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Financial Investments and Markets

Details
Category: Discipline
  • Bodie, Z., Kane, A. & Marcus, A. J. (2021). Investments. 12th ed. New York: McGraw-Hill Education. Edwin J. E., Martin J. G., Stephen J. B., William N. G. (2014). Modern Portfolio Theory and Investment Analysis, 9th ed. New York: Wiley Custom, Inc.
  • Finance and Taxation
  • 6806
  • 3515
  • Financial Investments and Markets
  • ISLA Gaia6806-3515
  • 1
  • 6
  • 0
  • 27
  • Não
  • Português
  • The teaching-learning process will be based on lecturing of practical classes. Expositive, interrogative and active methods will be used. Student-centered learning pedagogies will be used by the teacher. Class organization in groups for the resolution and presentation of several case studies.
  • Mandatory
  • The objectives of this course are: (1) Understand the functioning and organization of financial markets; (2) Perceiving the relationship between the return and risk of a financial asset; (3) Identify the risk factors of a financial investment; (4) Understand the different concepts of market efficiency; (5) Understand the differences between investments in the money market and in the capital market; and (6) Identify new trends in financial markets. At the end of the course unit, the student should be able to: (1) Trading financial assets in the different segments of the financial markets; (2) Estimate the expected return of a financial asset in terms of its risk; (3) Test the efficiency of a financial market; (4) Determining the fair price to pay for a bond or stock; (5) Identify the determinants of short- and long-term interest rates; and 6) Critically discuss the new trends in financial markets.
  • 1. Markets and financial assets 1.1. The segmentation and functions of financial markets 1.2. Functioning of financial markets 1.3. Financial assets traded 2. Portfolio theory and equilibrium models 2.1. The return-risk relationship 2.2. The constitution of financial asset portfolios and the risk diversification 2.3. Capital Asset Pricing Model 2.4. Other models 3. The Efficiency of Financial Markets 3.1. Market efficiency concepts 3.2. Tests of market efficiency and anomalies 3.3. Behavioural finance 4. The money market 4.1. Public debt market 4.2. Interbank market 4.3. The formation of short-term interest rates 5. The capital market 5.1. The fixed income market 5.2. The equity market 6. Current trends in financial markets 6.1. The digitization of financial markets 6.2. Socially responsible investments 6.3. Alternative investments
  • Teste de avaliação final (100%).

  • Semestral
  • The CU of Financial Investment and Markets aims to provide students with knowledge that allows students to know and understand the functioning and usefulness of different financial markets. In addition to covering introductory and transversal aspects of all financial markets, the functioning of the money market and the capital market is studied in some depth. The CU ends by addressing the most recent trends in financial markets, namely their digitalization, socially responsible investments and, finally, alternative investments such as cryptoassets, tokens, etc.

Representation of Multimedia Elements

Details
Category: Discipline
  • Adobe Press, Adobe Audition CC Classroom in a Book, 2nd Edition, 2018 Adobe Press Adobe Illustrator Classroom in a Book (2020 release), 2020 Adobe Press Adobe Premiere Pro Classroom in a Book (2020 release), 2020 Adobe Press Adobe Photoshop Elements 2020 Classroom in a Book, 2020 Adobe Press Li, Z. N., Drew, M. S., Liu, J. Fundamentals of Multimedia, Springer International Publishing, 2014. Ribeiro, N. M. Multimédia e Tecnologias Interativas, FCA, 2012. Wallace, Jackson. Digital Image Compositing Fundamentals, Apress, 2015. Wallace, Jackson. Digital Video Editing Fundamentals, Apress, 2015  
  • Development for the Web and Mobile Devices
  • 2010
  • 24102
  • Representation of Multimedia Elements
  • ISLA Gaia2010-24102
  • 1
  • 6
  • 0
  • 27
  • Não
  • Português
  • This Curricular Unit has 3 components: one theoretical and one practical. Classes will begin by addressing the definitions and theoretical concepts of the topics. These will later be applied in the practical execution of worksheets, using the techniques learned with specific software. Group work will be encouraged, with presentations to other members of the class. Curriculum Assessment: Practical work in class: 30% Practical group project (Project and Report): 70% Final Assessment: Global Assessment Test (TAG) - practical in the laboratory: 100%; All students who have not successfully completed the assessment may take a final theoretical-practical exam during the assessment period defined by the institution.
  • Mandatory
  • The curricular unit is intended for the student to learn the fundamentals on the following subjects: media and multimedia; digitization; compression; color and color coding; digital imaging; digital image compression; digital sound; digital video. At the end of the curricular unit, the student should be able to understand and explain the fundamentals of the processes involved in the computer representation of multimedia elements such as texts, images, sound, and video, as well as develop audiovisual projects with the concepts and techniques learned. In the context of learning social skills, it is intended to strengthen the capacities and attitudes of accountability and solidarity in the realization of group work projects.
  • 1. Multimedia Concepts and Definition Interactive Multimedia Applications Multimedia Project 2. Digital Data Representation Analog vs Digital Digitalization Process 3. Data Compression Techniques Entropy Coding Techniques Source Coding Techniques Compression and Decompression 4. Media, Concepts, Modalities Perception, Representation Storage, and Transmission Media Acquisition (image, sound, and video) Interaction: Input and Output Devices. Storage. 5. Digital Image Representation and Processing Color and Color Encoding: Color Models Compression and Image Formats Vector Image Processing Programs Bitmap and Raster Image Processing Programs 6. Digital Video and Audio Video Compression and Formats Audio Compression and Formats
  • 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

    Trabalhos práticos em contexto de aula

    12-12-2025

    30%

    Projeto de Grupo

    09-01-2026

    70%

     

     

     

     

    Adicionalmente poderão ser incluídas informações gerais, como por exemplo, referência ao tipo de acompanhamento a prestar ao estudante na realização dos trabalhos; referências bibliográficas e websites úteis; indicações para a redação de trabalho escrito...

     

  • Semestral
  • The curricular unit allows students to acquire fundamental concepts that enable the understanding of multimedia, digital design and understand the capabilities of text, image, audio and video in visual communication.

Management Accounting

Details
Category: Discipline
  • Business Management
  • 1206
  • 5017
  • Management Accounting
  • ISLA Gaia1206-5017
  • 2
  • 6
  • 0
  • 27
  • Não
  • Português
  • Semestral

Manufacturing Processes and Materials Technology

Details
Category: Discipline
  • Safety at Work Engineering
  • 1181
  • 12982
  • Manufacturing Processes and Materials Technology
  • ISLA Gaia1181-12982
  • 2
  • 7
  • 0
  • 27
  • Não
  • Português
  • Semestral

Interaction Design

Details
Category: Discipline
  • Cooper, A., Reimann, R., Cronnin, D., Noessel, C., Csizmadi, J., & LeMoine, D. (2014). About Face (4th Editio). John Wiley & Sons. Inc. Krug, S. (2014). Don¿t Make Me Think, Revisited A Common Sense Approach to Web Usability (Third Edit). New Riders. Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction Design: Beyond Human-Computer Interaction (Fourth). John Wiley & Sons, Ltd. Shaffer, D. (2011). Designing for interaction (Second). Berkley, California: New Riders. Soegaard, M., & Dam, R. F. (2015). Interaction Design Foundation Encyclopedia of Human-Computer Interaction. (M. Soegaard & R. F. Dam, Eds.) (2nd ed.). The Interaction Design Foundation.  
  • Technology and Web Systems Engineering
  • 6158
  • 11133
  • Interaction Design
  • ISLA Gaia6158-11133
  • 1
  • 6
  • 0
  • 27
  • Não
  • Português
  • 1. Active Learning: Students are encouraged to actively participate in the learning process. This can include group discussions, problem solving, case studies and practical activities that promote active student participation. 2. Project-Based Learning (PBL): Students work on complex projects that involve solving real-world problems. These projects promote problem-solving, collaboration and critical thinking skills. 3. Problem-Based Learning (PBL): Similar to PBL, students are presented with a real-world problem and are encouraged to find solutions through research and collaboration. The focus is on problem-solving and developing critical thinking. 4. Microlearning: Breaks down content into small units that are easier to digest.
  • Mandatory
  • - Make known the human factors in the interaction and interface; - Preent the fundamental concepts to understand the interaction between humans and computational systems; - Develop the ability to conceive interaction and interface design proposals for specific contexts of use, with a view to optimizing the interaction experience; - Develop the ability to assess usability with mastery of various techniques and their suitability to the context; - Develop the ability to build innovative and consistent interfaces with the purpose; At the end of the UC, students should be able to: - Apply prototyping techniques for research and design proposal testing; - Evaluate usability through varied techniques appropriate to the context of the project; - Build innovative and coherent interfaces with the purpose; ¿- Combine the techniques in a systematic way into an empirical approach to interaction design
  • 1. Brief history of HCI. 1.1 Models of human performance 1.2 Theories of cognitive activity and situated action 2. Modelling Users and Tasks 3. Engineering of interaction contexts through media design 4. Prototyping and its role in interaction design 5. Usability and user experience 5.1 Models and assessment techniques 5.2 Observation and analysis techniques 6. The aesthetics of interaction in interface design 7. Information visualization and sound 7.1 Visual and sound design elements 7.2 Adapting design to devices and contexts of use 7.3 Mobile scenario Interface 8. Interface architectures and techniques: from language interface to GUI, TUI and NUI
  • 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

    Leitura e analise de paper 

     

    15%

    Analise de uma interface 

     

    35%

    Desenvolvimento de uma interface 

     

    50%

     

     

  • Semestral
  • Interaction Design is the area of Design whose main objective is to improve the relationship between the user and the object/product, through the study, planning and application of interaction, in physical and digital systems. The applications of Interaction Design are varied, and act both at the physical, cognitive and emotional levels of the user's experience with the product. Knowledge of the principles of interaction and their application to the development of different supports allows students to create functional, appealing and understandable systems for the user.
  1. Business Initiative and Entrepreneurship
  2. People Management in Organizations
  3. Algorithms and Data Structures
  4. Thematic Seminars in Finance and Taxation

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