Marcos César da Rocha Seruffo

dblp:233/8878 · also Marcos C. R. Seruffo · DBLP profile ↗
← Back
14ranked-venue papers
1as first author
12since 2021 · last 2026
0000-0002-8106-0560ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 6 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Computer networks · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Designing Persuasive Health Technologies: A Gamified Mobile Application for Bipolar Disorder Self-Management
abstract
Treatment adherence in Bipolar Affective Disorder (BAD) remains a global healthcare challenge, characterized by high rates of medication non-compliance and the lack of interactive tools for self-management. Traditional intervention approaches often fail to provide sufficient interactivity to sustain long-term engagement, typically relying on static digital logs. To address these limitations, the "EntreFases" application proposes an approach grounded in the integration of Persuasive Technology and Gamification. Developed using the Unity Engine and C#, the system adopts a modular, event-driven architecture to manage mood states, routines, and user interactions in real time. The application incorporates the Octalysis framework alongside a rule-based dynamic mission generation algorithm, triggered by continuous mood tracking through symbolic inputs (emojis). This mechanism enables the personalization of behavioral activation tasks, fostering user autonomy and supporting the maintenance of therapeutic routines. This demonstration highlights how interactive systems can translate complex clinical requirements into adaptive digital experiences, bridging the gap between medical prescriptions and patients’ daily lives while contributing to more effective mental health care strategies.
Fernando Farias Dimas, Juliana Rosario de Moraes, Leonardo da Conceição Estevam, Paulo Elias Gotardelo Audebert Delage, Marcos César da Rocha Seruffo
IMX5
2026 Project SmartAvatar: A Human-Avatar Interface
abstract
This paper presents SmartAgent, a real-time multimodal framework that integrates Large Language Models (LLMs), speech processing, and embodied avatar rendering to enable more natural and expressive human-computer interaction. The system introduces an embodied conversational agent, Bitzy, capable of interpreting user input and responding through synchronized speech, facial expressions, gestures, and gaze. To ensure consistency across modalities, a structured JSON schema is used to bridge cognitive processing and real-time animation in Unity. The architecture adopts a modular design that decouples speech recognition, language generation, and rendering, improving scalability and responsiveness. Preliminary results indicate that the proposed approach enhances user engagement, perceived presence, and interaction quality when compared to traditional text-based interfaces. These findings suggest that multimodal embodied agents represent a promising direction for developing more human-centered interactive systems.
Renato Araujo Lima, Leonardo da Conceição Estevam, Marcos César da Rocha Seruffo
IMX3
2026 ECO-STICK: Integrated control with ecological elements for interactive solutions in the Amazon
abstract
Virtual Reality (VR) offers vast educational potential, but its adoption in developing countries is severely limited by the high costs of interactive hardware. Most low-cost smartphone-based solutions offer only passive interactions, while the continuous disposal of virgin polymers exacerbates global environmental problems. To mitigate these challenges, this Work-in-Progress presents the ECO-STICK: a low-cost three-dimensional VR controller designed according to the principles of Sustainable HCI and the circular economy. The device integrates affordable microelectronics (6-DoF IMU and BLE communication) with sustainable manufacturing, utilizing 3D printing with recycled Polyethylene Terephthalate (PET) filament and ergonomic supports made from natural miriti fiber, native to the Amazon. The ECO-STICK serves as the interactive core of an ecosystem integrated with the Miritiboard display and the Geometa educational app. Preliminary laboratory tests (N=12) confirmed the system’s technical feasibility, demonstrating low latency, high ergonomic acceptance, and intuitive three-dimensional interactivity. With a manufacturing cost of approximately US$30.00—a reduction of over 80% compared to commercial systems—the project demonstrates the feasibility of combining immersive interactivity and material sustainability in the democratization of digital education.
Vitor Hugo Barbosa Melo, Saulo M. R. Oliveira, Antonio Roniel Marques de Sousa, Renato Araujo Lima, Walter Dos Santos Oliveira Júnior, Marcos César da Rocha Seruffo
IMX6
2026 Translating Multimodal UX Requirements into System Architecture: The Implementation of the UX-Tracking Framework
abstract
Evaluating User Experience (UX) in modern interactive systems requires comprehensive methodologies that combine multiple data modalities. This Work-in-Progress paper presents the architectural design and software implementation of the UX-Tracking framework, building upon a validated conceptual model of foundational requirements from a previous work. We detail the system’s transition from theory to a robust microservices architecture comprising four independent modules: (i) cross-platform data capture and instrumentation for Web and Mobile environments, (ii) high-throughput ingestion of multimodal telemetry, (iii) an isolated Artificial Intelligence service for affective computing and data analysis, and (iv) a dynamic visualization layer driven by automated data storytelling. By providing a scalable, open-source infrastructure, this work reduces the methodological fragmentation of existing evaluation tools, offering the Human-Computer Interaction (HCI) community accessible technology for rigorous in-the-wild UX studies.
Flávio Rafael Trindade Moura, Marcos César da Rocha Seruffo
IMX2
2026 An AI-Driven Conversational Platform for the Learning and Assessment of Programming Logic
abstract
Teaching programming logic faces significant challenges, including overcrowded classrooms and insufficient individualized student feedback. To address these issues, this study introduces LogiBots.Ai, an artificial intelligence conversational platform designed for teaching and assessing programming fundamentals. The solution integrates a specialized chatbot, adaptive quizzes, learning analytics, and comprehensive profile management for students, instructors, and coordinators. The platform was evaluated using the System Usability Scale methodology across two distinct groups comprising thirty high school and thirty undergraduate students. Results indicated satisfactory performance across both demographics, with undergraduates achieving an excellent usability score and high schoolers recording a good rating, validating its pedagogical efficacy and overall systemic acceptability.
Aline Valente, Warley Murici Valente Junior, Marcos César da Rocha Seruffo
IMX3
2025 Generative AI as a Usability Evaluator: Hype or Help?
Danilo Teixeira Lima, Alana Miranda Medeiros, Rita de Cássia R. Paulino, Marcos César da Rocha Seruffo
INTERACT (4)4
2025 GeoModel: Technology and Innovation for a Diverse and Interactive Geometric Education
abstract
Mathematics education in Brazil faces persistent challenges, particularly in the effective teaching and learning of geometry.Traditional methods often lack the interactivity and engagement needed to capture students' interest, and many schools struggle with limited access to quality teaching resources.In response to these issues, the integration of emerging technologies such as Augmented Reality (AR) and Artificial Intelligence (AI) offers promising new pathways for educational innovation.
Fernando Farias Dimas, Vitor Hugo Barbosa Melo, Leonardo da Conceição Estevam, Flávio Rafael Trindade Moura, Renato Araujo Lima, Walter Teixeira Lima Junior, Diego Lisboa Cardoso, Marcos César da Rocha Seruffo
IMX8
2024 A Weight Averaging Neural Network for Semi-supervised Data Stream Learning
Douglas Almeida Vidal, Rodrigo G. F. Soares, Glauco Estácio Gonçalves, Aline P. S. C. Feitosa, Kauan M. Tavares, Marcos César da Rocha Seruffo
ICONIP (2)6
2024 Context-aware multi-modal route selection service for urban computing scenarios
Matheus Brito, Camilo Santos, Bruno S. Martins, Iago Medeiros, Marcos César da Rocha Seruffo, Eduardo Cerqueira, Denis do Rosário
Ad Hoc Networks5
2023 A Gamification and Biofeedback-based Serious Game for Adherence to Physical Activity
abstract
The effective use of exercise prescriptions for the re-habilitation of patients with cardiovascular diseases significantly improves the quality of life and reduces mortality rates. In this sense, the development of strategies to increase adherence and consequently, the time of physical activity of the population as a whole. Several recent technological advances, such as Internet of Things and sensors, represent an improvement in the monitoring and prescription of physical activity. Such technologies can be integrated to provide biofeedback on the prescribed physical activities, which can be accessed by smartphones. In this paper, we introduce a serious game that integrates Gamification and biofeedback techniques to be used by patients with Physical activities prescription to prevent and rehabilitate cardiovascular diseases. Specifically, the game has differentiated and integrated approaches through (i) the use of applications with a Gamification system to increase user adherence; (ii) the use of biofeedback to monitor prescribed physical activities. The game has a carefully crafted visual identity, icons, and avatars, considering a system of colors, typography, shapes, sounds, and images that seek to frame the general public.
Lucas Bastos, Camilo Santos, Iago Medeiros, Italo Freitas, Denis do Rosário, Marcos César da Rocha Seruffo, Eduardo Cerqueira
IWCMC6
2023 ChaGame: A Serious Game for Educational Information About Chagas Disease in the Brazilian Amazon
abstract
Chagas disease is one of the most present infectious diseases in the Amazon Region. It can be contracted in several ways, and has been the cause of outbreaks in several Amazonian states and municipalities, generating loss of quality of life and, in many cases, the death of people who basically come into contact with the feces of the insect vector, the barbeiro. To search in technology and education for means to promote the prevention of this disease is important, considering the current moment of multidisciplinary solutions to the problems of multiple causes that afflict modern society. This article aims to present a Serious Game called ChaGame, which aims to educate and promote the health of the population by warning about the risk of contracting infection by poor hygiene of food using the methodology of a serious game as a form of learning for children in elementary school. This research carries out an investigative analysis through questionnaires that evaluate the elements developed for the game beyond the relevance of the information contained and the real possibility of application in schools as a tool capable of fulfilling the intended purpose. The results show that the game is opportune for spreading educational information about Chagas disease, promoting care for a serious public health problem, seeking the well-being and quality of life of the population that is at risk of contracting the infection.
Paulo André I. Pontes, Lúcio Leandro Cruz De Oliveira, Dilma Do S. M. De Souza, Fernando Augusto Ribeiro Costa, Fernanda Chocron Miranda, Marianne K. Eliasquevici, Marcos César da Rocha Seruffo
IWCMC7
2022 An Evaluation Framework for User Experience Using Eye Tracking, Mouse Tracking, Keyboard Input, and Artificial Intelligence: A Case Study
abstract
User eXperience (UX) has been used to achieve improvements in digital information systems based on how people perceive them. In particular, this paper establishes a framework that employs methods for eye and mouse tracking, keyboard input, self-assessment questionnaire and artificial intelligence algorithms to evaluate user experience and categorize users in terms of performance profiles. The results obtained with this framework are artifacts that can be used to support customizations of the User Interface (UI) on the websites. Moreover, the established framework is generic and flexible and can be applied to any information system, such as the case study shown in the website of the Federal Revenue of Brazil (RFB). The main objectives of this paper are as follows: (i) to set out a powerful UX framework based on three tracking techniques – the AIT2-UX; (ii) to provide the T2-UXT to collect, collate, process and visualize data obtained from users’ interactions (iii) to use and compare machine learning algorithms with the classification of user performance profiles; (iv) to use the artifacts generated by the framework to manually customize the UI with the website.
Kennedy Edson Souza, Igor Leonardo Aviz, Harold D. de Mello Jr., Karla Figueiredo, Marley M. B. R. Vellasco, Fernando Augusto Ribeiro Costa, Marcos César da Rocha Seruffo
Int. J. Hum. Comput. Interact.7
2019 Usability and Cognitive Benefits of a Serious Game to Combat Aedes Aegypti Mosquito
abstract
The development of systems that aim to spread public information, for example, public awareness campaigns for spotting the signs and symptoms of infectious diseases and how to prevent them, should be addressed by human-computer interaction, or more specifically, by devising interfaces that have a high degree of usability or user-friendliness. This paper examines a serious game that aims at providing people with the means of preventing diseases transmitted by the Aedes aegypti mosquito. An empirical test with groups of users was carried out to validate and observe the benefits of the game. The first group answered some questions about the diseases and how to combat the Aedes aegypti proliferation without playing the game and the second group answered the same questions after having played the game. The results showed a significant increase in the knowledge of Aedes aegypti and the diseases transmitted by it. As well as seeking to play the game to spread information about this disease, the purpose of this study is to understand the user's experience by interacting with a serious game and assisting in the evaluation of the usability and the cognitive benefits of serious games.
Igor W. S. Falcão, Daniel Souza, Fabiola Araujo, Yomara Pires, Diego Lisboa Cardoso, Marcos César da Rocha Seruffo
CBMS7
2012 Heuristic algorithm based on multicriteria analysis for selection of first mile access in standard integrated services digital broadcasting terrestrial
abstract
Technologies used to link the end-user to a telecommunication infrastructure have been growing over time because of the consolidation of new access technologies. Moreover, the arrival of new tools for information dissemination, such as interactive digital TV, creates a bidirectional element, capable of connecting the end-user to telecommunications networks through access technologies such as worldwide interoperability for microwave access, 3G, asymmetric digital subscriber line and power line communication. This study presents a heuristic based on multicriteria analysis for selection of first mile access in the integrated services digital broadcasting terrestrial standard, ensuring quality of service, using a videoconferencing application as an example. The following analytical approaches, with multicriteria analysis, are presented towards decision making for televisions connected to more than one return channel: (a) fuzzy AHP for defining the criteria weights (delay, jitter, throughput, packet loss etc.); (b) technique for order preference by similarity to ideal solution (TOPSIS) method, for approximation, guided by measurements taken in real scenarios; (c) elimination and choice translating reality III method, used to ranking the alternatives and comparing with TOPSIS.
Marcos César da Rocha Seruffo, Carlos R. L. Francês, Ádamo L. de Santana, Nandamudi Lankalapalli Vijaykumar
IET Commun.1