2026
Authors
Koprinska, I; Moreira, JM; Branco, P;
Publication
PKDD/ECML Workshops (1)
Abstract
2026
Authors
Maia, M; Campos, P;
Publication
Abstract
2026
Authors
Simões, M; Peças Lopes, J; Soares, FJ;
Publication
Abstract
2026
Authors
Radid, Y; Garcia, NM; Al-jumaili, S; Branco, F; Coelho, PJ; Pires, IM;
Publication
SCIENTIFIC DATA
Abstract
This study presents and validates a dataset designed to evaluate the accuracy of a smartphone application for measuring vertical jump time. A total of 550 trials were recorded, with jump flight time simultaneously measured by a smartphone (Android) and a reference wearable accelerometer (BioPlux). Two predictive models, Least Squares (LSQ) and Multilayer Perceptron (MLP), were trained to estimate BioPlux flight time from smartphone readings. The LSQ model achieved a mean error of 0.43% and a mean absolute error of 5.32%, while the MLP model obtained 1.2% and 5.36%, respectively. Both models showed low average percentage error relative to the reference system. This work provides a robust dataset and modeling framework for evaluating low-cost, mobile-based movement assessment tools, with applications in neurology, rehabilitation, and sports biomechanics.
2026
Authors
Guimaraes, D; Correia, A; Paulino, D; Paredes, H;
Publication
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION
Abstract
The use of gamified crowdsourcing mechanisms through serious games and games with a purpose (GWAPs) has emerged as an effective motivational strategy for enhancing performance in human intelligence tasks (HITs). In this systematic literature review, we examine the underlying characteristics of competitive and cooperative player-oriented GWAPs and how they can be leveraged to optimize crowdsourcing performance in completing batches of HITs. By exploring gamified crowdsourcing elements in GWAPs, we can evaluate the impact of these two types of player behaviors (i.e., competition and cooperation) on motivation and performance. We reviewed 27 publications and grouped them into five categories: player orientation, game elements and motivation, crowd work optimization, gamified knowledge collection, and comparative studies and best practices. Our research pinpoints the significance of intuitive task instructions, alignment of game elements with player motivations, and the role of competitive and cooperative dynamics in enhancing engagement and performance.
2026
Authors
Conde, MA; Rodríguez-Sedano, FJ; García-Peñalvo, FJ; Suganuma, L; Gonçalves, J; Jormanainen, I; Yigzaw, S;
Publication
INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION
Abstract
The integration of students with intellectual and developmental disabilities into STEAM education presents ongoing challenges, particularly in engineering disciplines where both technical and social competencies are essential. Robotics and active learning methodologies have emerged as promising solutions to address these challenges by offering adaptive, interactive, and student-centered learning environments. This study conducts a systematic literature review to examine how these technologies and methodologies are applied to support students with Intellectual and Developmental Disabilities. A total of 34 high-quality studies published over the past ten years were selected through a rigorous process of database searching, inclusion/exclusion filtering, and quality assessment. The analysis reveals that robotics is particularly effective in fostering academic development, cognitive skills, social-behavioral interaction, and emotional regulation, while active learning promotes social responding, role understanding, and collaborative skills. Together, these approaches not only enhance individual learning outcomes but also facilitate the broader inclusion of students with disabilities within engineering education.
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