Corporate Finance
Reis, P., Pinto, A. (2020).
Corporate Finance.
In Encyclopedia of Sustainable Management.
Springer, Cham.
Doi: 10.1007/978-3-030-02006-4_943-1
Reis, P., Pinto, A. (2020).
Corporate Finance.
In Encyclopedia of Sustainable Management.
Springer, Cham.
Doi: 10.1007/978-3-030-02006-4_943-1
Reis, P., Pinto, A. P. S. (2020).
Life cycle management iI.
In Encyclopedia of Sustainable Management (pp. 1-7).
Springer International Publishing.
Doi: 10.1007/978-3-030-02006-4_944-1
Duration: 2020 – 2023
Cised team members
António Figueiredo
Carlos Pereira
Edmundo Marques
Elisabete Silva
Olga Contente
Serafim Oliveira
Duration: 2020 – 2023
Cised team members
Cristina Wanzeller
Filipe Caldeira
Duration: 2020 – 2023
Cised team members
Cristina Wanzeller
Daniel Azevedo
Filipe Caldeira
Rainho, M. J., Carvalho, A. B., Sobral, M. J. (2020).
Gestão da alta hospitalar e referenciação para a rede nacional de cuidados continuados integrados: Um estudo de caso.
Egitania e Sciencia, 2(27), 143-161.
Retrieved from http://egitaniasciencia2.ipg.pt/index.php/egitania_sciencia/article/view/382
Carvalho, A. B. (2020).
Las plataformas colaborativas y la economía circular como un nuevo marco en el alojamiento. La propuesta de resolución del parlamento europeo y la alteracion del régimen portugués.
In S. F. Á. Sotomayor, J. C. A. Vidal (Eds.), Plataformas digitales en los alquileres vacacionales.
Madrid, Espanha: REUS.
Duration: 2020 – 2022
Cised team members
Ana Matos
Carlos Quental
Funding
CENTRO2020; PORTUGAL2020; Fundos Europeus Estruturais e de Investimento
Promote the sustainability and quality of employment and support labor mobility. Providing employment-friendly growth support through the development of endogenous potential as an integral part of a territorial strategy for specific areas, including the conversion of declining industrial regions and the development of certain natural and cultural resources and their accessibility.
Principal Researcher:
Cristina Isabel Amaro da Costa
Duration: 2019 – 2022
Cised team members
Bruno Morgado Ferreira
Pedro Manuel Reis
José Luís Abrantes
Funding
CGD; PV
The production of insects has been playing an increasingly important role in obtaining alternative sources of protein for animal and human feeding. The United Nations Food and Agriculture Organization (FAO) recognizes the use of insects as a sustainable alternative to animal production and recommends the use of insects as a source of nutrients for animals and humans since 2010. In Portugal, the insect production sector has been growing, and in addition to traditional beekeeping, there have been some initiatives to produce insects for animal and human consumption, using cricket or mealworm beetle.
Currently, bee and beekeeping survival depends critically on the proper management of the diseases that affect it, in particular varroosis, an endemic disease in Portugal that causes serious economic damage. Although in recent years this disease has been subject to official control, using chemical control methods, there are also natural protection methods that can be used and that present very satisfactory results, as is the case of the technique of drone brood removal. This technique consists in the placement of frames with molded wax with drone alveoli in the nest, preferred targets of the mite and its removal when the alveoli are operculated. Drone brood removed by this technique have so far no use, but can be harvested for food and constitute another source of income for the hive.
One way to harness the brood larvae will be through the production of flour with high protein content of animal origin, rich in fibers and micronutrients such as copper, iron, magnesium, manganese, phosphorus and zinc that can be used in the manufacture of bread, similar to what is already done with cricket or mealworm beetle.
Uma forma de aproveitamento das larvas de zângão será através da produção de farinha com elevado teor de proteína de origem animal, rica em fibras e micronutrientes como cobre, ferro, magnésio, manganês, fósforo e zinco que poderá ser utilizada no fabrico de pão, à semelhança do que já é feito com o grilo ou o tenébrio.
In addition to the technical factors that can jeopardize this innovation, both in the production of bee drones and in their processing and use, it is important to understand the behavior of consumers in relation to the consumption of insects and their products, and their willingness to pay, since in Portugal, this sector is almost non- existent and the consumption of insects for human consumption is not part of the Mediterranean diet.
The 'FZ – Drone Brood Flour: Innovative product and hive protection' project has the following objectives: (1) contribute to reducing the damage caused by varrosis and the use of veterinary pesticides; (2) harnessing and enhancing feeding grounds, increasing the yield of the beekeeping activity and providing a set of food products based on insect meal rich in animal protein; (3) study consumer behavior in relation to consumption of insects and derived products and to evaluate the benefits to the environment and public health by estimating their willingness to pay for these products.
Principal Researcher:
Valter Alves
Duration: 2019 – 2022
Cised team members
Valter Alves
Rui Pedro Duarte
Frederico Fonseca
Ana Cristina Bico Matos
Funding
CGD; PV
Autism Spectrum Disorder (ASD) affects sensory processing, conditioning development of communication skills, and social interaction. Still, there are few digital tools explicitly aiming at the study this hindrance. It is well known that children with ASD are fond of technologies and videogames in particular. The predictable and constant behaviour of technological components, the visual appeal, and the challenges are often highly appreciated. Besides, videogames typically allow users to play alone, which is adequate to the profile of such an audience. The use of videogames by autistics has shown to be relevant, and studies are evidencing a correlation with superior cognitive development. Even so, existing solutions that were specifically developed for this audience have assumedly pedagogical goals, which systematically compromises their ludic dimension. In contrast, the present proposal focuses on pure playfulness and is designed to provide an advantage to players who adopt specific strategies that rely on communicating with other users. Also instrumental to the project, different scenarios are designed so that researchers can observe and collect scientific data, aiming at better understanding the related disturbances. To begin with, such scenarios support the analysis of the influence of physical proximity between the players, their prior level of familiarity, and their relative communicational abilities. Secondly, researchers will study the impact of repeating the experience, both in terms of in-game performance and regarding a possible contribution to the relationship between participants and, eventually, with third parties. It is also an objective to verify how the use of immersive virtual reality systems can impact the results in different scenarios.
The development of the videogame will resort to agile methodologies, which will allow for an incremental production, supported by recurrent tests and consistently validated according to the intended objectives. The partners in this project grant that a considerable number of users will be available both during the videogame development process and the experiments, which is highly relevant for the scientific representativeness of the observations and results.