Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Sobre

Sobre

é Investigador Auxiliar no INESC TEC e doutorando em Informática na UTAD, com especialização em Engenharia de Software. Possui mais de 20 anos de experiência em engenharia de sistemas e computação, tendo concluído o Mestrado em Informática na Universidade Federal do Estado do Rio de Janeiro, reconhecido pela Universidade de Trás-os-Montes e Alto Douro (UTAD).


Tem participado em projetos financiados pela Comissão Europeia, como o “3D Community Aware Virtual Spaces as Smart Living Environments for Physical Activity and Rehabilitation”, e integra atualmente o “HfPT – Health from Portugal”, contribuindo para soluções tecnológicas inovadoras em contextos de saúde e envelhecimento saudável. A sua investigação centra-se na Interação Humano-Computador, experiência do utilizador, ambientes virtuais multiutilizador, sistemas de colaboração e estratégias de personalização cognitiva em web-games, incluindo estudos recentes sobre o uso de inteligência artificial para screening de doenças mentais, via interação pessoa-computador.


O seu percurso profissional reflete um compromisso com a inovação, procurando desenvolver métodos e ferramentas que promovam a acessibilidade e a eficácia de sistemas interativos. Aliando conhecimentos avançados em Engenharia de Software e experiência prática em contextos multidisciplinares, André mantém uma abordagem centrada no utilizador, visando a criação de soluções que potencializem a qualidade de vida e a inclusão digital de diferentes grupos populacionais.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    André Netto
  • Cargo

    Assistente de Investigação
  • Desde

    14 agosto 2023
002
Publicações

2025

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

Autores
Guimarães, D; Correia, A; Paulino, D; Cabral, D; Teixeira, M; Netto, A; Brito, WA; Paredes, H;

Publicação
Serious Games - 11th Joint International Conference, JCSG 2025, Lucerne, Switzerland, December 4-5, 2025, Proceedings

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 Bartle’s 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. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.

2024

WebTraceSense - A Framework for the Visualization of User Log Interactions

Autores
Paulino, D; Netto, AT; Brito, WA; Paredes, H;

Publicação

Abstract
The current surge in the deployment of web applications underscores the need to consider users' individual preferences in order to enhance their experience. In response to this, an innovative approach is emerging that focuses on the detailed analysis of interaction data captured by web browsers. This data, which includes metrics such as the number of mouse clicks, keystrokes, and navigation patterns, offers insights into user behaviour and preferences. By leveraging this information, developers can achieve a higher degree of personalization in web applications, particularly in the context of interactive elements such as online games. This paper presents the WebTraceSense project, which aims to pioneer this approach by developing a framework that encompasses a backend and frontend, advanced visualization modules, a DevOps cycle, and the integration of AI and statistical methods. The backend of this framework will be responsible for securely collecting, storing, and processing vast amounts of interaction data from various websites. The frontend will provide a user-friendly interface that allows developers to easily access and utilize the platform’s capabilities. One of the key components of this framework is the visualization modules, which will enable developers to monitor, analyse, and interpret user interactions in real-time, facilitating more informed decisions about user interface design and functionality. Furthermore, the WebTraceSense framework incorporates a DevOps cycle to ensure continuous integration and delivery, thereby promoting agile development practices and enhancing the overall efficiency of the development process. Moreover, the integration of AI methods and statistical techniques will be a cornerstone of this framework. By applying machine learning algorithms and statistical analysis, the platform will not only personalize user experiences based on historical interaction data but also infer new user behaviours and predict future preferences. In order to validate the proposed components, a case study was conducted which demonstrated the usefulness of the WebTraceSense framework in the creation of visualizations based on an existing dataset.

2024

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

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

Publicação
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

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

Publicação
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

Autores
Netto, ATC; Paulino, D; Qbilat, M; de Raposo, JF; Rocha, T; Paredes, H;

Publicação
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.