SOA - Principais motivações e beneficios da adopção da arquitectura SOA
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
<div class="aut_con">
<strong>Nuno Miguel Carvalho Galego</strong>, Professor Adjunto do ISTEC
</div>
<div class="aut_con"></div>
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To cite this article
Nuno Miguel Carvalho Galego, SOA - Principais motivações e beneficios da adopção da arquitectura SOA
<strong>DOI:</strong>10.31112/kriativ-tech-2018-01-15
Abstract
These days many organizations are adopting SOA architectures (Service Oriented Architecture) to consume services form of Web Services. The purpose of the use of the SOA architecture is to allow the interconnection of applications that are implemented in different locations beyond the boundaries of the Organization in heterogeneous and distributed environments. This architecture can revolutionize the way that organizations compete, speeding up decision-making and take advantage of market opportunities. Based on the literature review, of this work discuss the main motivations and benefits of adoption of SOA architecture. This work describes the results of a survey which had as central study object-oriented software architecture (SOA), which identified the main motivations and benefits in adopting this architecture. Will also be addressed in this work, the types of services associated with the SOA as the reference model for SOA-OASIS. At the end of this work, a tool available from IBM organizations that streamlines the implementation of SOA-based projects such as the benefits in adopting an architecture of this type.
Keywords
Service Oriented Architecture (SOA); Web Services; OASIS reference model; IBM;
References
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Kress, J., Maier, B., Normann, H., Schmeidel, D., Schmutz, G., Trops, B., & Winterberg, T. (Fevereiro de 2014). SOA and Business Processes: You are the Process! Obtido de http://www.oracle.com/technetwork/articles/soa/ind- soa-bpm-2133403.html
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Diferentes Aproximações em Linguagens de Programação
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
José Câmara, Professor Adjunto do ISTEC
Media
To cite this article
José Câmara, Diferentes Aproximações em Linguagens de Programação
DOI: 10.31112/kriativ-tech-2018-01-16
Abstract
We will briefly review the different sub programming techniques and data access used in subprograms in different reference programming languages, since there are languages that implement only one approach, but there are others that require two approaches. With this article, we will try to clarify these aspects.
Keywords
Subprogram, Function, Subroutine, Procedure, Passing Parameters by Value, Passing Parameters by Reference.
References
[1] B. Kernighan, D. Ritchie, “The C Programming Language-Second Edition”, AT&T Bell Laboratories, USA, 1988.
[2] L. Damas, “Linguagem C”, Lisboa, FCA, 1999.
[3] H. Deitel, P. Deitel, “C: How to Program”, Prentice Hall, USA, 1994.
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[7] L. Damas, “SQL”, Lisboa, FCA, 2005.
[8] F. Tavares, “MySQL”, Lisboa, FCA, 2015.
[9] C. Serrão, J. Marques, “Programação com PHP 5.3”, Lisboa, FCA, 2009.
[10] F. Tavares, “Desenvolvimento de Aplicações em PHP”, Lisboa, FCA, 2015.
[11] H. Deitel, P. Deitel, “Java: How to Program”, Prentice Hall, USA, 1999.
[12] F. Martins, “JAVA 6: Programação Orientada pelos Objectos”, Lisboa, FCA, 2009.
Uma perspetiva aduaneira do comércio eletrónico
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Fernando Campos Pereira, Professor Adjunto do ISTEC
Media
To cite this article
Fernando Campos Pereira, Uma perspetiva aduaneira do comércio eletrónico
DOI: 10.31112/kriativ-tech-2018-01-17
Abstract
The international trade paradigm has undergone a major change in the last 20 years, with an increasing impact on the global economy, and is therefore worthy of response by all actors involved in this process, including the authorities that have to intervene in these transactions, as such as the customs authorities, which must fulfill their mission without creating unnecessary obstacles to their realization.
Keywords
E-commerce, customs authorities, customs duties, customs declarations.
References
[1]ANA HINOJOSA, E-Commerce – What’s in a name, World Customs Organization.
[2]P N PANDEY, Measuring e-commerce – official and private sector data on cross border e-commerce, Geneva; Worls Customs Organization; 2016.[3]Eleventh WTO Ministerial Conference, Buenos Aires, 10 – 13 December 2017. Communication from the International Customs Community on Cross Border E- Commerce (Luxor, December 2017).
[4] SVEN CALLEBAUD, E-Commerce: Global trends and developments, UNCTAD. 2017.
[5] OECD Measuring the Digital Economy A new perspective, p.90-91. 2014.
[6] UNCTAD, B2c E-Commerce Index http://unctad.org/en/PublicationsLibrary/tn_unctad_ict4d09_en.pdf . 2017.
[7] E-commerce and revenue collection. World Customs Organization. 2015.
História da Informática: o aparecimento do computador pessoal
Kriativ-tech
Volume 1, Issue 7, April 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Pedro Ramos Brandão, Professor Coordenador do ISTEC, Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade - ISTEC
Media
To cite this article
Pedro Ramos Brandão, História da Informática: o aparecimento do computador pessoal
DOI: 10.31112/kriativ-tech-2018-01-14
Abstract
The appearance of the first personal computers, the differentiating peculiarities in relation to mainframes. The evolution of storage allowing the appearance of DOS and BIOS. The evolution of microprocessors simultaneously with the evolution of semiconductors.
Keywords
Personal Computer, Computer History, Computer History, Calculation, Microprocessor, Altair, BASIC, System / 360.
References
[1] – Bill Gosper, quoted in Steven Levy, Hackers of the Computer Revolution (New York: Anchor Doubleday, 1984): 67.
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[9] – Peggy A., Landmarks in Digital Computing: a Smithsonian Pictorial History(Whashington; DC: Smithosian Press, 1994).
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[16] – Pugh et al, IBM’s 360 and Early 370 Systems (Cambridge: MIT Press, 1991).
[17] – Jim Warren, “First World on a Floppy-disc Operating System”, Dr. Dobb’s Journal(Abril, 1976).
O potencial dos Social Media como ferramenta de comunicação dos museus
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Joana Carvalho, ISTEC – Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade
Media
To cite this article
Joana Carvalho, O potencial dos Social Media como ferramenta de comunicação dos museus
Abstract
Social mediaallow individuals tointeractcollaboratively, changing the waythey relateand, asthisarticle argues, the museum institutionsare not indifferentto this change in thecommunication paradigm. The transformationsof modern society, closely linkedto information and communication technology, have raisedissuesfor museums, making them facethesenew challengesof transforming theirsocial role, enhancing theireminentlythrough digitalcommunication.Social media allow an evolving role of the museum, from an information provider to an enabler of knowledge, giving visitors the opportunity to explore, in an active way, creating the basis for the design of new perspectives about the museum. Social mediacan helpthe museum tofulfill itssocial role, bringing it closer tothe public, more diverseand heterogeneous, making the digital asanessential formof communicationmuseum.
Keywords
Communication, Participatory Culture, Museums, Social Media, Web 2.0
References
Abad, M. (2010). La Comunicación corporativa de los museos en Espanã a través de la comunicacion 3.0: cuatro años de la evolución comunicativa em la Red. In II Congreso Internacional Comunicación 3.0, edited by U. d. Salamanca. Salamanca.
Anderson, P. (2007). What is Web 2.0? Ideas, techologies and implications for education. JISC Technology and Standards Watch, http://www.jisc.org.uk/media/documents/techwatch/tsw0701b.pdf.
Berlo, D. (2003). O Processo da Comunicação. Brasilia: Martins Fontes.
Berners-Lee, T. (1995). Hypertext and our collective destiny. http://www.w3.org/Talks/9510_Bush/Talk.html.
Bernstein, S. (2008). Where do we go from here? Continuing with Web 2.0 at the Brooklyn Museum. In Museums ant the web 2008. Québec: Archives & Museum Informatics.
Bowen, J. (2008). Wiki software and facilities for museums. In Museums and the Web 2008. Québec: Archives & Museum Informatics.
Bower, J., Lisney, E., & Filippini-Fantoni, S. (2007). A Museums Wiki. In Museums and the Web 2007. California: Archives & Museum Informatics.
Carvalho, A. (2008). Os blogues como instrumentos de trabalho para a museologia. (1), www.icom-portugal.org/multimedia/info%20II-1_jun-ago08(2).pdf.
Castells, M. (2002). A Era da Informação: economia, sociedade e cultura. Lisboa: Fundação Calouste Gulbenkian.
Deloche, B. (2001). Le musée virtuel: vers un éthique des nouvelles images. Paris: Presses Universitaires de France.
Garcia, N. (2003). O museu entre a cultura e o mercado: um equilíbrio instável. Coimbra: Instituto Politécnico de Coimbra.
Giaccardi, E. (2006). Collective Storytelling and Social Creativity in the Virtual Museum: A case study. Design Issues 22.
Hooper-Greenhill, E. (1998). Los museos y sus visitantes Asturias: Ediciones Trea.
Jenkins, H. (2001). Converge? I diverge. Techology review.
Jenkins, H. (2006). Convergence Culture: Where Old media and New media collide. New York: New York University Press.
Kaplan, A., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of social media. Kelley School of Business 53 (1):59-68.
Kelly, L., Cook C., & Gordon, P. (2006). Building Relationships through Communities of Practice: Museums and Indigenous People. Curator: The Museum Journal 49 (2):217-234.
Lagrosen, S. (2003). Online service marketing and delivery: the case of Swedish museums. Information Technology & People 16:132-156.
Lévy, P. (1997). A Inteligência Colectiva. Lisboa: Instituto Piaget.
Lévy, P. (2000). Cibercultura. Lisboa: Instituto Piaget.
Lira, Sérgio. 2005. Museus e Consumo. http://www2.ufp.pt/~slira/artigos/museus_consumo_tae.pdf.
Loureiro, M. (2007). Os arquivos globais de video na Internet entre o efémero e as novas perenidades. O caso do Youtube. Comunicação e Sociedade, http://revcom.portcom.intercom.org.br/index.php/cs_um/article/view/4797.
McLuhan, M. (1977). A Galáxia de Gutenberg. S. Paulo: Nacional.
Merriam, B. (1988).Case study research in education - A qualitative approach. San Francisco: Jossey-Bass Inc Pub.
Moutinho, Mário. 1989. Museus e Sociedade: Reflexões sobre a função social do Museu. Cadernos de Património.
O'Reilly, T. (2005). What Is Web 2.0? , http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html/.
O'Reilly, T. & Batelle, J. (2009). Web Squared: Web 2.0 Five Years On. http://gossgrove.com/sites/default/files/web2009_websquared-whitepaper.pdf.
O'Sullivan, T. (2007). Sounding Boards: Performing Arts Organizations and the Internet Forum. International Journal of Arts Management.
Primo, J. (2006). A importância dos Museus Locais em Portugal. Cadernos de Sociomuseologia.
Rothfarb, R. & Doherty, P. (2007). Creating museum content and community in Second Life. In Museums and the Web 2007. California: Archives & Museum Informatics.
Russo, A., Watkins, J., Kelly, L. & Chan, S. (2006). How will social media affect museum communication? In Nordic Digital Excellence in Museums. Oslo.
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Smith, S. (2008). User expectations. http://www.archimuse.com/mw2008/papers/smith/smith.html.
Trant, J. (2006). Exploring the potential for social tagging and folksonomy in art museums: proof of concept. New Review of Hypermedia and Multimedia, http://www.archimuse.com/papers/steve-nrhm-0605preprint.pdf.
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Witcomb, A. (2007). The materiality of virtual technologies : a new approach to thinking about the impact of multimedia in museums In Theorizing digital cultural heritage : a critical discourse Cambridge: MIT Press.
“Perspectiva geral das redes IMS (IP Multimedia Subsytem)”
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Sérgio Pinto,Dep. de Estudos e Investigação em Tecnologias de Informação e Sociedade – ISTEC, Professor Adjunto do ISTEC
Media
To cite this article
Sergio Pinto, “Perspectiva geral das redes IMS (IP Multimedia Subsytem)”
DOI: 10.31112/kriativ-tech-2018-01-05
Abstract
The IMS networks (IP Multimedia Subsystem) allow the telecommunications networks users to access several IP multimedia services from different terminals and IP access networks. Additionally, they intend to allow the operators to have a easier way for new services development, management and networks interoperability.
This paper purpose is to have a brief description of the IMS networks main features, that justify its selection as the NGN (Next Generation Network) networks control standard.
Keywords
IMS, IP, CSCF, AS, NGN, SIP, services, control e connectivity.
References
[1] Poikselka M., Mayer G., Khartabil H. & Niemi A. “The IMS IP Multimedia Concepts and Services”, 3th Edition, John Wiley & Sons, 2009.
[2] 3GPP “TS 23.228 Digital cellular telecommunications system (Phase 2+)”; Universal Mobile Telecommunications System (UMTS); IP Multimedia Subsystem (IMS).
[3] ETSI/TISPAN “TS 182 006 IP Multimedia Subsystem (IMS)”; Stage 2 description.
[4] ETSI “ES 282 007 IP Multimedia Subsystem (IMS)”; Functional architecture NGN IMS Architecture.
[5] GSMA “VoLTE Service Description and Implementation Guidelines”, Version 2.0, October 2014.
[6] Ericsson, “Introduction to IMS, White Paper”, 2007.
[7] Ulticom, “IMS Signaling Architecture, White Paper”, 2005.
[8] F5, “Introduction to the IP Multimedia Subsystem (IMS)”, 2016.
[9] Gilles Bertrand, “The IP Multimedia Subsystem in Next Generation Networks”, 2007.
[10] Ericsson “MMTel – a standard for multimedia services over IMS, White Paper”, 2008.
Fatores críticos de sucesso na gestão de projetos de sistemas de informação
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Álvaro Magalhães, ISTEC – Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade, Professor Adjunto do ISTEC
Media
To cite this article
Álvaro Magalhães, Fatores críticos de sucesso na gestão de projetos de sistemas de informação
DOI: 10.31112/kriativ-tech-2018-01-04
Abstract
The purpose of this article was to conduct a survey and analyze the factors that determine and determine the performance of software projects in our industry (including development, installation, migration among other types of projects).
This article is made up of a survey made to the Portuguese market, since the same benchmarking questionnaire was produced and analyzed in the American market.
This was translated and applied to our market, this questionnaire was prepared by the American consultant, PA Consulting and was sent to about 50 companies, of which 23 responses were obtained. This questionnaire allowed to obtain a knowledge of several factors, from the companies that responded, such as the branch of activity, the percentage of sales in several segments, whether they are project managers with a lot of or little experience, which type of projects generate , the duration and the planned budget, for the projects that manage, whether or not they make corrections, and also among others allowed to obtain a knowledge of the impact in the design phase and in the construction phase of several factors. The data were processed and statistical results, presented in the form of a graph, were obtained from the answers that the project managers provided in the questionnaire. The goal was also for this questionnaire to be sent to the top100 companies in our market and this is what happened.
Keywords
Project Management, Project.
References
Visualização de Informação para a Descoberta de Padrões Pessoais
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Sandra Pereira Gama, ISTEC – Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade, Professora Adjunta do ISTEC
Media
To cite this article
Sandra Gama, Visualização de Informação para a Descoberta de Padrões Pessoais
DOI: 10.31112/kriativ-tech-2018-01-07
Abstract
Nowadays, people have access to a variety of devices and applications to mediate their social interactions in any time and place. As a result, large amounts of information are generated which are not only heterogeneous but also dispersed, making it difficult to manage and analyze. Information Visualization presents a high potential to decrease cognitive load associated with data interpretation and to agglomerate information in a homogeneous way. Hence, it may potentially provide a comprehensive overview of such information, allowing users to understand their own patterns of social interaction in this personally relevant social context. This article introduces Trend Visualization (TreVi), which uses a variety of Information Visualization techniques to provide users with a unified view of their socially-generated personal information. It allows users to progressively explore the data in coherent and easily understandable items, allowing to maintain the context, while revealing personally relevant patterns.
Keywords
Information Visualization, Social Personal Information, User Interaction.
References
[1] Dix, A. Finlay, J, Abowd, G, Beale, R. (1998). Human-Computer Interaction (2nd Edition). Prentice Hall.
[2] Andrews, K., Evaluating Information Visualizations. Proceedings of the 2006 AVI workshop on BEyond time and errors: novel evaluation methods for information visualization. ACM.
[3] Chen, C. (2006). Information Visualization: Beyond the Horizon. Springer.
[4] Shneiderman, B., Plaisant, C. (2006) Strategies for evaluating information visualization tools: multi-dimensional in-depth long-term case studies. Proceedings of the 2006 AVI workshop on BEyond time and errors: novel evaluation methods for information visualization. ACM.
[5] Spence, R. (2007). Information Visualization - Design for Interaction (2nd Edition). Pearson Education Limited.
[6] Mazza., R. (2009). Introduction to Information Visualization. Morgan Kaufmann
[7] Preece, J., Rogers, Y., Sharp, H. (2011). Interaction Design: Beyond Human-Computer Interaction (3rd Edition). John Wiley & Sons.
[8] Fonseca, M.J., Campos, P., Gonçalves, D. (2012). Introdução ao Design de Interfaces. FCA.
[9] Ware, C. (2012). Information Visualization: Perception for Design. Elsevier.
[10] Gama, S., Gonçalves, D. (2014). Studying the Perception of Color Components' Relative Amount in Blended Colors. In Proceedings NordiCHI 2014, the 8th Nordic Conference on Human-Computer Interaction. Helsinki, Finland. ACM Press.
[11] Gama, S., Gonçalves, D. (2014). Studying Color Blending for Data Visualization. In Proceedings EuroVis 2014. pp 121-125. Swansea, Wales, UK. Eurographics.
[12] Gama, S., Gonçalves, D. (2014). Guidelines for Using Color Blending in Data Visualization. In AVI '14: International Working Conference on Advanced Visual Interfaces. pp 363-364. Como, Italy. ACM Press.
[13] Gama, S., Gonçalves, D. (2014). Studying Color Blending for Visualizing Social Artifacts. In Proceedings EPCG2014 - 21 Encontro Português de Computação Gráfica. Leiria, Portugal.
[14] Munzner, T. (2014). Visualization Design and Analysis: Abstractions, Principles, and Methods. AK Peters
Virtualização: fundamentos
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
Pedro Ramos Brandão, Professor Coordenador do ISTEC, Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade - ISTEC, Investigador da Universidade de Évora – CIDEHUS
Media
To cite this article
Pedro Ramos Brandão, Virtualização: fundamentos
DOI: 10.31112/kriativ-tech-2018-01-01
Abstract
We will briefly review the historical context of the concept of virtualization. We'll try to explain the key facts that drive solution providers to virtualization, enumerate the various types of virtualization, define their components, and discuss security issues that are directly related to virtualization.
Keywords
Cloud Computing, Security, ISO 27001, ISO 27002, Security Policies.
References
| [1] | G. MELL, “The NIST Definition of Cloud Computing version 15,” National Institute of Standars and technology, Information Technology Laboratory, USA, 2009. |
| [2] | V. WINKLER, Securing The Cloud, USA: Syngress, 2011. |
| [3] | H. SWANSON, “NIST Special Publication 800-18 - Guideline for Developing Security Plans for Federal Information Systems,” US Department of Commerce, USA, 2006. |
| [4] | E. SIRON, Hyper-V Security, USA: PACKT, 2014. |
| [5] | ISO-27001, “ISO 27001,” [Online]. Available: https://www.27001.pt. |
| [6] | ISO-27002, “ISO 27002,” [Online]. Available: http://www.iso27001security.com/html/27002.html. |
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Processos de Otimização Gráfica para Recursos 3D no Contexto de Realidade Virtual
Kriativ-tech
Volume 1, Issue 1, March 2018, Pages: xxx
Received: Nov. 28, 2017;
Accepted: Dec. 8, 2017;
Published: Feb. 24, 2018
Authors
André da Cruz Rodrigues, ISTEC – Departamento de Estudos e Investigação em Tecnologias de Informação e Sociedade
Media
To cite this article
André da Cruz Rodrigues, Processos de Otimização Gráfica para Recursos 3D no Contexto de Realidade Virtual
DOI: 10.31112/kriativ-tech-2018-01-03
Abstract
The purpose of the current article is to analyze the peculiarity of 3D asset visualization in virtual reality devices, as well as research the more adequate techniques in 3D production for this type of medium. Having into account that the demand of content for these systems could grow significantly in a near future, development pipelines more optimized for virtual reality could become gradually more relevant, particularly in the relation between graphic quality and performance. As regularly these contents are integrated in real-time engines, it might be important to establish a comparative approach about the production processes within the videogame industry. In the end of this study, we will try to set those comparative elements, present some conclusions about suitable workflows and help to define good practices through the development process.
Keywords
Virtual Reality; 3D Modeling; Digital Sculpting; Texturing; Materials; Graphic Engines.
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