CIEL Camada de Integração Ensino Lusófona
  1. You are here:  
  2. Home
  3. Discipline

Open Source Software

Details
Category: Discipline
  • Bitkom Open Source Working Group. (2024). Open source guide (version 3.2) (3rd ed.). Bitkom e.V. https://www.bitkom.org/ Fitzgerald, B., Kesan, J. P., Russo, B., Shaikh, M., & Succi, G. (2011). Adopting open source software: A practical guide. MIT Press. Harutyunyan, N. (2022). Open source software governance: Distilling and applying industry best practices. In M. Felderer et al. (Eds.), Ernst Denert Award for Software Engineering 2020 (pp. 73–90). Springer. OSPO Alliance. (2023). Good Governance Initiative handbook (v1.2). OSPO Alliance. https://ospo-alliance.org/ggi/ Rathee, S., & Chobe, A. (2022). Getting Started with Open Source Technologies. Apress
  • Web Systems and Technology Engineering
  • 6159
  • 22496
  • Open Source Software
  • ISLA Santarém6159-22496
  • 1
  • 6
  • 885
  • 25
  • Não
  • Português
  • The teaching methodology is based on the exposure of each topic of content, with immediate practical application through exercises and work since this course is essentially laboratory practice. Therefore, the Problem Based Learning (ABRP) methodology will be used.
  • Optional
  • - Present the specific aspects of open source software, focusing mainly on its fundamentals, identifying its motivations and importance. - Define the main concepts associated with open source software, as well as assess the impact of its use. - Install and customize open source systems.  At the end of the course, students should be able to: - Identify specific situations in which free software may be a suitable alternative. - Explore the various categories of open source software that can be used in the areas of support, infrastructure, and applications in private, public, non-profit, and educational institutions.   - Build solutions based on open source software. - Use software evaluation methodologies and tools to analyze developed solutions and produce comparative reports. 
  • 1. Free software / open source  1.1 History  1.2 Free software / open source licenses  1.3 Open source organizations  2. Proprietary software versus open source software  3. Open source software in schools  4. Open source software in the public / private sector  5. Installation of open source systems: desktop and Web  6. Open source software development process  7. Open source business models  8. Main open source project repositories  9. Case studies:   -Blogs   -E-commerce   -Forums   -Project management   -Document management   -Helpdesk   -Surveys -Marketing -Integrated management programs -Productivity programs -Scientific repositories -E-learning systems -Content management systems -Operating systems -Group work -Wikis -Others 
  • Avaliação contínua:

    - Trabalho prático (Relatório e projeto); 60%;

    - Teste final teórico-prático; 40%;

    Avaliação final:

    Todos os estudantes que não tenham concluído com sucesso a avaliação continua podem realizar um exame final teórico-prático (100%) na época de avaliação definida pela instituição.

  • Semestral
  • Open Source Software introduces the fundamentals, motivations, and impact of open source software, explores the main categories and open source projects, and develops skills to install, customize, and evaluate solutions, identifying scenarios where free software is a strategic and sustainable alternative.

Programming Mobile Devices

Details
Category: Discipline
  • Carneiro, Alberto (2009).Auditoria e Controlo de Sistemas de Informação. FCA, Editora de Informática. Oliveira, José (2006). Método de Auditoria a Sistemas de Informação. Porto Editora. Zuquete, A. (2013). Segurança em Redes Informáticas. FCA, Editora de Informática. Carvalho, Nuno (2009). Organizações e Segurança Informática. Lugar da Palavra.
  • Information Systems Technology and Programming
  • 2045
  • 15892
  • Programming Mobile Devices
  • ISLA Santarém2045-15892
  • 2
  • 4
  • 0
  • 25
  • Não
  • Português
  •    
  • Mandatory
  •    
  •   
  • Descrição dos instrumentos de avaliação (individuais e de grupo) ¿ testes, trabalhos práticos, relatórios, projetos... respetivas datas de entrega/apresentação... e ponderação na nota final.

    Exemplo:

    Descrição

    Data limite

    Ponderação

    4 Trabalhos Práticos Individuais

    08-10-2025

    22-10-2025

    05-11-2025

    26-11-2025

    50%

    Portfolio

    dd-mm-yyyy

    10%

    1 Trabalho de Grupo

    07-01-2025

    40%

     

    Em época normal, a avaliação curricular é composta pela realização de quatro trabalhos individuais, com o peso de 12.5% cada, perfazendo um total de 50%; Junta-se um trabalho de Grupo com o peso de 40%; ficando os restantes 10% para o portfolio de trabalhos realizados nas sessões, sendo feita uma regra de três simples sobre o total de exercícios pedidos e o total de exercícios entregues.

    Na época normal, trabalhos individuais, frequência e trabalhos de grupo são obrigatórios, a não realização de exercícios de qualquer um dos tipos reprovada automaticamente o aluno (frequência obrigatória, trabalho de grupo obrigatório e trabalho individual pelo menos um). Todos os exercícios de avaliação são realizados em sala de aula, em caso de não comparência em aulas de avaliação os alunos terão zero valores nessa avaliação. Os trabalhos são de defesa obrigatória. Nas épocas final de recurso e especial, a avaliação será orientada pelos mesmos objetivos e baseia-se num exame (100%), integrando a componente teórica e a componente prática da unidade curricular.

     

  • Semestral
  •   

Health Data Representation and Visualization

Details
Category: Discipline
  • Data and Technology Management in Health
  • 7055
  • 26690
  • Health Data Representation and Visualization
  • ISLA Santarém7055-26690
  • 2
  • 6
  • 0
  • 25
  • Não
  • Português
  • Semestral

Research Methods

Details
Category: Discipline
  • Marketing
  • 7153
  • 7093
  • Research Methods
  • ISLA Santarém7153-7093
  • 1
  • 5
  • 0
  • 25
  • Não
  • Português
  • Semestral

Virtual and Augmented Reality

Details
Category: Discipline
  • Aukstakalnis, Steve (2017) Practical augmented reality: a guide to the technologies, applications, and human factors for AR and VR, Boston : Addison-Wesley. Hardman, Casey (2024). Game Programming with Unity and C#. APRESS. Sean & Tinnell, John (eds.) (2017) Augmented reality: innovative perspectives across art, industry, and academia, South Carolina: Parlor Press. Rebenitsch, Lorel(2024). A Practical Introduction to Virtual Reality. Morgan Kaufmann Tobias (2016) Augmented reality: principles and practice, Boston: Addison-Wesley.
  • Web Systems and Technology Engineering
  • 6159
  • 15793
  • Virtual and Augmented Reality
  • ISLA Santarém6159-15793
  • 1
  • 6
  • 885
  • 25
  • Não
  • Português
  •     The expository methodology will be used to present each of the topics of the proposed contents, followed by the use of active methods involving practical application through exercises and works, since this course is essentially laboratory practice.  
  • Optional
  •     Make known the evolution in computer graphics that led to the creation of virtual and augmented reality; Present the main concepts associated with virtual and augmented reality; Identify the main characteristics of different augmented and virtual reality interfaces; Identify the main techniques associated with virtual and augmented reality; Provide students with the knowledge of these techniques to enable them to pursue advanced studies in the area. At the end of the curricular unit students should be able to: Identify and characterize the components, structure and functions of a minimal augmented and / or augmented reality system; Understand the main algorithms used in the implementation of each component; Understand how the various components interact; Integrate between real world images and virtual object images.
  • 1. Introduction to Augmented Reality 1.1 Concepts 1.2 Applications 1.3 Visualization technologies 1.4 Components of an augmented reality system.  2. Introduction to computer vision 2.1 General structure of a computer vision system 2.2 Introduction to image acquisition, processing, and analysis techniques 2.3 3D information acquisition techniques  3. Augmented Reality Systems 3.1 Virtual and real images 3.2 Processing phases: pattern recognition and tracking. 4. Perception in Virtual Environments 5. Technologies for Virtual and Augmented Reality 6. Techniques and algorithms in Virtual and Augmented Reality  6.1 Modeling 3D objects 6.2 Visualizing 3D objects 6.3 Acceleration techniques in 3D visualization 6.4 Occlusion 6.5 Collision detection 
  • A avaliação, em qualquer das épocas de avaliação, será concretizada através da realização de Trabalho de investigação / aplicação prática (100%).

  • Semestral
  • Virtual Reality focuses on the fundamentals, technologies, and immersive applications of VR and AR, enabling students to understand virtual devices and environments, as well as design interactive experiences for different contexts of use. 
  1. Web Programming
  2. Healthcare Information Systems
  3. Commercial Management and Negotiation
  4. Option II

Page 462 of 624

  • 457
  • 458
  • 459
  • 460
  • 461
  • 462
  • 463
  • 464
  • 465
  • 466

Select your language

  • Português (Portugal)
  • English (United Kingdom)

English Menu

  • Home

Pesquisa

Login Form

  • Forgot your password?
  • Forgot your username?