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Publications

Publications by Hugo Paredes

2022

An Approach to Teach Accessibility with Gamification

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

Publication
19TH INTERNATIONAL WEB FOR ALL CONFERENCE

Abstract
Over the last years, accessibility has been gaining more recognition, hence there is a market demand for professionals skilled in accessibility. Therefore, there is a trend towards incorporating accessibility in computer science curricula. Many approaches were presented in order to teach accessibility in the academy, however many failed in the department of motivation and engagement. Moreover, gamification is a strong contender when it comes to engaging, motivating and improving the students' performance using game design elements in non-game context, and it has not been much explored to teach accessibility in the academy. Consequently, this paper proposes to teach accessibility in the academy through a gamification-based approach. The paper starts with a presentation of the proposed approach and finally concludes the paper along with future research direction.

2022

Uncovering the Potential of Cognitive Personalization for UI Adaptation in Crowd Work

Authors
Paulino, D; Correia, A; Guimarães, D; Barroso, J; Paredes, H;

Publication
25th IEEE International Conference on Computer Supported Cooperative Work in Design, CSCWD 2022, Hangzhou, China, May 4-6, 2022

Abstract
Crowdsourcing has received considerable attention over the last fifteen years and has been the subject of several experiments that demonstrate its large potential for use in real-world situations. With the rapid growth of and access to crowd work environments, there is a need for new ways to ensure more equitable access for all people. Task design is one of the core aspects of the crowdsourcing process and its optimization is a priority for many requesters that want to have their tasks solved in short times and with high levels of accuracy. Aligned with this goal, a cognitive personalization framework can make it feasible to assess the information processing preferences of crowd workers in order to provide a useful user interface (UI) adaptation. In an effort to address this issue, this study recruited a total of 64 crowd workers to take cognitive style tests and perform prototypical tasks. The results indicate that it is possible to apply short tests and then obtain some useful indicators for better matching tasks to workers with implications for improving the general outcomes and acceptance rates in crowdsourcing.

2022

Cognitive Personalization in Microtask Design

Authors
Paulino, D; Correia, A; Reis, A; Guimaraes, D; Rudenko, R; Nunes, C; Silva, T; Barroso, J; Paredes, H;

Publication
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

Crowd and Urban Storytelling: Evaluating a Collective Intelligence Model to Support Discussions about the City

Authors
Chaves, R; Motta, C; Correia, A; Paredes, H; Caetano, BP; de Souza, JM; Schneider, D;

Publication
25th IEEE International Conference on Computer Supported Cooperative Work in Design, CSCWD 2022, Hangzhou, China, May 4-6, 2022

Abstract
In recent years, digital technologies have been used to support discussions about the city and also to involve citizens in participatory public processes. However, despite the widespread use of social media platforms, old issues related to engagement and participation still persist in digital initiatives. The main goal of this study is to carry out an empirical evaluation of a collective intelligence model that combines crowdsourcing and social storytelling to support discussions about the city from a bottom-up perspective. Within a design science research approach we designed a participatory action study that was carried out through a workshop with students and professionals from different areas, such as architecture, urban design and information technology. As a result, we were able to assess whether the collective intelligence model was acceptable to the participants by investigating whether the behavioral assumptions were valid and thus outlining some contributions to the field of urban informatics.

2022

Using Virtual Choreographies to Identify Office Users' Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Authors
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publication
ENERGIES

Abstract
Reducing office buildings' energy consumption can contribute significantly towards carbon reduction commitments since it represents similar to 40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants' behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

2022

Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World

Authors
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;

Publication
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.

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