2024
Authors
Paulino, D; Ferreira, J; Correia, A; Ribeiro, J; Netto, A; Barroso, J; Paredes, H;
Publication
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
Authors
Paulino, D; Ferreira, J; Netto, A; Correia, A; Ribeiro, J; Guimaraes, D; Barroso, J; Paredes, H;
Publication
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024
Abstract
Microtasks have become increasingly popular in the digital labor market since they provide easy access to a crowd of people with varying skills and aptitudes to perform remote work tasks that even the most capable algorithmic systems are unable to complete in a timely and efficient fashion. However, despite the latest advancements in crowd-powered and contiguous interfaces, many crowd workers still face some accessibility issues, which ultimately deteriorate the quality of the work produced. To mitigate this problem, we restrict attention to the development of two different web-based mini-games with a focus on cognitive personalization. We have conducted a pilot gamified experience, with six participants with autism, dyslexia, and attention deficit hyperactivity. The results suggest that a web-based mini-game can be incorporated in preliminary microtask-based crowdsourcing execution stages to achieve enhanced cognitive personalization in crowdsourcing settings.
2024
Authors
Paulino, D; Netto, AT; Brito, WAT; Paredes, H;
Publication
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
Authors
Sant'Ana, H; Paredes, H; Barbosa, L; Rodrigues, NF;
Publication
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
Authors
Qbilat, M; Netto, A; Paredes, H; Mota, T; de Carvalho, F; Mendonça, J; Nitti, V;
Publication
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.
2024
Authors
Santos, R; Baeza, R; Filipe, VM; Renna, F; Paredes, H; Pedrosa, J;
Publication
2024 IEEE 22ND MEDITERRANEAN ELECTROTECHNICAL CONFERENCE, MELECON 2024
Abstract
Coronary artery calcium is a good indicator of coronary artery disease and can be used for cardiovascular risk stratification. Over the years, different deep learning approaches have been proposed to automatically segment coronary calcifications in computed tomography scans and measure their extent through calcium scores. However, most methodologies have focused on using 2D architectures which neglect most of the information present in those scans. In this work, we use a 3D convolutional neural network capable of leveraging the 3D nature of computed tomography scans and including more context in the segmentation process. In addition, the selected network is lightweight, which means that we can have 3D convolutions while having low memory requirements. Our results show that the predictions of the model, trained on the COCA dataset, are close to the ground truth for the majority of the patients in the test set obtaining a Dice score of 0.90 +/- 0.16 and a Cohen's linearly weighted kappa of 0.88 in Agatston score risk categorization. In conclusion, our approach shows promise in the tasks of segmenting coronary artery calcifications and predicting calcium scores with the objectives of optimizing clinical workflow and performing cardiovascular risk stratification.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.