2022
Autores
Paulino, D; Correia, A; Reis, A; Guimaraes, D; Rudenko, R; Nunes, C; Silva, T; Barroso, J; Paredes, H;
Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: NOVEL DESIGN APPROACHES AND TECHNOLOGIES, UAHCI 2022, PT I
Abstract
Today digital labor increasingly advocates for the inclusion of people who are excluded from society in someway. The proliferation of crowdsourcing as a new form of digital labor consisting mainly of microtasks that are characterized by a low level of complexity and short time periods in terms of accomplishment has allowed a wide spectrum of people to access the digital job market. However, there is a long-recognized mismatch between the expectations of employers and the capabilities of workers in microwork crowdsourcing marketplaces. Cognitive personalization has the potential to tailor microtasks to crowd workers, thus ensuring increased accessibility by providing the necessary coverage for individuals with disabilities and special needs. In this paper an architecture for a crowdsourcing system intended to support cognitive personalization in the design of microtasks is introduced. The architecture includes an ontology built for the representation of knowledge on the basis of the concepts of microtasks, cognitive abilities, and types of adaptation in order to personalize the interface to the crowd worker. The envisioned system contains a backend and a frontend that serve as an intermediary layer between the crowdsourcing platform and the workers. Finally, some results obtained to evaluate the proposed system are presented.
2022
Autores
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2
Abstract
User experience can be affected by the amount and intensity of information presented. Four scenarios were developed to assess the insertion of information elements (chronometer and hint system) and tested with 37 users to find out if they affected the user's sense of presence and symptoms of cybersickness. In order to instruct users and using virtual reality using the Unity 3D game engine, we created a virtual world where the user has the role of exploring the environment and looking for mushrooms, and can consult a description about it. For tests with users, the IPQp and SSQ questionnaires were applied. The results indicate that it is possible to create a virtual world with the addition of informational components without significantly disturbing the user experience.
2022
Autores
Khanal, SR; Paulino, D; Sampaio, J; Barroso, J; Reis, A; Filipe, V;
Publicação
ALGORITHMS
Abstract
Physical activity is movement of the body or part of the body to make muscles more active and to lose the energy from the body. Regular physical activity in the daily routine is very important to maintain good physical and mental health. It can be performed at home, a rehabilitation center, gym, etc., with a regular monitoring system. How long and which physical activity is essential for specific people is very important to know because it depends on age, sex, time, people that have specific diseases, etc. Therefore, it is essential to monitor physical activity either at a physical activity center or even at home. Physiological parameter monitoring using contact sensor technology has been practiced for a long time, however, it has a lot of limitations. In the last decades, a lot of inexpensive and accurate non-contact sensors became available on the market that can be used for vital sign monitoring. In this study, the existing research studies related to the non-contact and video-based technologies for various physiological parameters during exercise are reviewed. It covers mainly Heart Rate, Respiratory Rate, Heart Rate Variability, Blood Pressure, etc., using various technologies including PPG, Video analysis using deep learning, etc. This article covers all the technologies using non-contact methods to detect any of the physiological parameters and discusses how technology has been extended over the years. The paper presents some introductory parts of the corresponding topic and state of art review in that area.
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
de Raposo, JF; Paulino, D; Paredes, H;
Publicação
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 2024
Abstract
Attention Deficit Hyperactivity Disorder (ADHD) and Autism Spectrum Disorder (ASD) in adults can present challenges in learning and work environments, by impacting focus, organization, social interaction, and self-esteem. The aim of this study is the potential of Human-Computer Interaction (HCI) in the empowerment of adults with ADHD and ASD. Specific difficulties faced in educational and professional settings were found through qualitative interviews with six participants. HCI seems to offer a pathway towards a more inclusive future, as educational technology solutions built on HCI principles can create better and alternative learning environments with fewer distractions and gamification for increased engagement. Assistive technologies can address challenges related to focus and organization (like task management apps, time tracking tools). Additionally, features promoting social interaction and communication can empower individuals with ASD. Technologies arising nowadays like Augmented and Virtual Reality (AR/VR) can create interactive learning experiences. Through the use of HumanComputer Interaction principles, more inclusive learning and work environments that empower individuals with ADHD and ASD can originate, while improving engagement and efficiency for all.
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