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About

About

is an Assistant Researcher at INESC TEC and a Ph.D. candidate in Computer Science at the University of Trás-os-Montes and Alto Douro (UTAD), specializing in Software Engineering. He has over 20 years of experience in systems engineering and computing, having earned a Master’s degree in Computer Engineering from the Federal University of the State of Rio de Janeiro, recognized by UTAD.


He has participated in European Commission-funded projects, including “3D Community Aware Virtual Spaces as Smart Living Environments for Physical Activity and Rehabilitation”, and is currently involved in “HfPT – Health from Portugal”, contributing to the development of innovative technological solutions in healthcare and healthy aging contexts. His research focuses on Human-Computer Interaction, user experience, multi-user virtual environments, collaborative systems, and cognitive personalization strategies in web-based games. Recent studies include the application of artificial intelligence for mental health screening through human-computer interaction.


His professional trajectory reflects a commitment to innovation, aiming to develop methods and tools that enhance the accessibility and efficiency of interactive systems. By integrating advanced expertise in Software Engineering with practical experience in multidisciplinary contexts, André adopts a user-centered approach to designing solutions that promote quality of life and digital inclusion across diverse population groups.

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Details

Details

  • Name

    André Netto
  • Role

    Research Assistant
  • Since

    14th August 2023
002
Publications

2026

Exploring Competitive and Cooperative Orientations in Bartle's Taxonomy Through a GWAP Gameplay

Authors
Guimaraes, D; Correia, A; Paulino, D; Cabral, D; Teixeira, M; Netto, AT; Brito, WAT; Paredes, H;

Publication
SERIOUS GAMES, JCSG 2025

Abstract
As competitive and cooperative dynamics gain prominence in games, they present unique opportunities to study player behavior. This paper explores the orientations of different player types, as categorized by Bartles Taxonomy, through the lens of a Game With A Purpose (GWAP) called BartleZ. Bartle's Taxonomy identifies four distinct player types Achievers, Explorers, Socializers, and Killers. This study delves into how these different types approach competitive and cooperative gameplay, through structured dilemmas in BartleZ. Results with 45 participants, reveal that player orientations significantly influence engagement and decision-making. Achievers balanced both strategies; Explorers favored cooperation; Socializers consistently chose cooperation; and Killers preferred competition but adapted in some contexts. Overall, players leaned toward cooperation early on, with a shift toward competition as complexity increased. Our findings pinpoint the importance of tailoring GWAP mechanics with diverse player motivations, enhancing both engagement and problem-solving effectiveness.

2025

Usage of a Cognitive Bias Web-game to Increase Accurate Interpretation of Online Consumer Reviews

Authors
Paulino, D; Netto, AT; Guimaraes, D; Barroso, J; Paredes, H;

Publication
2025 28TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN, CSCWD

Abstract
Online reviews are a crucial asset for e-commerce platforms as they provide consumers with valuable insights into products. It is important to note that these reviews are subjective and may contain biases. Therefore, it is essential to approach them with a critical eye. Despite this, online reviews remain a valuable tool for consumers when making purchasing decisions. This study focuses on developing web-based mini-games that target cognitive biases. The games are specifically designed to enhance the perception of e-commerce online reviews. A pilot study involving 85 participants was conducted to explore the potential of integrating these cognitive bias games into web platforms. The findings indicate promising avenues for leveraging these games to enhance cognitive personalization and improve the quality of e-commerce online reviews.

2024

Leveraging WebTraceSense for User Interaction Log Analysis: A Case Study on a Visual Data Analysis Tool for the Visualization of User Interactions Logs

Authors
Paulino, D; Netto, ATC; Pinto, B; Sousa, F; Silva, G; Marinho, J; Apolinário, M; Magalhaes, R; Kumar, A; Pereira, L; Rocha, A; Paredes, H;

Publication
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 2024

Abstract
The current surge in the development of web applications highlights the necessity of incorporating user-specific preferences into the design process. An innovative approach to improving these applications involves the analysis of interaction data recorded by browsers, such as the number of mouse clicks and keystrokes. The data thus obtained provides valuable insight into user behavior, enabling effective personalization of web applications. The WebTraceSense project proposes the development of a web platform designed to facilitate the customization of the visualization of interaction data from websites. The platform will include a dynamic visualization component, which will support the identification of user behaviors, and a DevOps cycle, which will help streamline software cycle processes. This article presents a case study for the examination of user interaction logs from a visual data analysis tool, utilizing the functionalities of the WebTraceSense platform to facilitate the identification of behavioral trace patterns.

2024

Analysis of Users' Digital Phenotyping to Infer and prevent mental health: a work in progress

Authors
Netto, ATC; Paulino, D; Rocha, A; de Raposo, JF; Paredes, H;

Publication
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 2024

Abstract
This research investigates the use of artificial intelligence algorithms to identify behavioural patterns in computer use, with the aim of detecting trends that help to flag cases of depression by analysing the human-computer interaction records of these users, thereby increasing the quality of the data for early detection of these situations. Following design science methodology, a case study will be conducted using an existing mental health screening questionnaire, integrating an artificial intelligence layer to map mouse and keyboard interactions, followed by machine learning analysis of the records. The results of the machine learning assisted questionnaires will be compared with the results of the questionnaires without the mapping. If there is a significant difference, this model could be useful for making predictions about emotional states, contributing to the field of artificial intelligence and helping to prevent depression, which is the focus of the research, although the aim is to look at mental health in a global way.

2024

An Adaptive Virtual Piano for Music-Based Therapy: A Preliminary Assessment with Heuristic Evaluation

Authors
Netto, ATC; Paulino, D; Qbilat, M; de Raposo, JF; Rocha, TV; Paredes, H;

Publication
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 2024

Abstract
Autism Spectrum Disorder (ASD) affects individuals in diverse ways, making personalized therapeutic approaches crucial. In this context, we propose a personalized mobile application designed for music-based therapy tailored to people with ASD. This adaptive piano app can be customized to suit the individual abilities of each user. The paper is structured as follows: The introduction provides context on autism and the importance of personalized therapy. The background section reviews related studies on music-based therapy. The methodology section introduces Professor Piano, our adaptive and adaptable music therapy application. The results and discussion section explores the challenges encountered during development and presents the findings from a heuristic evaluation conducted by experts. Finally, the conclusion summarizes the main insights and implications of the study.