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Publications

Publications by HumanISE

2026

VotIE: Information Extraction from Meeting Minutes

Authors
Evans, JP; Cunha, LF; Silvano, P; Jorge, A; Guimarães, N; Nunes, S; Campos, R;

Publication
CoRR

Abstract

2026

SegNSP: Revisiting Next Sentence Prediction for Linear Text Segmentation

Authors
Isidro, J; Cunha, LF; Silvano, P; Jorge, A; Guimarães, N; Nunes, S; Campos, R;

Publication
CoRR

Abstract

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.

2026

An Explosion of the Uses of Immersive Learning Environments: A Mapping of Reviews Update

Authors
Beck, D; Morgado, L; O'Shea, P;

Publication
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2025

Abstract
Since the publication of the 2020 paper, Finding the Gaps About Uses of Immersive Learning Environments: A Survey of Surveys, the landscape of immersive learning environments (ILEs) has continued to evolve rapidly. This update aims to revisit the gaps identified in that previous research and explore emerging trends. We conducted an extensive review of new surveys published after that paper's cut date. Our findings reveal a significant amount of new published reviews (n = 64), more than doubling the original corpus (n = 47). The results highlighted novel themes of usage of immersive environments, helping bridge some 2020 research gaps. This paper discusses those developments and presents a consolidated perspective on the uses of immersive learning environments.

2026

Immersion for AI: Immersive Learning with Artificial Intelligence

Authors
Morgado, L;

Publication
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2025

Abstract
This work reflects upon what Immersion can mean from the perspective of an Artificial Intelligence (AI). Applying the lens of immersive learning theory, it seeks to understand whether this new perspective supports ways for AI participation in cognitive ecologies. By treating AI as a participant rather than a tool, it explores what other participants (humans and other AIs) need to consider in environments where AI can meaningfully engage and contribute to the cognitive ecology, and what the implications are for designing such learning environments. Drawing from the three conceptual dimensions of immersion-System, Narrative, and Agency-this work reinterprets AIs in immersive learning contexts. It outlines practical implications for designing learning environments where AIs are surrounded by external digital services, can interpret a narrative of origins, changes, and structural developments in data, and dynamically respond, making operational and tactical decisions that shape human-AI collaboration. Finally, this work suggests how these insights might influence the future of AI training, proposing that immersive learning theory can inform the development of AIs capable of evolving beyond static models. This paper paves the way for understanding AI as an immersive learner and participant in evolving human-AI cognitive ecosystems.

2026

Machine Learning for Decision Support and Automation in Games: Agent City Navigation

Authors
Penelas, G; Nunes, R; Barbosa, L; Reis, A; Barroso, J; Pinto, T;

Publication
ADVANCES IN PRACTICAL APPLICATIONS OF AGENTS, MULTI-AGENT SYSTEMS, AND COMPUTATIONAL SOCIAL SCIENCE: THE PAAMS COLLECTION, PAAMS 2025

Abstract
This paper presents a game-simulated environment that mimics real-world conditions, with a focus on autonomous vehicle navigation. Despite significant advances in the field of games and simulations, there are still a number of challenges to overcome, in particular, the ability to accurately transfer what has been learned in virtual environments to the real world. This project recreates an agent (a motorcycle), modeled with complex physics, navigating autonomously on a detailed map based on the urban geography of Vila Real, Portugal, recreated from real data, implemented in the Unity game engine. In this paper, we provide a detailed overview of the environment and agent creation processes, highlighting the integration of realistic road networks, obstacles, and interaction mechanics that enhance the fidelity of the simulation. The experimental phase demonstrates the motorcycles ability to navigate efficiently, adapting to road layouts, avoiding obstacles, and adjusting to dynamic conditions. The insights from this study can be applied and transferred to real-world application scenarios, particularly in optimizing route planning and driving behaviour for electric motorcycles.

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