Science (Universidade Europeia)
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    755 research outputs found

    ‘You can see both sides of the coin’ how the pursuit of language skills influences the travel experience

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    This study aims to understand how the pursuit of language skills influences the travel experience of those who travel with language learning goals as a primary or secondary motivation. Based on a review of the literature on language tourism and learning through travel, qualitative interviews were carried out with a heterogeneous sample of participants to capture common patterns in their experiences. Analysis of the responses suggested that participants’ language travel experiences were influenced by their pursuit of language skills in two main ways: by their communication ability in the host language; and by their process of striving to improve their language skills. This process frequently places them in environments where they could gain more contact with the locals, and a deeper understanding of local culture

    A strategic framework for biodiverse speculative practices

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    This chapter provides an emerging framework for approaches to speculative practices that engage with the intersecting challenges of diversifying the practice of speculative research, particularly with respect to speculative design, and the challenge of taking action against the ongoing biodiversity and other related environmental crises. By using more than human and queer lenses, this framework explores a number of strategies toward the related goals of caring for a diverse world, taking action to protect it, and staking a claim for biodiverse futures; these strategies are storytelling, material practice, play and performance, and time travel, and the hope is that they inform a toolkit for novel speculative design approaches for biodiversity activism

    No-places and immersion in Open World Games: A rock star case study

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    This study aims to understand the involvement and immersion present in some of Rockstar Games’ videogames. They were chosen due to their popularity, in addition to the high detail in the topography of Los Angeles and California as a whole, that portray a digital, playable version in which the player must face rivals, enemies and contenders in these modern simulacra systems. During the research, we found the transition from “movie space” to “game space” in the previously mentioned. Despite the proximity to reality, games still have their own worlds that differ from each other. The tested games feature a “world-building” concept that supports expanded and intense environments thanks to technical structures and “reality mechanisms” employed in the creation of digital California. The concept of immersion is present in the games through events that involve spatial, performance and narrative interaction. Despite the freedom provided within the game, it is possible to create stories and tell worlds through a transmedia area that connects the player to the environment

    Three pillars for a trajectory in design education

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    This paper takes as a starting point the question of how an undergraduate curriculum in design should be organized. Through a systematic review of current literature about design education and proceeding from a pragmatist understanding of knowledge we show that a design curriculum could be supported by three main pillars that provide: (a) foundational skills; (b) knowledge through practice and active reflection; and (c) transdisciplinarity and business skills. This proposal is an initial sketch, it provides a well contextualized macro-structure that will serve as a steppingstone for the redesign of an undergraduate course in design. Educators, practitioners, and those interested in the evolution of design education should be interested in the discussion here presented, for the problem of how to train competent professionals in this area is more relevant than ever

    Sustainability efforts in the fast fashion industry: consumer perception, trust and purchase intention

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    Purpose – This study aims to test for factors affecting environmental sustainability and purchase intention in the fashion industry. Accordingly, the authors developed a framework that depicts the relationships between perceptions of social responsibility, consumer attitude, trust, purchase intention and perceived consumer effectiveness. Design/methodology/approach – An online survey was conducted with an internationally diverse sample of 216 consumers. Data were analysed using partial least squares structural equation modelling. Findings – The results indicated that perceptions of social responsibility directly affect consumers’ attitudes towards these fashion brands, as well as trust and perceived consumer effectiveness. Also, consumers need to perceive sustainability efforts of these brands as altruistic, and trust was found to be a direct predictor of purchase intention. However, both consumer attitude and perceived consumer effectiveness did not predict purchase intention. Research limitations/implications – The survey was primarily distributed to young people. Therefore, a generalisation of the findings to other age groups might be limited. Practical implications – Practicing managers should emphasise the fact that environmental sustainability and fast fashion brands could be sustainable to increase trust among consumers. Social implications – When it comes to environmental issues, positive perceptions regarding the companies’ social responsibility efforts are vital to enhance both consumers’ trust towards the brands and their individual feeling of empowerment. Originality/value – This study intends to shed light on the key elements that shape consumers’ attitudes and willingness to purchase green apparel

    Cultural dimension in user experience – Mobile games for older adults: A case study

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    Cultural background of end users is usually neglected in the interface and product design as well as in the development process. This has led to poor usability and reduced quality of user experience of early products. This paper presents the effect of the cultural issues on the user experience of older adults from the Philippines and Portugal when using software, in particular mobile games. In our research, we investigated (i) what user experiences the two prototype mobile games evoke in elderly users; (ii) which features of the prototypes influence the participants' user experience; and (iii) how the cultural dimensions of the two countries affect the implementation of the study and the user experience of the participants with poor exposure to technology. In this qualitative study, we analyze and elaborate on the cultural dimensions of Portugal and the Philippines. In our discussion, we also refer to the findings of the previous studies on similar games conducted in Finland and China. We observed that gaming provided new experience for older adults and improved their confidence related to technology, along with the similarity of competitiveness, cheering, and usability during the trials. An unexpected finding was the negative effect that inappropriate assistive aids had on user experience among Filipino participants. The main goal of this paper is to propose a guide for developers, designers, and creators for a more user-centred design approach that views culture as an important part of the development process. In line with this, we highly encourage to consider cultural background in game design including the implementation of gaming into elderly care routines

    Comportamientos de bullying en jóvenes deportistas

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    O objetivo do estudo foi descrever a natureza dos comportamentos de bullying de atletas do desporto federado na Região Trás-os-Montes e Alto Douro, Portugal. Através da realização de entrevistas semiestruturadas foram inquiridos 13 atletas do desporto federado. Os dados foram analisados através da técnica de análise de conteúdo. Os resultados sugerem que existem ocorrência de comportamentos de bullying no desporto. Os inqueridos caracterizam o conceito de bullying como comportamentos de gozo, violência física e brincadeira, considerando os tipos de bullying mais usuais, o bullying verbal e o bullying físico. Os locais mais propícios à ocorrência de episódios de bullying são os balneários, o treino e a prática desportiva, que ocorrem pela falta de vigilância de adultos e agressividade entre pares. Os atletas referem que o treinador tem um papel importante na diminuição de comportamentos de bullying no desporto. Os atletas referiram que o bullying deve ser um tema crucial nas investigações científicas, bem como, em programas de prevenção e intervenção no contexto desportivo e contexto escolar, com a finalidade de sensibilizar a sociedade para esta temática

    Data science applied to Marketing: A literature review

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    Data Science applied to Marketing has been a research interest due to competitive advantages in business. We have applied a systematic literature review between 2010 and 2020, reaching a total of 19 valid articles. After a deeper segmentation, 13 articles were selected for inclusion in the review comprising the period 2013-2020. On scientific production, the topic Data Science Applied to Marketing, in 2020, has a new subject of interest. The number of citations has been growing since 2015 and the findings revealed that marketing is recurring of a variety of data science methods, from micro-segmentation and realtime application to natural language processing. The impact is evident in digital advertising, micro-segmentation and micro-targeting, speed and performance, and real-time experimentation. The use cases of data analytics in marketing have used four methods with the highest potential to impact marketing approaches: Internet-of-Things, big data, artificial intelligence, and machine learning

    Attachment and social support mediate associations between polyvictimization and psychological distress in early Uganda and Kenya adolescents

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    Background There is strong evidence that the experience of several potentially traumatic events (polyvictimization) is a risk factor for posttraumatic stress disorder (PTSD) and psychological distress among adolescents. The identification of the variables that influence the link between polyvictimization and PTSD and other psychiatric symptoms is warranted. Objective We analyzed the associations between polyvictimization, PTSD symptoms (PTSS) and psychiatric symptoms in Kenya and Uganda adolescents, and explored the mediating roles of attachment orientations and perceived social support in the associations between polyvictimization, PTSS and psychiatric symptoms among adolescents from lower-middle-income countries (LALMIC). Participants and setting A sample of 481 Kenyan adolescents (M = 16.28; SD = 1.878) and a sample of 408 Uganda adolescents (M = 15.95; SD = 1.377) completed validated self-report questionnaires. Methods Serial multiple mediation models were tested by conducting a structural equation modelling employing Preacher and Hayes' procedures (2008). Results Polyvictimization was related to higher PTSS and psychiatric symptoms. Importantly, polyvictimization was significantly linked to high attachment anxiety, which was linked with low perceived social support, which in turn was linked with high PTSS levels and psychiatric symptoms. Conclusions High levels of attachment anxiety might be connected with lack of perceived social support, which might be seen as a possible psychological distress mechanism subsequent to exposure to polyvictimization in adolescence from LALMIC

    Design of fashionable and functional tri-laminated wool fabrics for leisurewear considering comfort

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    Regarding current trends of textiles and clothing, it is possible to see the social change on a healthier lifestyle required by consumers as a growing demand. The product valorization combines properties as aesthetics, innovation, comfort and multifunctionality, which are a differentiating factor, considering fashionable and functional wool fabrics. To analyze this, comfort tests were made in tri-laminated fabrics with functional membranes, evaluating properties such as water penetration resistance, air permeability, heat and water vapor resistance and peel resistance, to achieve the optimum design of the tri-laminated fabrics considering the best comfort performance. The results obtained demonstrate a very positive evaluation for the consumer's needs, regarding the effect of functional membranes on tri-laminated fabrics with the application of wool fabrics. However, they differ from membrane to membrane. These results will be significant for the textile industry in the wool sector for the development of new products and new niche markets

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