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Publicações

Publicações por HumanISE

2025

Bridging Emotional Design with mobile technology: Towards the needs of Dementia informal caregivers

Autores
Teixeira, J; De Sousa, AP; Giesteira, B;

Publicação
Procedia Computer Science

Abstract
Informal caregiving for People Living with Dementia (PLD) presents multifaceted challenges encompassing emotional, practical, and societal dimensions. This study explores the experiences of informal caregivers in Portugal and investigates the potential role of technology, particularly mHealth solutions, in addressing their needs. A mixed-methods approach incorporating questionnaire surveys and semi-structured interviews gathered insights regarding participants' caregiving experiences and technology usage. Findings reveal prevalent emotional challenges, practical limitations, and societal stigmas caregivers face, underscoring the need for enhanced support systems. Moreover, the study identifies deficiencies in mobile apps designed for caregivers and highlights the potential of Emotional Design (ED) principles to address these shortcomings. Future research should focus on validation, longitudinal studies, and co-design approaches to develop targeted interventions that support informal caregivers of PLD in Portugal and beyond. This study deepens understanding of informal caregiving and highlights the need to integrate emotional considerations into mHealth solutions to enhance caregiver wellbeing and dementia care outcomes. © 2025 The Author(s).

2025

Competitive and Cooperative Player-Oriented GWAPs for Enhancing Crowdsourcing Campaigns - An Evidence-Based Synthesis

Autores
Guimaraes, D; Correia, A; Paulino, D; Paredes, H;

Publicação
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.

2025

Exploring Competitive and Cooperative Orientations in Bartle's Taxonomy Through a GWAP Gameplay

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.

2025

Stuck! Stalling in Computer Games

Autores
Cardoso, P; Carvalhais, M;

Publicação
Springer Series in Design and Innovation

Abstract
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Exploring Interactivity and Interpassivity in Digital Narratives: A Critical Examination

Autores
Monteiro, AC; Carvalhais, M; Torres, R;

Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS III, EIMAD 2024, VOL 1

Abstract
The interaction between code and language shapes emergence and innovation in computational systems, turning them not merely into a series of connected structures but into narrative spaces. Interactive Digital Narratives (IDNs) are characterized by a tension between the control exerted by the system to engage readers and the autonomy that readers desire over the narrative's direction. This results in a ludic paradox, where the role of the narrative system is to enable and facilitate play while simultaneously being capable of communicating the outcomes of the readers' actions. On the other hand, the reader must be able to participate actively by playing along the system's rules. Based on the notion of interpassivity, which refers to the delegation of the cognitive activity to the object, thus transforming the reader into a passive observer of the system's interactions, this paper aims to explore the interplay between interpassivity and interactivity. As we navigate IDNs, we engage with narratives that challenge and empower readers, that create immersive and enriching experiences, and transform their relationships with the computational system. This contributes to understanding the pleasure of playing and the reader's role. Based on the premise that readers can derive pleasure from automation but also yearn for control over the narrative, we can investigate the playful interaction between humans and machines. This paper will analyze Emissaries (2015-2017), defined by its creator, Ian Cheng, as a video game that plays itself, and where the reader can seemingly only visualize the work. In this case study, we will look for narrative mechanics and the specificity of the medium in which the IDN is instantiated. We will discuss how the computational system actively shapes the narrative without direct reader input and consequently propose a reconceptualization of the concept of interpassivity and its relationship with interactivity.

2025

DataSHIELD: mitigating disclosure risk in a multi-site federated analysis platform

Autores
Avraam, D; Wilson, RC; Chan, NA; Banerjee, S; Bishop, TRP; Butters, O; Cadman, T; Cederkvist, L; Duijts, L; Montagut, XE; Garner, H; Gonçalves, G; González, JR; Haakma, S; Hartlev, M; Hasenauer, J; Huth, M; Hyde, E; Jaddoe, VWV; Marcon, Y; Mayrhofer, MT; Molnar-Gabor, F; Morgan, AS; Murtagh, M; Nestor, M; Andersen, AMN; Parker, S; de Moira, AP; Schwarz, F; Strandberg-Larsen, K; Swertz, MA; Welten, M; Wheater, S; Burton, P;

Publicação
BIOINFORMATICS ADVANCES

Abstract
Motivation The validity of epidemiologic findings can be increased using triangulation, i.e. comparison of findings across contexts, and by having sufficiently large amounts of relevant data to analyse. However, access to data is often constrained by practical considerations and by ethico-legal and data governance restrictions. Gaining access to such data can be time-consuming due to the governance requirements associated with data access requests to institutions in different jurisdictions.Results DataSHIELD is a software solution that enables remote analysis without the need for data transfer (federated analysis). DataSHIELD is a scientifically mature, open-source data access and analysis platform aligned with the 'Five Safes' framework, the international framework governing safe research access to data. It allows real-time analysis while mitigating disclosure risk through an active multi-layer system of disclosure-preventing mechanisms. This combination of real-time remote statistical analysis, disclosure prevention mechanisms, and federation capabilities makes DataSHIELD a solution for addressing many of the technical and regulatory challenges in performing the large-scale statistical analysis of health and biomedical data. This paper describes the key components that comprise the disclosure protection system of DataSHIELD. These broadly fall into three classes: (i) system protection elements, (ii) analysis protection elements, and (iii) governance protection elements.Availability and implementation Information about the DataSHIELD software is available in https://datashield.org/ and https://github.com/datashield.

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