2025
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
Autores
Paulino, D; Netto, AT; Brito, WA; Paredes, H;
Publicação
Abstract
2024
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
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
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.
2024
Autores
Qbilat, M; Netto, A; Paredes, H; Mota, T; de Carvalho, F; Mendonça, J; Nitti, V;
Publicação
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024
Abstract
This paper presents a usability evaluation of a companion application for managing older adults' physical activity sessions in an immersive multiuser virtual environment. The companion application was designed to facilitate the trainer ' s role and enhance the overall user experience in the virtual multiuser environment. Four trainers were recruited to participate in the study, they performed two tasks to prepare and manage training sessions with older adults using the companion application. Researchers used an open-ended questionnaire to interview the participants. The results revealed a high satisfaction and appreciation for the application features used to prepare and manage the training sessions. Participants found the application useful and intuitive, and they also recommended a list of future desirable features related to the application ' s feedback and help mechanisms, as well as its content. In addition to the necessity to provide mobile and tablet versions of the application. A few usability problems were detected related to information presentation and navigation. The future design of the companion application will consider all the detected usability problems and desired features.
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