Existing literature argues that emotions have a significant impact on the majority of human activities and functions. The learning process is one of the activities on which emotions have a direct influence. Thus, understanding the manner in which emotions change the students' learning process is not only very important but it can also allow to improve the existing learning models. Currently, in the majority of situations, the teacher serves as a facilitator between the student and the learning course, and through a constant analysis of the student's behaviour, emotions and achievements, he constantly performs adjustments to the teaching process in order to meet the students' needs and goals. Thus far, in online learning environments there is no easy way for teachers to analyse students' behaviour and emotions. A possible solution to this problem can be the development of mechanisms that enable computers to automatically detect students' emotions and adapt the learning process in order to meet students' real needs. An emotional learning model was described and a software prototype was developed and tested, in order to find out whether it performs live identification of the students' emotions, by using affective computing techniques, and whether it automatically performs adjustments to their individual learning process. Through a deeper analysis and multidisciplinary discussion of the achieved results it is possible to acknowledge that not only emotions impact students' learning, but also that an application that performs live emotion recognition and which integrates this feature with adjustable online learning environments will trigger improvements in students' learning.
We have sought to understand the current state of the art on smart tourism and on smart cities. Furthermore, we have sought to understand community awareness and the will to embrace innovation, as they are decisive factors to acquire base knowledge and overcome barriers in (soon to be) overpopulated cities and for those who are looking for a limited time culture experience -known as tourists. We live in an age where technology is increasingly present in our lives and provides us solutions to societal problems. Problems such as traffic, infrastructure and natural resources management, or even increasing citizens' participation in governance, bringing them closer to decision-making. The objective is to understand the current level of people's knowledge about the impact that technologies have on the society in which we live and their perception of the usefulness in solving these same problems. Therefore, an anonymous questionnaire was carried out (176 valid answers were received), as well as a focus group with two experts on the Smart Cities subject. What future is brought by those who live and breathe technology? Are people willing to accept a paradigm shift?
As information systems and technologies grow in usage in the agri‐food industry, the same has happened to the relevance of Information Systems (IS) that allow for a parallel control, monitoring and management of the organizations' activities and business processes. As the literature proves, the benefits of implementing adequate and interoperable IS are very numerous and tend to represent a significant determinant regarding the organizations' overall success. Despite this, to the best of our knowledge there currently is no IS architecture designed to serve the specificities of the agri‐food industry. With this study a novel information systems architecture for the agri‐food sector is proposed. The artefact is composed by 12 integrated main components and a set of subcomponents aimed at supporting all the monitoring, control and management activities. In order to validate the proposed architecture a case study was implemented at a mushroom production organization. This allowed us to perceive the ability of our artefact to serve as the basis for the development of IS that address all of the organization's business and environmental needs.
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