia, Ricardo; Jakutis, Lauryas; Vilkaitis, Karolis; Survilaite, Eimante; Venciute, Dominyka; Sousa, João PauloThis study examines the role of consumer participation in the new product develop- ment process within the gaming industry, focusing on its impact on Consumer Brand Identification (CBI), with brand attractiveness as a mediating factor. Using a between-subjects experimental design, we tested three scenarios of consumer partic- ipation and analyzed the data with one-way ANOVA and mediation analysis. The findings reveal that although consumer involvement enhances brand attractiveness, it does not significantly increase brand identification. This research provides new insights into the limited effects of consumer participation on deepening brand con- nections despite its positive influence on brand perception. This study is one of the first to empirically explore the varying impacts of consumer participation on CBI within the gaming sector, offering a nuanced understanding of its role in shaping brand perception. Practical implications suggest that while consumer involvement is beneficial for enhancing brand attractiveness, its effectiveness in fostering brand identification is limited, and marketers should temper expectations when employing this strategy.
- Artificial intelligence and the tourism film: Challenges and possibilitiesPublication . Fernandes, Tiago; Tavares, Rogério; Sousa, João Paulo; Correia, RicardoToday, the importance of audiovisual production in the tourism industry is undeniable. Whether it’s through products designed specifically to promote a particular territory, such as tourism films, or the recent phenomenon known as “film tourism,” in which tourists travel to places they know from the movies, this reality ends up being valued and celebrated at festivals dedicated specifically to this area, such as the Portuguese festival “Art&Tur - International Tourism Film Festival,” the German festival “The Golden City Gate,” part of “ITB Berlin,” or the “World Tourism Film Awards,” organized by the CIFFT - International Committee of Tourism Film Festivals. With the recent massification of artificial intelligence, which even though it’s not a recent technology has become the order of the day due to the recent events involving the company Open AI and, more specifically, its online chatbot Chat GPT, the population in general and the scientific community in particular have begun to take a closer look at AI. In the specific case of audiovisual production, while there were a number of tools that already made use of technology in the past and were mainly used in the post-production process (special effects, sound manipulation, etc.), the truth is that AI currently presents some challenges and, on the other hand, some potential, precisely in the first phase of designing an audiovisual work, more specifically, in pre-production. The aim of this chapter is to focus an analysis on the specific case of audiovisual productions conceived in the context of the tourism industry and, from there, try to understand how AI can be an important tool in the creative phase of script design for these works. In the absence of a specific bibliography on the case under analysis, some possibilities for using artificial intelligence to enhance the reach and effectiveness of an audiovisual product designed, above all, to highlight a particular territory or tourist experience will be raised.
- Actas da videojogos 2020Publication . Barbedo, Inês (Ed.); Barroso, Bárbara (Ed.); Legerén, Beatriz (Ed.); Roque, Licínio (Ed.); Sousa, João Paulo (Ed.)The 12th Edition of the International Conference on Videogame Sciences and Arts, Videojogos2020, is a joint organization of the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV). This year, due to the pandemic context, activities were conducted online.
- Literature Review on the XR Technologies in Tourism: one Decade of Virtual Continuum in TourismPublication . Tavares, Rogério; Sousa, João Paulo; Correia, Ricardo; Fernandes, TiagoThis chapter begins with a concise overview of recent studies and reports on how the tourism industry is embracing digital transformation. This initial section aims to provide context for the current significance of technology adoption in tourism and an insight into the prevailing strategies and challenges faced by the industry. In light of this context, it becomes essential to delve into the scientific literature to comprehend how it reflects the evolution of technology adoption within tourism, including themes under investigation and potential trends. Hence, the following section delves into a bibliometric analysis of scientific production related to the use of technologies in tourism over the past decade. This study enables us to gain a comprehensive understanding of the evolving scientific literature on technology adoption in tourism and it sets forth an agenda for future research, paving the way for advancements in the realm of new digital technologies in the tourism sector.
- 12th International Conference on Videogame Sciences and Arts: book of abstractsPublication . Barroso, Bárbara (Ed.); Legerén, Beatriz (Ed.); Mainer Blanco, Belén (Ed.); Costa, Carlos Casimiro da (Ed.); Barbedo, Inês (Ed.); Valadares, Jeferson (Ed.); Sousa, João Paulo (Ed.); Palinhos, Jorge (Ed.); Roque, Licínio (Ed.); Wiemker, Markus (Ed.); Gomes, Rogério Azevedo (Ed.); Tavares, Rogério Júnior Correia (Ed.); Tanja Korhonen (Ed.)Livro de resumos do 12th International Conference on Videogame Sciences and Arts, realizado na Escola Superior de Comunicação, Administração e Turismo em 26-28 Novembro de 2020
- The role of cloud computing in the development of information systems for SMEsPublication . Cunha, Carlos R.; Morais, Elisabete Paulo; Sousa, João Paulo; Gomes, João PedroThis paper presents a review of the main characteristics of cloud computing, where they are exposed, their main components and ways of use. In addition to the technological review that is done, is also carried out. To understand how cloud computing can lead to a powerful ally of SMEs in the context of organizational competitiveness in a world where the role of information systems for a long time proved decisive, it is a reflection that the SMEs, whose core business is not technology, need to be carried out.
- IPtel - um sistema de IPtel com suporte para vídeo utilizando o protocolo SIPPublication . Sousa, João Paulo; Carrapatoso, EuricoEstudos recentes apontam que o tráfego de dados em breve excederá o tráfego telefónico, se tal já não tiver acontecido. Estes indicadores, juntamente com mais e melhores acessos à Internet, tornam cada vez maior o interesse em transportar voz e vídeo sobre redes de dados. Neste contexto nasce a Telefonia sobre IP, que oferece através desta infra-estrutura a oportunidade de criar sistemas globais de comunicação multimédia. A redução de custos e a facilidade na implementação de serviços inovadores são argumentos que justificam a forte evolução da IPtel e a tendência eventual de substituir a rede telefónica analógica. O Session Initiation Protocol (SIP), utilizado no desenvolvimento deste serviço, é um protocolo de sinalização e controlo de chamadas entre dois ou mais participantes, que tem ganho uma grande aceitação por parte de empresas ligadas ao mundo das comunicações. Desenvolvido com uma arquitectura normalizada e aberta pela Internet Engineering Task Force (IETF), espera-se que o SIP tenha o mesmo impacto no mundo das comunicações IP que o SMTP teve no e-mail e o HTTP na Web. O SIP anuncia ainda a convergência dos equipamentos e serviços de comunicações, permitindo integrar facilmente serviços de Internet como Web, e-mail, correio de voz, mensagens instantâneas, colaboração multimédia e presença (informação sobre se um utilizador está ou não disponível para comunicar). Nesta dissertação é feito um estudo sobre a evolução das diferentes partes que integram o serviço IPtel. São ainda referidas as vantagens na criação de novos serviços e obstáculos a ultrapassar por esta tecnologia de modo a poderem consolidar-se no mercado das comunicações. São apresentados diversos protocolos tipicamente usados na arquitectura protocolar da IPtel e que serão estudados, para suportar a criação do serviço sIPtel. É feita uma apresentação do serviço de Telefonia sobre IP e é explicada a arquitectura e o funcionamento do protocolo SIP, utilizado para o desenvolvimento da parte de sinalização do sIPtel. É ainda detalhado o desenvolvimento de um serviço que permite a criação, controlo e finalização de sessões de áudio e vídeo entre dois utilizadores através do protocolo SIP e por fim são realizados testes de modo a avaliar a capacidade de interoperabilidade do serviço implementado. Palavras chave: Telefonia sobre IP, Protocolos, Sinalização, Codificadores de áudio, Codificadores de vídeo, Java.
- Towards a platform for a supplier quality management systemPublication . Sousa, João Paulo; Cunha, Carlos R.; Morais, Elisabete Paulo; Gomes, João PedroToday any OEM automotive industry that wants a status of a world-class organization has to follow a proper supplier quality management based on the worldwide recognized international standards. With this, the customer within a supply chain should have the sureness that the company has supplier capabilities in place to provide a service that consistently meets its needs and expectations. Although some of this Supplier Quality Management Systems (SQMS) are deeply integrated and used inside of an organization, sometimes they are implemented using inappropriate or limited tools, making the work of employees harder and acting often as entropy sources in those systems. Having the right tools to handle Inspections as well as Nonconformance, Complaint, Corrective Action and Concession processes is key to successfully track the supplier performance. This paper presents a platform to support a SQMS, that fits the technical specification ISO/TS 16949 requirements.
- Videogame sciences and arts: 12th international conference, VJ 2020Publication . Barbedo, Inês (Ed.); Barroso, Bárbara (Ed.); Legerén, Beatriz (Ed.); Roque, Licínio (Ed.); Sousa, João Paulo (Ed.)The 12th Conference on Videogame Sciences and Arts – Videojogos 2020 – was virtually held from Mirandela, Portugal, during November 26–28, 2020. Due to the COVID-19 pandemic context, activities were mostly conducted online, with participants from several countries. The conference was jointly organized by the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV). The annual conferences of the SPCV promote the scientific gathering of researchers and professionals in the expanded interdisciplinary field of videogames, usually held in Portugal. This year, 11 years after the first event, SPCV and the co-organizers adopted a full international profile with English as the main working language. Indeed, both videogame academia and industry have been challenged over the past decade with the need to generate a confluence of different knowledge bases – from gameplay experience to art and design, in diverse materials and forms, AI, graphics, and other forms of computation and engineering, sound design, psychology, social and media studies, communication, and marketing, among others. In addition, games have been increasingly adopted as cultural artifacts in a hobbyist and cottage market and, therefore, presenting digitally mediated innovations in this popular but somewhat saturated global market is an increasingly demanding challenge. As in previous editions, this conference gathered researchers and other professionals in the extended area of videogames, teachers and students, in a common forum to discuss videogame related topics and their impact on various aspects such as society, health, heritage, economy, or education. The goal of Videojogos is to promote the exchange of ideas, and share experiences and results in the areas of interest, through presentations, workshops, interactive demos, and panels. From game design to the study of games in society, from player-centric to game-centric approaches, from interpretative studies to generative techniques, several works addressed key aspects of games and play, to bring forth updates to the body of knowledge and fundamental concepts in gameplay, balance and fairness, narrative fantasies, and flow experiences, which may lead to innovations in the way game environments are received in the gamer community. In these proceedings, we open with a series of studies on relationships between the industry and society. Bruno Freitas, Ruth Contreras-Espinosa, and Pedro Correia address e-sports sponsorships and industry relationships with audiences. Flávio Nunes, Pedro Santos, Patrícia Romeiro, and Camila Pinto map the evolving trends in the Portuguese industry (2016–2020). Maitane Junguitu Dronda brings an insider’s view on video games specialized media in the Basque language. Joana Mendes and Cristina Queirós address the industry old topic of “Crunch Time” and its effects like burnout and related job challenges in game development. In the second section Néstor Jaimen Lamas addresses the perspective of game-based learning in science fiction. Then, Pedro Beça, Cláudia Ortet, Mónica Aresta, Rita Santos, Ana Veloso, and Sofia Ribeiro bring a design instrument for supporting the construction of game narratives using a toolkit to game design (work was distinguished as the Best Paper). The third section focuses on development techniques. Samuel Gomes, Tomás Alves, João Dias, and Carlos Martinho bring an innovative study of reward-mediated individual and altruistic behavior. Leading work in audio interface games, Gonçalo Baptista, Diogo Rato, and Rui Prada exploit the narrative scenario of “Interviewing a Virtual Suspect” as a basis for developing conversational game characters using Alexa. Pedro M. A. Fernandes, Pedro M. A. Inácio, Hugo Feliciano, and Nuno Fachada’s study of evolutionary heuristics in the ColorShapeLinks board game competition. Augusto Dias, Juliano Foleiss, and Rui Pedro Lopes present a study of applicability of reinforcement learning in the context of tower defense games. This book contains a selection of 10 papers from authors at reputed institutions in Portugal, Spain, and Brazil, which resulted from a selection of papers based on a double-blind peer review process, with a minimum of three reviews from an international panel, leading to a 40% acceptance rate. All these contributions address novel research and contribute developments or outcomes internationally relevant in the videogame research context, in a confluence of diverse scientific areas, such as multimedia, communication, computation and information technology, education, psychology, sociology, geography, media arts, marketing, etc. This selection, obtained under very difficult conditions (conference submission, review, and organization at the height of the COVID-19 pandemic) confirms the decision to move the Videojogos conference out of the national domain, and towards an international platform reflecting global interests and relevance across diverse societies and geographies. This organizational change contributed to stabilize and further invest in the internationalization challenge assumed by the Portuguese Society of Videogames Sciences: to open up critically, and reflect and integrate views and ideas across international boundaries, towards a wider audience, whilst always striving for a holistic perspective, identifying trends and future directions. In this effort the bridge across Iberian and Latin-American countries is still notorious, although the evolution of the Program Committee leans towards an even more inclusive future profile of the conference organization. To bridge the gap between industry and academia, representatives from industry were present and developed key roles in the organization of Videojogo 2020. Moreover, the conference included invited keynotes that addressed key aspects of game development and experience research. Rui Craveirinha, from Player Research, addressed the theme “The Art of Play” with the following abstract: “What are video games? Why do we play them? What makes them feel so special to play? Is it - as everyone so fervently believes - that they’re art? What even is art, anyway? Legend has it that I was born with a famicom controller… father tells me the cable served as the umbilical cord. It’s thus no surprise that I spent most of my waking life feverishly musing on these deep questions, whether I was criticizing games for IGN or teaching Game Design at university. In this talk I will take you on a journey of the personal and the universal, retelling three distinct histories: the history of (video) games, from Chess to The Last of Us Part II; the history of aesthetics, from Plato to Dickie; and my own personal history, from playing famicom to analyzing player experience at Player Research. Together, these stories will intertwine in a way that might just answer all those questions. My answers can surprise, provoke, and, on the rarest of occasions, may even provide true insight. By the end, I hope to have at least convinced you of why video games are a wondrous medium which state-of-the-art theories and tools often downplay in terms of their sheer complexity, novelty… and beauty.” Oscar García Pañella, from ENTI-UB and a senior consultant at Cookie Box, addressed the theme “Seeking presence through virtuality – applying gamification to support the memorable experiences we deserve” with the following abstract: “We are still confined. Both physically and mentally, one or another or both depending on our specific context. And we are human beings and thus in need of social interaction, fantasy experimentation, true storytelling, and memorable challenges. We people love to explore, socialize, communicate, share, help, achieve ... and we need to feel engaged while doing so. Even more if using virtual devices for the majority of our communications. And because we are the users, we should be at the center of any design. Therefore, is there a science that can help us all to achieve the correct creation of valuable remote and/or hybrid experiences? Can we learn to design in a way that extracts the best opportunities from our current situation by allowing us to keep our networking alive while maintaining rigor and guaranteeing fun (and seriousness)? How can we expect to adapt ourselves to the “new” transmedia means available if not designing from both the experiential and memorable views? Welcome to the playing realms of motivational design and gamification!” We would like to thank all the members of the scientific board for their contributions to guarantee and deliver the highest scientific quality, allowing the outstanding relevance of this book. We would also like to thank the program chairs (interactive, poster, and workshops) and the organization team for all their dedication and efforts in the organization, an extremely important contribution for the overall success of the Videojogos 2020 conference. Finally, we would like to thank the Polytechnic Institute of Bragança (EsACT Mirandela) for hosting the event, and the Portuguese Society of Videogames Sciences for the organizational support and the publication of an additional volume of interactive works and works in progress, with a selection that did not meet the criteria for the full paper selection.
- Um modelo para a composição dinâmica de serviços dependentes do contexoPublication . Sousa, João Paulo; Carrapatoso, EuricoNos últimos anos os dispositivos móveis têm cada vez mais um papel importante na vida quotidiana dos utilizadores. Inicialmente apenas como dispositivos de comunicação por voz, evoluíram e começaram a oferecer serviços básicos de acesso a conteúdos Web. Ultimamente, tornaram-se para muitos utilizadores um dos principais meios de acesso aos mais diversos tipos de serviços que a Web oferece, entre eles serviços de comunicação, pesquisa, localização, socialização ou comércio electrónico. É ainda possível observar o interesse de grandes organizações das tecnologias de informação na área dos serviços móveis, que auxiliadas por hardware cada vez mais sofisticado começaram a explorar a utilização de informações contextuais em que o utilizador se encontra, por forma a melhorar a experiência móvel do utilizador. Embora seja grande a diversidade dos serviços móveis que é possível encontrar actualmente na Web, haverá sempre situações em que um utilizador pretende um serviço mais ou menos complexo com o objectivo de realizar uma determinada tarefa mais específica ou personalizada e possa até englobar mais que um serviço. Nesta Tese de Doutoramento propõe-se um modelo para a composição dinâmica de serviços em dispositivos móveis sensível à informação contextual do utilizador, suportado por tecnologias Web. Este modelo utiliza um servidor de aplicações que possibilita a execução dos seus diversos componentes e cuja interacção com o cliente é feita através de Web Services. Para a sua validação, desenvolveu-se um protótipo baseado no modelo, que suporta a composição de serviços sensíveis ao contexto do utilizador para ser aplicado num ambiente de um campus universitário, que foi sujeito a um conjunto de testes funcionais.
