Polytechnic Institute of Cávado and Ave

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    Alberto e o Fantasma do Corredor - Pré-produção de uma curta-metragem sobre a memória de infância e construção de Identidade

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    A infância é uma fase determinante na construção da identidade de cada ser humano, sendo construída por memórias e experiências que moldam o nosso Eu. Este projeto procura refletir em torno destes tópicos a partir das teorias avançadas por alguns estudiosos de referências, tais como António Damásio, David Eagleman e Carlos Neto. Damásio (2022) destaca a relação entre memória, imaginação e criatividade, enquanto Eagleman (2020) aborda este e terceiro elemento como uma ferramenta plástica essencial à evolução do ser humano. Já Neto (2022) fala da importância do brincar, de forma livre, para o desenvolvimento integral do indivíduo. Para além disso, este projeto inspira-se nas obras da animadora portuguesa Regina Pessoa, que explora as memórias de infância e as emoções associadas a esses fragmentos do passado, por um estilo mais analógico e profundamente pessoal. Com base nesta base teórica foi desenvolvida uma pré-produção de uma curta-metragem intitulada Alberto e o Fantasma do Corredor. Trata-se de uma narrativa que explora o mundo das memórias de infância e a construção da identidade individual e a relação destas com o espaço onde essas memórias são construídas. As estratégias visuais avançadas foram influenciadas pela abordagem conceptual aplicada nas obras de Regina Pessoa, designadamente no respeitante aos aspetos atinentes à cor, às estratégias de composição visual e ao recurso à textura (tirando partido da técnica da aguarela). Este projeto procura perceber, portanto, a importância das experiências e vivências dessa fase inicial, na formação da identidade de cada indivíduo, assim como destacar a própria animação como uma ferramenta capaz de traduzir e de projetar essas experiências, carregadas de emoção, de uma maneira criativa e inovadora.10000-01-0

    FERRAMENTA DE VALIDAÇÃO TÉCNICA DE FICHEIROS NO PROCESSO DE MIGRAÇÃO

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    Data migration is a multi-stage process involving the transfer of data from one or more source systems (legacy systems) to a new system (target system), with the primary aim of preserving the core functions of the company. Data conversion facilitates the movement of information and is a critical step in the implementation of integrated enterprise resource planning (ERP) systems. This process is typically divided into four fundamental phases: cleansing, extraction, transformation, and importation & validation. A thorough understanding of the target system is vital, as data migration often presents significant challenges. At the outset, it is crucial to grasp the problem, the complexities of the data migration process, and to thoroughly explore the capabilities of Oracle’s data conversion (DC) tool. Currently, this tool faces issues with handling duplicate data and accurately communicating errors. To address these challenges, specific project objectives were defined, and the design and development of the software tool commenced—a complex and time-intensive task. The final stages will include demonstrating the developed software through practical use cases and evaluating its implementation against the project’s predefined goals. This work resulted in the validation of key technical aspects of tables, including primary keys (PK), table dependencies, constraints validations, and structural error checks. The development of this tool has improved efficiency, reduced migration time, and minimized technical errors.10000-01-0

    A pandemia Covid-19 e o pressuposto da continuidade, as estimativas e os acontecimentos após a data de balanço: apreciações do auditor

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    Purpose (mandatory): Carry out an analysis of the financial statements and legal certification of accounts, of a group of companies that make up the Portuguese stock market index (PSI20) and Spanish stock market index (IBEX35), during the period in which pandemic control restrictions, to understand the auditor's assessment in relation to the going concern assumption, estimates and events after the balance sheet date. Methodology (mandatory): A qualitative methodology was adopted, through content analysis of the financial statements and legal certifications of the accounts to assess the auditor's assessment of the material aspects related to the going concern assumption, present in assessments of events after the balance sheet date. Results (mandatory): The companies analyzed presented very similar disclosures and opinions, both in Portugal and in Spain. The companies, between 2019 and 2022, spoke out about the impacts that the Covid-19 pandemic caused. However, none of them presented significant impacts that would affect their continuity. There were no changes to the estimates made by companies, because of the Covid-19 pandemic. Research limitations (if applicable): The lack of literature within the scope of this study, particularly on accounting estimates. As a limitation, we also highlight the fact that it was not possible to obtain a large part of the financial statements and legal certifications of the accounts of the companies that make up the Spanish stock market index. Originality (mandatory): This study explores matters on which auditors must comment, in addition to the fact that this analysis takes place in a period of uncertainty and doubts regarding the organizations' activities

    A INFLUÊNCIA DO DESIGN DE COMPONENTES ANALÓGICOS EM JOGOS DE TABULEIRO

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    Este projeto de investigação foca-se no papel dos componentes analógicos na experiência promovida pelos jogos de tabuleiro e, mais concretamente, na forma como um designer de produto pode contribuir, através desses mesmos componentes, para melhorar essa experiência. Os jogos de tabuleiro encontram-se numa indústria em claro crescimento e são uma atividade cada vez mais procurada pelas pessoas não só pelo ambiente de lazer que proporcionam, mas também pela procura, cada vez mais exigente, pela interação física, que se tem vindo a perder por conta da desmaterialização. Os componentes analógicos têm vindo a ser cada vez mais considerados na experiência de jogo, mas não existem designers de produto especializados na indústria, que explorem o seu potencial. Foram realizados vários testes nos quais os participantes interagiram com jogos de tabuleiro e os seus componentes, de forma a validar hipóteses relacionadas com a avaliação quantitativa da experiência de jogo e o papel dos componentes nessa experiência. Analisados os resultados dos testes, que demonstraram que os componentes analógicos influenciam a experiência de jogo, foram desenvolvidos novos componentes tridimensionais para um jogo de tabuleiro, tendo em conta toda a informação recolhida anteriormente, de forma a validar o impacto de componentes tridimensionais, desenvolvidos e pensados do ponto de vista do design de produto, na experiência de jogo. Os resultados dos testes realizados com este jogo revelaram que os componentes são um aspeto crucial na experiência de jogo e que componentes analógicos tridimensionais dotados de detalhe geométrico promovem uma melhor experiência de jogo. Assim, este projeto resulta num conjunto de componentes analógicos tridimensionais desenvolvidos para melhorar a experiência de jogo, e cujo planeamento teve como base conhecimento gerado por um método recente de avaliação quantitativa da experiência de jogo

    Sustainable Economies: Government Measures for Integrating Green Taxation in Higher Education Curricula

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    The protection of the environment is a matter of global concern that effects the population and endangers future generations. Consequently, the implementation of measures such as green taxation (also referred to in the international literature as environmental taxation and environmental law) is significant to effect behavioural change. In this context, the role of Higher Education Institutions (HEIs) is utmost importance in terms of sustainability and economic growth. This study aims to critically analyse the courses offered in the field of green taxation at the top 100 universities in the Shanghai Ranking, 2023. This analysis will contribute to the body of knowledge about the progress made in teaching green taxation and the measures that have been put in place by governments to this end. The study revealed that in European Union and China, the teaching of science and technology continues to be a dominant force

    Improving intensive care unit rehabilitation with virtual reality serious games

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    Patients in Intensive Care Units (ICUs) are frequently subjected to high-stress environments and a significant lack of tranquillity. This constant exposure to stress and noise is not only discomforting but can also precipitate cognitive impairment (CI). In recent years, healthcare professionals and researchers have turned to innovative technologies to enhance patient care and mitigate the adverse effects of the ICU environment. One such promising technology is Virtual Reality (VR), used in conjunction with head-mounted displays (HMDs). These tools offer a unique opportunity for patients to virtually traverse diverse environments and engage in a variety of activities, which would otherwise be challenging or even impossible within the confines of the ICU. The immersive nature of VR technology allows for the creation of serene and calming environments, tailored to the individual needs and preferences of each patient. This personalised approach to patient care has the potential to significantly improve the ICU experience, promoting relaxation and potentially reducing the risk of CI. It’s important to note that not all environments are universally accessible, and the physical relocation of patients can pose significant risks, particularly when they are connected to essential medical equipment. Therefore, the use of VR and HMDs can provide a safe and effective solution, enabling patients to virtually explore different environments without the need for physical relocation. This project aims to investigate the potential benefits and applications of VR technology in ICUs, with a particular focus on its role in reducing stress and preventing cognitive impairment among ICU patients

    Tourism, Economic Development, and Regional Inequality in Portugal: A Data-Driven Approach from 2012 to 2022

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    This study explores the regional disparities in the tourism sector in Portugal between 2012 and 2022 with the aim of understanding how the spatial distribution, typology, and scale of tourism enterprises relate to regional wage dynamics. Using a quantitative approach, the analysis draws on secondary data from the Ministry of Labour and the Bank of Portugal, incorporating information on business characteristics and average employee remuneration across NUT II or regions. A combination of descriptive statistics, linear mixed-effects regression models, time series analysis, and ANOVA tests were employed to capture both temporal and territorial variations. The findings reveal a notable concentration of larger tourism enterprises in Lisbon, the North, and the Algarve, coupled with persistent wage disparities that tend to favour these same regions. Although average wages have increased, they remain insufficient in areas with high living costs, raising concerns about tourism’s redistributive potential. The study provides empirical evidence that tourism may exacerbate rather than reduce regional inequalities. By highlighting the territorial dimension of economic outcomes, this research offers valuable insights for policymakers and contributes to a more nuanced theoretical understanding of tourism-led development.This research was funded by national funds through FCT—Fundação para a Ciência e a Tecnologia, I.P (Portugal), under project reference no. UID/BP/04470/2020

    PARTITURA FLUTUANTE

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    ombinar elementos do mundo real com elementos virtuais, proporcionar experiências interativas e imersivas aos utilizadores, define uma tecnologia denominada realidade mista (RM). Ao integrar elementos digitais em ambientes físicos, a realidade mista abre portas para uma vasta gama de aplicações, incluindo jogos, entretenimento e simuladores industriais. As representações gráficas de composições musicais, que incluem símbolos, notas, ritmos e outras informações essenciais para a execução de uma peça musical, são designadas por partituras musicais. O presente documento descreve os vários passos de uma solução criada com recurso aos óculos de RM e/ou HoloLens e a dispositivos móveis e partituras digitais, para facilitar a leitura de partituras musicais durante a execução ou estudo de peças. A utilização de dispositivos móveis e de realidade mista permitiu conceber uma ferramenta capaz de auxiliar no processo da leitura e interpretação de instrumentos musicais, tendo como base de dados partituras em formato digital, e apresentando-as em formato de holograma nos óculos e em formato gráfico nos dispositivos móveis. Em paralelo, o sistema também sincronizou, via rede, a apresentação das partituras entre os diferentes dispositivos inerentes. O projeto seguiu uma metodologia ação-reação, onde a investigação combinou elementos da investigação qualitativa e experimental, com o objetivo de encontrar e compreender fenómenos através da observação e da análise de dados. Adicionalmente, foram realizados procedimentos experimentais para análise de variáveis e testes de hipóteses. Os resultados obtidos apresentam os objetivos alcançados, bem como as dificuldades encontradas, resultando numa visão orientada da solução. Por fim, obtiveram-se resultados da representação de uma prova de conceito nos óculos de RM, bem como nos dispositivos móveis, onde os utilizadores, em contexto real, conseguiram interpretar notas musicais de acordo com o conceito da solução

    BRIDGING INFORMATION SYSTEMS ARCHITECTURE FOR DATA SCIENCE IN VITÓRIA SPORT CLUBE

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    This report details the work developed during the curricular internship carried out at Vitória Sport Clube, as part of the Master's in Computer Engineering. The main objective of this project was to create an information systems architecture capable of supporting sports data analysis efficiently and integratively. The project arose from the growing difficulty in managing and analyzing large volumes of data from multiple sources, such as APIs and Google Sheets, without a consolidated infrastructure. The solution developed was based on the implementation of a robust and flexible relational database that integrated key data for the club. This database included records on athletes, daily team planning, wellness data, physical performance metrics, and other relevant parameters. To create this infrastructure, detailed data modeling was carried out, and Python scripts were developed to automate critical processes such as data extraction, transformation, and loading. Additionally, the project stood out for integrating performance analysis devices such as Forcedecks, Forceframe, Nordbord, and GPS systems from Catapult. These technologies provided accurate data on the physical condition of athletes, enabling advanced analyses and the creation of detailed reports. The results achieved were significant: data organization was substantially improved, and the new technological infrastructure provided the technical team with greater autonomy in data analysis and strategic planning. Simplified and centralized access to data accelerated decision-making processes, directly contributing to the club’s modernization and the adoption of a more scientific and data-driven approach to sports. This work represents a milestone in the evolution of Vitória SC, establishing a solid technological foundation for future developments in data science and predictive analysis.10000-01-0

    NORMALIZAÇÃO DO PROCESSO DE ENVIOS DE EXPEDIÇAO NA APTIV

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    The present project aims to map and standardize the shipping expedition process at Aptiv, Braga unit, with the objective of reducing the lead time of administrative activities and optimizing logistical efficiency. The automotive industry is characterized by high standards of demand and competitiveness, making logistics management a critical factor in ensuring on-time deliveries and waste reduction. The methodology used is based on Action Research, employing lean tools such as value stream mapping (VSM) and plan-do-check-act (PDCA) to identify bottlenecks and inefficiencies in the current process. This study revealed significant issues, including decentralized information, excessive email exchanges (an average of 655 per week), lack of planning in weekly shipments (70% generated on the same day of dispatch), long waiting times for carriers, and high costs. As a solution, the Shipping APP was implemented: a digital application designed to centralize and automate the shipment management process, reducing reliance on oral and written communication and improving shipment traceability. With this innovation, lead time increased from 1.8 days to 4 days due to timely planning, but cycle time was reduced from 535 minutes to 331 minutes, already showing a decrease in operational waste during the first phase of implementation. The results highlight the importance of standardizing the shipment process to increase operational efficiency. The implementation of the Shipping APP and the proposed best practices improved the organization of the shipment flow, ensuring a more agile, structured, and sustainable system.10000-01-0

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