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This commentary reviews recent research in terms of tourist’s mobilities in terms practices of walking, cycling and driving. It concludes by reflecting on the contemporary lock down of travel in terms of the global pandemic and its consequences for waiting, stillness and immobility – particularly in terms of flying.
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In a context of a new transnational division of labour, temporary international labour mobility is on the rise in Europe. In particular, recent decades have seen considerably more women seeking work experience abroad. Observers have been concerned with how such mobility is related to individualization, and in particular how it may challenge collective institutions, communities and families. The aim of this study is to explore such issues among women and men with international work experience. Using data from European Social Survey, the paper investigates previously mobile workers in terms of their current working and living conditions. Across genders, we consider different forms of individualization that may be associated with transnational labour mobility. While both women and men with transnational work experience generally feature strong strategic individualization, this is most pronounced among men. Hence, men's mobility is among other things associated with increased autonomy in working life, while – in contrast to women – it does not seem to hamper their integration in the sphere of social reproduction.
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HISTÓRIAS DO BRASIL DE 1550: BISPO SARDINHA ASSADO NA BRASA Recostado na sua poltrona de madeira maciça, forrada a veludo grená, Mem de Sá decidiu autorizar um combate de vingança contra os índios que tinham esquartejado e comido assado o bispo Sardinha. O objetivo seria apanhá-los para os forçarem a trabalhar nas plantações de cana-de-açúcar, mas os soldados, na ânsia do desforço, dispararam sem descrição. Dos 12 mil catecúmenos das terras do extremo Norte da Paraíba sobraram pouco mais de mil. O fidalgo, nascido em 1500, tinha sido nomeado Governador-Geral do Brasil para pacificar a colónia, meter água […]
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Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.
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Small and medium-sized enterprises (SMEs) can benefit significantly from open innovation by gaining access to a broader range of resources and expertise using absorptive capacitive, and increasing their visibility and reputation. Nevertheless, multiple barriers impact their capacity to absorb new technologies or adapt to develop them. This paper aims to perform an analysis of relevant topics and trends in Open Innovation (OI) and Absorptive Capacity (AC) in SMEs based on a bibliometric review identifying relevant authors and countries, and highlighting significant research themes and trends. The defined string query is submitted to the Web of Science database, and the bibliometric analysis using VOSviewer software. The results indicate that the number of scientific publications has consistently increased during the past decade, indicating a growing interest of the scientific community, reflecting the industry interest and possibly adoption of OI, considering Absorptive. This bibliometric analysis can provide insights on the most relevant regions the research areas are under intensive development.
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Broadly, on-line communication platforms are online resources that allow the exchange of information using the Internet. They include Email, Instant Messaging, Online Open Forums, Online Blogging and Social Networking Sites. All these platforms have their own specialties and properties. In education, there are great advantages for high-schools to utilize these online communication platforms, especially Online Open Forums and Social Networking Sites. Communication is the backbone of education. Everything from classroom teaching to school policy making depends on effective communication [1]. With these new communication platforms at hand, schools can develop more adaptable and friendly channels among students, teachers and management (only the first two interveners are covered under this study). Various components of the schools will essentially work together in a more collaborative and regenerative way [2]. This research paper analyses how online communication platforms are changing the internal nature of education. It takes sample populations from two schools in Macao (Pre-University of the University of Saint Joseph, USJ, and Colégio Diocesano de São José, CDSJ) with different backgrounds such as medium of language, level of degree, professor's background and style of teaching. Teachers of these schools are communicated first for their opinion on key elements to improve learning with online communication platforms. These factors are implemented in a platform such as Social Networking Sites. As expected, students are instructed to utilize this platform (Facebook) to enhance their learning practice and experience. The result of this utilization is assessed in terms of student opinions and feedback.
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The manifestation of generating digital visuals through an algorithm is gaining worldwide attention in the graphic design industry. It is a new form of computing that visualizes data input by the designer or collected in the physical environment and turns them into artwork. The generative design of...
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People with intellectual disabilities need vocational training and support in order to be able to get into the work market and maintain their workplace. In Macau SAR, China, the vocational training ecosystem still operates in fully classic, in-person, fashion, which means it is susceptible to pandemic situations such as COVID-19. This causes a big disruption to the training when isolation measures are in place. Our goal is to study the introduction of serious games for vocational training of people with disabilities in Macau. This work presents a study to assess the training benefits of serious games and usability factors, understand the acceptability and adoption factors/benefits of serious games for vocational training for people with intellectual disabilities and associated stakeholders in Macau.
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No existing review has synthesized key questions about acculturation experiences among international migrant workers. This review aimed to explore (1) What are global migrant workers’ experiences with acculturation and acculturative stress? (2) What are acculturative stress coping strategies used by migrant workers? And (3) how effective are these strategies for migrant workers in assisting their acculturation in the host countries? Peer-reviewed and gray literature, without time limitation, were searched in six databases and included if the study: focused on acculturative stress and coping strategies; was conducted with international migrant workers; was published in English; and was empirical. Eleven studies met the inclusion criteria. Three-layered themes of acculturation process and acculturative stress were identified as: individual layer; work-related layer; and social layer. Three key coping strategies were identified: emotion-focused; problem-focused; and appraisal-focused. These coping strategies were used flexibly to increase coping effectiveness and evidence emerged that a particular type of acculturative stress might be solved more effectively by a specific coping strategy. Migrant workers faced numerous challenges in their acculturative process. Understanding this process and their coping strategies could be used in developing research and interventions to improve the well-being of migrant workers.
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The purpose of this paper examines the potential role of Chinese outbound tourism as a catalyst of change for the Macanese identity. There is an emerging trend to have a new identity amongst Macanese residents to valorize cultural and heritage assets. By using Bourdieu’s concept of habitus, it proposes that the social media space is built to voice concerns of language, place attachment and induced public participation. The study utilizes a mixed method approach comprising a survey for netizens and content analysis of online discussions, in order to fully understand changes due to Chinese outbound tourism.
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This paper introduces a concept proposal for accessing driving behavior in public transportation through Mobile Crowd Sensing (MCS), as part of a long-term research project on Advanced Public Transportation System (APTS). The proposed concept makes use of mobile device's accelerometer and passengers' qualitative evaluation to identify aggressive driving behavior, which is believed to be a major factor for unnecessary accidents and fuel consumption. A survey and comparison of IT services (mobile applications and websites) provided by Macau Government and private bus companies in Macau, regarding bus-related information, such as fares, routes and route diversions is also provided.
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One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)
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