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Publicações

Publicações por HumanISE

2024

Cognitive personalization for online microtask labor platforms: A systematic literature review

Autores
Paulino, D; Correia, A; Barroso, J; Paredes, H;

Publicação
USER MODELING AND USER-ADAPTED INTERACTION

Abstract
Online microtask labor has increased its role in the last few years and has provided the possibility of people who were usually excluded from the labor market to work anytime and without geographical barriers. While this brings new opportunities for people to work remotely, it can also pose challenges regarding the difficulty of assigning tasks to workers according to their abilities. To this end, cognitive personalization can be used to assess the cognitive profile of each worker and subsequently match those workers to the most appropriate type of work that is available on the digital labor market. In this regard, we believe that the time is ripe for a review of the current state of research on cognitive personalization for digital labor. The present study was conducted by following the recommended guidelines for the software engineering domain through a systematic literature review that led to the analysis of 20 primary studies published from 2010 to 2020. The results report the application of several cognition theories derived from the field of psychology, which in turn revealed an apparent presence of studies indicating accurate levels of cognitive personalization in digital labor in addition to a potential increase in the worker's performance, most frequently investigated in crowdsourcing settings. In view of this, the present essay seeks to contribute to the identification of several gaps and opportunities for future research in order to enhance the personalization of online labor, which has the potential of increasing both worker motivation and the quality of digital work.

2024

A Gamification-Based Tool to Promote Accessible Design

Autores
Lorgat, MG; Paredes, H; Rocha, T;

Publicação
Lecture Notes in Networks and Systems

Abstract
The human population with disability is rapidly expanding, more than 15% of people worldwide suffer from a disability and, despite the availability of accessibility guidelines, the websites are still inaccessible. Moreover, professionals with knowledge of accessibility and design abilities are hard to come by. Therefore, the current paper addresses the introduction of accessibility to the Software Engineering students through AccessCademy, a gamification-based tool, in a fun way. The activity is delivered via a Web-based learning environment, that presents bad accessibility scenarios or failures based on the Web Content Accessibility Guidelines (WCAG), and then encourages the students to solve them. Furthermore, a case study will be presented that evaluated the learning effectiveness of the tool in the context of a university course. The results demonstrated the potential of AccessCademy which offers students a fun and engaging way to learn about accessibility, to understand the importance of accessible design with WCAG and gain accessible design skills as well. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.

2024

Modelling Aspects of Cognitive Personalization in Microtask Design: Feasibility and Reproducibility Study with Neurodivergent People

Autores
Paulino, D; Ferreira, J; Correia, A; Ribeiro, J; Netto, A; Barroso, J; Paredes, H;

Publicação
PROCEEDINGS OF THE 2024 27 TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN, CSCWD 2024

Abstract
Accessibility in digital labor is a research line that has been trending over the last few years. The usage of crowdsourcing, especially in the form of microtasks, can become an inclusive solution to support accessible digital work. Integrating cognitive abilities tests and task fingerprinting has proven to be effective mechanisms for microtask personalization when considering neurotypical people. In this article, we report the elaboration of usability tests on microtask personalization with neurodivergent people. The preliminary study recruited six participants with autism, attention deficit hyperactivity disorder, and dyslexia. The results obtained indicate that this solution can be inclusive and increase the accessibility of crowdsourcing tasks and platforms. One limitation of this study is that it is essential to evaluate this solution on a large scale to ensure the identification of errors and/or features of cognitive personalization in microtask crowdsourcing.

2024

WebTraceSense-A Framework for the Visualization of User Log Interactions

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

Publicação
ENG

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. These data, which includes metrics such as the number of mouse clicks, keystrokes, and navigation patterns, offer insights into user behavior 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, analyze, 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 behaviors 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

Web of Things in the context of AAL and AHA: a mapping review

Autores
Sant'Ana, H; Paredes, H; Barbosa, L; Rodrigues, NF;

Publicação
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024

Abstract
The Web of Things (WoT) is an essential component within the Internet of Things (IoT) domain, offering a standardized method for describing, consuming, and orchestrating the functions of IoT devices. WoT plays a crucial role in promoting interoperability and streamlining the development of applications for IoT solutions. Recent research focusing on IoT solutions for ambient assisted living (AAL) has highlighted WoT as a key framework for integrating diverse smart devices and services to enhance the quality of life for older adults and individuals with specific health conditions. However, a closer look at recent literature reviews reveals a deficiency in comprehensive research regarding the interplay between WoT, AAL, and the health and wellbeing of older adults. To address this question, a comprehensive mapping review is performed to delve into the existing literature and pinpoint the most pertinent themes and topics within WoT. This analysis aims to uncover evidence of the correlation between WoT, AAL, and active and healthy aging (AHA) to support future research in this area.

2024

Usability Evaluation of an Application for Managing Older Adults Physical Activity Sessions in an Immersive Multiuser Virtual Environment

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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