Hugo Paredes

dblp:94/2383 · DBLP profile ↗
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48ranked-venue papers
7as first author
19since 2021 · last 2026
0000-0002-4274-4783ORCID · verified

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

Human-computer interaction and ubiquitous computing · 34 · 5 first-author · 14 since 2021Applied, interdisciplinary, general and emerging computing · 17 · 1 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 2 since 2021Databases, data management, data science and information retrieval · 3 · 2 since 2021Computer networks · 1 · 1 first-author
YearPublicationVenuePosition
2026 Competitive and Cooperative Player-Oriented GWAPs for Enhancing Crowdsourcing Campaigns - An Evidence-Based Synthesis
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.
Diogo Guimarães, António Correia 0001, Dennis Paulino, Hugo Paredes
Int. J. Hum. Comput. Interact.4
2025 High-Performance Computing for Supporting Electric Vehicle Integration into the Transport Industry
Beatriz Teixeira, Tania Tanzin Hoque, Paulo Amorim, Cátia Silva, Tiago Pinto, Hugo Paredes, Arsénio Reis, João Barroso 0001
IEEE Big Data6
2025 Designing a Decision Support System for Accelerating Offshore Blue Energy Installations
abstract
In recent years, the development of Decision Support Systems (DSS) has played an instrumental role in the advancement of offshore renewable energy projects, particularly within the blue energy sector. Notwithstanding the technological advancements that have been made, the acceleration of such projects continues to be impeded by significant obstacles related to stakeholder engagement, feasibility assessment, and policy compliance. The objective of this study is to propose a design for a DSS for accelerating the construction of blue offshore energy platforms. This is to address the aforementioned challenges by integrating insights from stakeholder feedback and innovation trends. A participatory action study was conducted through a workshop with a diverse group of experts (n=20), including policymakers, practitioners, researchers, and public entities involved in offshore energy projects. The evaluation facilitated the determination of the DSS’ s efficacy in addressing user requirements and the identification of areas for enhancement. This study proposes a model for integrating stakeholder insights into technological solutions for offshore energy installations, thus offers significant contributions to the domain of sustainable blue energy development.
Dennis Paulino, Fernando Cassola, Hugo Paredes, João Lopes
CSCWD4
2025 Usage of a Cognitive Bias Web-game to Increase Accurate Interpretation of Online Consumer Reviews
abstract
Online reviews are a crucial asset for e-commerce platforms as they provide consumers with valuable insights into products. It is important to note that these reviews are subjective and may contain biases. Therefore, it is essential to approach them with a critical eye. Despite this, online reviews remain a valuable tool for consumers when making purchasing decisions. This study focuses on developing web-based mini-games that target cognitive biases. The games are specifically designed to enhance the perception of e-commerce online reviews. A pilot study involving 85 participants was conducted to explore the potential of integrating these cognitive bias games into web platforms. The findings indicate promising avenues for leveraging these games to enhance cognitive personalization and improve the quality of e-commerce online reviews.
Dennis Paulino, André Thiago Netto, Diogo Guimarães, João Barroso 0001, Hugo Paredes
CSCWD5
2025 Do LLMs Tell Us What We Want to Hear? Investigating Confirmation Bias in AI Responses to Health Queries
abstract
Large Language Models (LLMs) are widely used today in virtual assistants and content generation. However, there are suspicions that LLMs present confirmation bias, responding in a way that reinforces beliefs or assumptions embedded in users' questions, which can lead to erroneous decision-making, especially in sensitive areas such as healthcare. The objective of this research is to determine how often and under what conditions LLMs present confirmation bias and to identify the causes of this effect. The methodology involves conducting an experiment in which 52 biased healthcare questions are presented to 10 of the most popular models and analyzing whether their responses were biased. This work proves with statistical power the behavior of confirmation bias. We show that confirmation bias in LLMs occurs in all LLMs with a frequency of 20% to 60% of the occasions. The evidence suggests that the bias arises from the training database, the Transformer architecture itself, and the instructions in the fine-tuning phase by the companies behind the LLMs. This research explores pathways for the development of trustworthy LLMs.
Rafael Ris-Ala José Jardim, Gonçalo Gonçalves, Leonardo S. Lopes, Tiago F. Dantas, Dennis Paulino, André Thiago Netto, Diogo Guimarães, Artur Rocha, Adriana S. Vivacqua, Hugo Paredes
SMC10
2024 Image Captioning for Coronary Artery Disease Diagnosis
abstract
Coronary artery disease (CAD) remains a leading cause of morbidity and mortality worldwide, underscoring the need for accurate and reliable diagnostic tools. While AI-driven models have shown significant promise in identifying CAD through imaging techniques, their 'black box' nature often hinders clinical adoption due to a lack of interpretability. In response, this paper proposes a novel approach to image captioning specifically tailored for CAD diagnosis, aimed at enhancing the transparency and usability of AI systems. Utilizing the COCA dataset, which comprises gated coronary CT images along with Ground Truth (GT) segmentation annotations, we introduce a hybrid model architecture that combines a Vision Transformer (ViT) for feature extraction with a Generative Pretrained Transformer (GPT) for generating clinically relevant textual descriptions. This work builds on a previously developed 3D Convolutional Neural Network (CNN) for coronary artery segmentation, leveraging its accurate delineations of calcified regions as critical inputs to the captioning process. By incorporating these segmentation outputs, our approach not only focuses on accurately identifying and describing calcified regions within the coronary arteries but also ensures that the generated captions are clinically meaningful and reflective of key diagnostic features such as location, severity, and artery involvement. This methodology provides medical practitioners with clear, context-rich explanations of AI-generated findings, thereby bridging the gap between advanced AI technologies and practical clinical applications. Furthermore, our work underscores the critical role of Explainable AI (XAI) in fostering trust, improving decision-making, and enhancing the efficacy of AI-driven diagnostics, paving the way for future advancements in the field.
Bruno Magalhães, João Pedrosa, Francesco Renna, Hugo Paredes, Vítor Filipe
BIBM4
2024 Modelling Aspects of Cognitive Personalization in Microtask Design: Feasibility and Reproducibility Study with Neurodivergent People
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.
Dennis Paulino, Joana Ferreira 0004, António Correia 0001, José Ribeiro 0001, André Thiago Netto, João Barroso 0001, Hugo Paredes
CSCWD7
2024 Cognitive personalization for online microtask labor platforms: A systematic literature review
abstract
Abstract Online microtask labor has increased its role in the last few years and has provided the possibility of people who were usually excluded from the labor market to work anytime and without geographical barriers. While this brings new opportunities for people to work remotely, it can also pose challenges regarding the difficulty of assigning tasks to workers according to their abilities. To this end, cognitive personalization can be used to assess the cognitive profile of each worker and subsequently match those workers to the most appropriate type of work that is available on the digital labor market. In this regard, we believe that the time is ripe for a review of the current state of research on cognitive personalization for digital labor. The present study was conducted by following the recommended guidelines for the software engineering domain through a systematic literature review that led to the analysis of 20 primary studies published from 2010 to 2020. The results report the application of several cognition theories derived from the field of psychology, which in turn revealed an apparent presence of studies indicating accurate levels of cognitive personalization in digital labor in addition to a potential increase in the worker’s performance, most frequently investigated in crowdsourcing settings. In view of this, the present essay seeks to contribute to the identification of several gaps and opportunities for future research in order to enhance the personalization of online labor, which has the potential of increasing both worker motivation and the quality of digital work.
Dennis Paulino, António Correia 0001, João Barroso 0001, Hugo Paredes
User Model. User Adapt. Interact.4
2023 Investigating Author Research Relatedness through Crowdsourcing: A Replication Study on MTurk
abstract
Determining the relatedness of publications by detecting similarities and connections between researchers and their outputs can help science stakeholders worldwide to find areas of common interest and potential collaboration. To this end, many studies have tried to explore authorship attribution and research similarity detection through the use of automatic approaches. Nonetheless, inferring author research relatedness from imperfect data containing errors and multiple references to the same entities is a long-standing challenge. In a previous study, we conducted an experiment where a homogeneous crowd of volunteers contributed to a set of author name disambiguation tasks. The results demonstrated an overall accuracy higher than 75% and we also found important effects tied to the confidence level indicated by participants in correct answers. However, this study left many open questions regarding the comparative accuracy of a large heterogeneous crowd with monetary rewards involved. This paper seeks to address some of these unanswered questions by repeating the experiment with a crowd of 140 online paid workers recruited via MTurk’s microtask crowdsourcing platform. Our replication study shows high accuracy for name disambiguation tasks based on authorship-level information and content features. These findings can be of greater informative value since they also explore hints of crowd behavior activity in terms of time duration and mean proportion of clicks per worker with implications for interface and interaction design.
António Correia 0001, Dennis Paulino, Hugo Paredes, Diogo Guimarães, Daniel Schneider 0008, Benjamim Fonseca
CSCWD3
2023 Stigmergy in Crowdsourcing and Task Fingerprinting: Study on Behavioral Traces of Weather Experts in Interaction Logs
abstract
When crowd workers provide their contributions in a shared working environment, they may be influenced by the inputs of other contributors in implicit ways. Stigmergy in crowdsourcing consists of tracking changes in work activities to guide crowd workers based on the digital traces left by other workers. In such scenarios, there is no direct communication between the contributors. Still, the traceable changes they left during their actions act as a mediating element that clearly affects the final work product. From a behavior analysis perspective, the properties recorded in event logs can be of practical value in observing the behavioral traces produced by crowd workers when performing microtasks. This form of task fingerprinting has been explored for over a decade to better understand performance-related data and user navigational behavior in crowdsourcing markets. In line with this, the goal of this paper is to study the feasibility of task fingerprinting alongside the stigmergic effect occurring in a crowdsourcing setting through a user event logger. To this end, a case study was conducted using a real-world scenario of extreme weather phenomena represented on interactive maps. Each user could observe the traces of other crowd members while providing annotations. Twelve experts in weather forecasting were recruited to participate in this study to annotate extreme weather events. The results indicate that it is possible to use task fingerprinting for tracking the stigmergic effect in such activities with gains in terms of implicit coordination. Furthermore, the task fingerprinting allowed to map participants with similar behavioral traces, suggesting an increase in the accuracy of annotation clusters.
Dennis Paulino, António Correia 0001, Diogo Guimarães, Ramon Chaves, Glaucia Melo dos Santos, Daniel Schneider 0008, João Barroso 0001, Hugo Paredes
CSCWD8
2023 NLP-Crowdsourcing Hybrid Framework for Inter-Researcher Similarity Detection
abstract
Visualizing and examining the intellectual landscape and evolution of scientific communities to support collaboration is crucial for multiple research purposes. In some cases, measuring similarities and matching patterns between research publication document sets can help to identify people with similar interests for building research collaboration networks and university–industry linkages. The premise of this work is assessing feasibility for resolving ambiguous cases in similarity detection to determine authorship with natural language processing (NLP) techniques so that crowdsourcing is applied only in instances that require human judgment. Using an NLP-crowdsourcing convergence strategy, we can reduce the costs of microtask crowdsourcing while saving time and maintaining disambiguation accuracy over large datasets. This article contributes a next-gen crowd-artificial intelligence framework that used an ensemble of term frequency-inverse document frequency and bidirectional encoder representation from transformers to obtain similarity rankings for pairs of scientific documents. A sequence of content-based similarity tasks was created using a crowd-powered interface for solving disambiguation problems. Our experimental results suggest that an adaptive NLP-crowdsourcing hybrid framework has advantages for inter-researcher similarity detection tasks where fully automatic algorithms provide unsatisfactory results, with the goal of helping researchers discover potential collaborators using data-driven approaches.
António Correia 0001, Diogo Guimarães, Hugo Paredes, Benjamim Fonseca, Dennis Paulino, Luís Trigo, Pavel Brazdil, Daniel Schneider 0008, Andrea Grover, Shoaib Jameel
IEEE Trans. Hum. Mach. Syst.3
2022 Crowd and Urban Storytelling: Evaluating a Collective Intelligence Model to Support Discussions about the City
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.
Ramon Chaves, Cláudia Lage Rebello da Motta, António Correia 0001, Hugo Paredes, Bárbara Pimenta Caetano, Jano Moreira de Souza, Daniel Schneider 0008
CSCWD4
2022 Uncovering the Potential of Cognitive Personalization for UI Adaptation in Crowd Work
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.
Dennis Paulino, António Correia 0001, Diogo Guimarães, João Barroso 0001, Hugo Paredes
CSCWD5
2022 Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World
Carlos Sousa, Dennis Paulino, Mário Sousa, Miguel Melo, Maximino Bessa, Hugo Paredes
WorldCIST (2)7
2021 Determinants and Predictors of Intentionality and Perceived Reliability in Human-AI Interaction as a Means for Innovative Scientific Discovery
abstract
With the increasing development of human-AI teaming structures within and across geographies, the time is ripe for a continuous and objective look at the predictors, barriers, and facilitators of human-AI scientific collaboration from a multidisciplinary point of view. This paper aims at contributing to this end by exploiting a set of factors affecting attitudes towards the adoption of human-AI interaction into scientific work settings. In particular, we are interested in identifying the determinants of trust and acceptability when considering the combination of hybrid human-AI approaches for improving research practices. This includes the way as researchers assume human-centered artificial intelligence (AI) and crowdsourcing as valid mechanisms for aiding their tasks. Through the lens of a unified theory of acceptance and use of technology (UTAUT) combined with an extended technology acceptance model (TAM), we pursue insights on the perceived usefulness, potential blockers, and adoption drivers that may be representative of the intention to use hybrid intelligence systems as a way of unveiling unknown patterns from large amounts of data and thus enabling novel scientific discoveries.
António Correia 0001, Benjamim Fonseca, Hugo Paredes, Ramon Chaves, Daniel Schneider 0008, Shoaib Jameel
IEEE BigData3
2021 Crowdsourcing Urban Narratives for a Post-Pandemic World
abstract
Over the past decades, the use of digital technologies to support participatory urban planning and design has been repeatedly described as a crucial instrument and critical building block for tackling historical problems of participation in such processes. Social media, e-participation platforms, and crowdsourcing applications are examples of technologies that can involve citizens in decision-making processes and thus leverage the benefits of collective intelligence. However, despite the extensive use of social media platforms, old problems related to engagement and participation still occur in digital initiatives. Successful collaboration examples between citizens, policymakers, and strategic stakeholders are still scarce based on online social practices. This study aims to introduce a collective intelligence model, which combines crowdsourcing and social storytelling to support participatory urban planning and design from a bottom-up perspective. The paper concludes by discussing a scenario where citizens can engage in mapping, taking photos, sending ideas, or even creating collective stories about their university issues in a post-pandemic future.
Ramon Chaves, Daniel Schneider 0008, Cláudia Lage Rebello da Motta, António Correia 0001, Hugo Paredes, Bárbara Pimenta Caetano, Jano Moreira de Souza
CSCWD5
2021 AuthCrowd: Author Name Disambiguation and Entity Matching using Crowdsourcing
abstract
Despite decades of research and development in named entity resolution, dealing with name ambiguity is still a challenging issue for many bibliometric-enhanced information retrieval (IR) tasks. As new bibliographic datasets are created as a result of the upward growth of publication records worldwide, more problems arise when considering the effects of errors resulting from missing data fields, duplicate entities, misspellings, extra characters, etc. As these concerns tend to be of large-scale, both the general consistency and the quality of electronic data are largely affected. This paper presents an approach to handle these name ambiguity problems through the use of crowdsourcing as a complementary means to traditional unsupervised approaches. To this end, we present “AuthCrowd”, a crowdsourcing system with the ability to decompose named entity disambiguation and entity matching tasks. Experimental results on a real-world dataset of publicly available papers published in peer-reviewed venues demonstrate the potential of our proposed approach for improving author name disambiguation. The findings further highlight the importance of adopting hybrid crowd-algorithm collaboration strategies, especially for handling complexity and quantifying bias when working with large amounts of data.
António Correia 0001, Diogo Guimarães, Dennis Paulino, Shoaib Jameel, Daniel Schneider 0008, Benjamim Fonseca, Hugo Paredes
CSCWD7
2021 Scientometric Research Assessment of IEEE CSCWD Conference Proceedings: An Exploratory Analysis from 2001 to 2019
abstract
It has been a quarter of a century since the publication of the first edition of the IEEE International Conference on Computer Supported Cooperative Work in Design (CSCWD) held in 1996 in Beijing, China. Despite some attempts to empirically examine the evolution and identity of the field of CSCW and its related communities and disciplines, the scarcity of scientometric studies on the IEEE CSCWD research productivity is noteworthy. To fill this gap, this study reports on an exploratory quantitative analysis of the literature published in the IEEE CSCWD conference proceedings with the purpose of visualizing and understanding its structure and evolution for the 2001-2019 period. The findings offer valuable insights into the paper and author distribution, country and citation-level productivity indicators, degree of collaboration, and collaboration index. Through this analysis we also expect to get an initial overview of the IEEE CSCWD conference concerning the main topics being presented, most cited papers, and variances in the number of keywords, full-text views, and references.
António Correia 0001, Dennis Paulino, Hugo Paredes, Benjamim Fonseca, Shoaib Jameel, Daniel Schneider 0008, Jano Moreira de Souza
CSCWD3
2021 Using Expert Crowdsourcing to Annotate Extreme Weather Events
Dennis Paulino, António Correia 0001, João Barroso 0001, Margarida Liberato, Hugo Paredes
WorldCIST (2)5
2020 A Workflow-Based Methodological Framework for Hybrid Human-AI Enabled Scientometrics
abstract
With cutting edge scientific breakthroughs, human-centred algorithmic approaches have proliferated in recent years and information technology (IT) has begun to redesign socio-technical systems in the context of human-AI collaboration. As a result, distinct forms of interaction have emerged in tandem with the proliferation of infrastructures aiding interdisciplinary work practices and research teams. Concomitantly, large volumes of heterogeneous datasets are produced and consumed at a rapid pace across many scientific domains. This results in difficulties in the reliable analysis of scientific production since current tools and algorithms are not necessarily able to provide acceptable levels of accuracy when analyzing the content and impact of publication records from large continuous scientific data streams. On the other hand, humans cannot consider all the information available and may be adversely influenced by extraneous factors. Using this rationale, we propose an initial design of a human-AI enabled pipeline for performing scientometric analyses that exploits the intersection between human behavior and machine intelligence. The contribution is a model for incorporating central principles of human-machine symbiosis (HMS) into scientometric workflows, demonstrating how hybrid intelligence systems can drive and encapsulate the future of research evaluation.
António Correia 0001, Shoaib Jameel, Daniel Schneider 0008, Hugo Paredes, Benjamim Fonseca
IEEE BigData4
2020 Empirical Investigation of the Factors Influencing Researchers' Adoption of Crowdsourcing and Machine Learning
António Correia 0001, Daniel Schneider 0008, Shoaib Jameel, Hugo Paredes, Benjamim Fonseca
ISDA4
2020 Context-Aware Mobile Applications in Fog Infrastructure: A Literature Review
Celestino Barros, Vítor Rocio, André Sousa, Hugo Paredes
WorldCIST (2)4
2019 Data Quality Improvement in Crowdsourcing Systems by Enabling A Positive Personal User Experience
abstract
A multiplicity of innovative applications has been developed based on the mobile crowdsourcing (MCS) paradigm. One group of applications addresses the creation of accessibility maps in large cities. In this context, a conceptual model of a system for the detection and the timely notification of the existence of temporary obstacles and other dangers in the urban environment is proposed in “Pervasive Crowd Mapping for Dynamic Environments”. This concept (PCM4DE) encompasses, among other technologies, the use of crowdsourcing. The system will be particularly useful to people with disabilities and elderly people. An exploratory literature review showed that data quality and the motivation strategies for participating in the systems based on MCS remain two of the key challenges to the effectiveness of those systems. This paper aims to contribute to the implementation of the PCM4DE concept by proposing the development of a mechanism that should improve the data quality through motivation forms which will enable a positive personal user experience, i.e., an experience which meets the participant's objectives, needs and preferences.
Jorge Carvalho, Arnaldo Manuel Pinto Santos, Hugo Paredes
CSCWD3
2019 The Effect of Scientific Collaboration on CSCW Research: A Scientometric Study
abstract
The structure and evolution of a scientific research community can be quantitatively assessed taking into account the interactions between scientific agents dispersed geographically. In the recent years, CSCW has stabilized as a cross-disciplinary field suffering significant changes in its core structure, and there is limited understanding about the factors influencing the nature and progress of collaborative computing research. In this paper, we measure the correlation between a set of features related to the influence of collaboration types on the number of citations as well as the geographical distribution of the accumulated contribution to the CSCW literature. Overall, our work can represent a starting point to demonstrate how the study of scientific collaboration can partly explain the variations in the number of citations, frequency of papers, and topics addressed.
António Correia 0001, Shoaib Jameel, Daniel Schneider 0008, Benjamim Fonseca, Hugo Paredes
CSCWD5
2019 Development of a Crowd-Powered System Architecture for Knowledge Discovery in Scientific Domains
abstract
A substantial amount of work is often overlooked due to the exponential rate of growth in global scientific output across all disciplines. Current approaches for addressing this issue are usually limited in scope and often restrict the possibility of obtaining multidisciplinary views in practice. To tackle this problem, researchers can now leverage an ecosystem of citizens, volunteers and crowd workers to perform complex tasks that are either difficult for humans and machines to solve alone. Motivated by the idea that human crowds and computer algorithms have complementary strengths, we present an approach where the machine will learn from crowd behavior in an iterative way. This approach is embodied in the architecture of SciCrowd, a crowd-powered human-machine hybrid system designed to improve the analysis and processing of large amounts of publication records. To validate the proposal's feasibility, a prototype was developed and an initial evaluation was conducted to measure its robustness and reliability. We conclude this paper with a set of implications for design.
António Correia 0001, Benjamim Fonseca, Hugo Paredes, Daniel Schneider 0008, Shoaib Jameel
SMC3
2019 Towards Hybrid Crowd-AI Centered Systems: Developing an Integrated Framework from an Empirical Perspective
abstract
Crowdsourcing has shown to be a valuable problem-solving approach to handle the increasing complexity and scale of tasks for which the current AI algorithms are still struggling. Crowd intelligence can be particularly useful to train and supervise AI systems in a symbiotic, co-evolutionary relationship that raises long-term research challenges to the hybrid, crowd-computing design space. With the increase in the scale of mixed-initiative approaches, we need to gain a better understanding of the implications of crowd-powered systems as a scaffold for AI through the study of massive crowd-machine interactions. In this paper, we identify some open challenges and design implications for future crowd-AI hybrid systems. A framework is also proposed based on the practical challenges of addressing human-centered AI methods and processes.
António Correia 0001, Hugo Paredes, Daniel Schneider 0008, Shoaib Jameel, Benjamim Fonseca
SMC2
2018 All (of us) can Help: Inclusive crowdfunding research trends and future challenges
abstract
This paper presents an overview of the donation based crowdfunding state of the art, establishing a classification scheme to analyze the major platforms, and discussing current research trends and future challenges of crowdfunding as a social inclusion instrument. In many social exclusion situations crowdfunding is the last stronghold to ensure the access to basic commodities, essential to the daily life and well-being of individuals. Despite the commercial success of many crowdfunding platforms, this study shows future research opportunities in the crowdfunding as an inclusion mechanism that can trigger a broader adoption for social causes. The high social impact of the research contributions in this domain can also contribute to make it a hot topic in the upcoming years.
Hugo Paredes, João Barroso 0001, Jeffrey P. Bigham
CSCWD1
2017 UPPERCARE: A community aware environment for post-surgical musculoskeletal recovery of elderly patients
abstract
Disability from musculoskeletal diseases and co-morbidities may lead to the worsening of social and economic well-being through a multitude of paths. Moreover since in European Union (EU) Member States it is projected that those aged 65 and over will become a much larger share (rising from 17% to 30% of the population), and those aged 80 and over (rising from 5% to 12%) will almost become as numerous as the young population in 2060, there is a great potential for Information and Communication Technologies (ICT) solutions for addressing the present and future living arrangements in older people. The UPPERCARE system is meant to affect positively both the intergenerational and partners care since it contributes to decrease usability barriers and promote collaborative environments for informal and self-care. UPPERCARE is a new approach for integrated care supported by ICT systems and services, focusing on post-operative rehabilitation of musculoskeletal pathologies, having as a case study the knee post-operative scenarios of prosthetic care. This paper presents the UPPERCARE system, that provides an integrated care solution, supported ICT, for empowering self-care and adherence to rehabilitation plans through natural interfaces, gamification and cross-modal paths for community care collaboration. The system addresses current barriers from technological, clinical, social and organisational perspectives in a multidisciplinary environment. Special attention is given to the patients' needs and behaviours entailing the participation of a wide care community, including clinical and non-clinical people, associations, institutions and authorities) through an user driven interaction within the system.
Hugo Paredes, João Barroso 0001, Leonel Morgado, Rogerio Pereira, Ana Leal, Fausto de Carvalho, Fabio Casati, Romain Gaillard
CSCWD1
2017 MyCarMobile: A Travel Assistance Emergency Mobile App for Deaf People
Tânia Rocha, Hugo Paredes, Diogo Soares, Benjamim Fonseca, João Barroso 0001
INTERACT (1)2
2017 Assessment of Microsoft Kinect in the Monitoring and Rehabilitation of Stroke Patients
João Abreu, Hugo Paredes, João Barroso 0001, Paulo Martins 0001, Arsénio Reis, Eurico Vasco Amorim, Vítor Filipe
WorldCIST (2)3
2017 Assistive Platforms for the Visual Impaired: Bridging the Gap with the General Public
Tânia Rocha, Hugo Fernandes, Arsénio Reis, Hugo Paredes, João Barroso 0001
WorldCIST (2)4
2017 Integration scenarios of virtual worlds in learning management systems using the MULTIS approach
Leonel Morgado, Hugo Paredes, Benjamim Fonseca, Paulo Martins 0001, Álvaro Almeida, Andreas Vilela, Bruno Pires, Márcio Cardoso, Filipe Peixinho, Arnaldo Manuel Pinto Santos
Pers. Ubiquitous Comput.2
2016 SAMi: An Accessible Web Application Solution for Video Search for People with Intellectual Disabilities
Tânia Rocha, Hugo Paredes, João Barroso 0001, Maximino Bessa
ICCHP (2)2
2016 Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
abstract
Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.
Luis Fernandes, Gonçalo Cruz Matos, Diogo Azevedo, Ricardo Rodrigues Nunes, Hugo Paredes, Leonel Morgado, Luís Barbosa, Paulo Martins 0001, Benjamim Fonseca, Paulo Cristóvão, Fausto de Carvalho, Bernardo Cardoso
Behav. Inf. Technol.5
2015 Fitting three dimensional virtual worlds into CSCW
abstract
Three dimensional virtual worlds (3DVW) have experienced a large growth in number of users, and are being used for collaboration activities. In parallel, the research field of Computer Supported Cooperative Work (CSCW) has developed taxonomies to classify systems that support collaboration. However, the CSCW perspective presents a bias towards traditional user interface paradigms, whose affordances are quite distinct from those of 3DVW, which include features such as the spatial environment, embodiment, and their dynamics. These are features which are regarded as significant factors in the research field of Presence, and yet, in our opinion, are not well appreciated from the perspective of CSCW analysis. Because of this, we question of the ability of CSCW taxonomies to properly describe the collaboration characteristics of 3DVW. By “properly”, we mean to say that 3DVW bring to fore collaboration characteristics that are in fact distinctive of them as collaboration tools, impacting collaboration in ways that are seldom found in usual groupware, and yet CSCW taxonomies do not distinguish them. We posit that these features should be contemplated in CSCW taxonomies and their usefulness taken into account in the development of future systems that aim to support collaboration.
Armando Cruz, Leonel Morgado, Hugo Paredes, Benjamim Fonseca, Paulo Martins 0001
CSCWD3
2014 Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly
Hugo Paredes, Fernando Cassola, Leonel Morgado, Fausto de Carvalho, Silvia Ala, Francisco Cardoso, Benjamim Fonseca, Paulo Martins 0001
ICCHP (1)1
2013 Designing User Learning Experience in Virtual Worlds: The Young Europeans for Democracy Serious Application
Gonçalo Cruz, Ana Margarida Maia, Leonel Morgado, Benjamim Fonseca, Hugo Paredes, Fernando Bessa, Clara Rodrigues, Paulo Martins 0001
WorldCIST5
2012 Social networks, microblogging, virtual worlds, and Web 2.0 in the teaching of programming techniques for software engineering: A trial combining collaboration and social interaction beyond college
abstract
With the goal of lessening barriers to the learning of advanced programming techniques, we put into place a trial which required students to get involved with online communities of programmers. Using a course assignment on software architecture styles, students had study a problem, find basis for a tentative approach, and discuss it online with programmers. The expectation was that students would find motivation for their studies from both the contact with communities of programmers, and from having to study and reflect upon their problem well enough to be able to draw the interest of members of those communities. We present the strategy we used, the developments and outcomes, and ideas for further application of this approach.
Leonel Morgado, Benjamim Fonseca, Paulo Martins 0001, Hugo Paredes, Gonçalo Cruz, Ana Margarida Maia, Ricardo Rodrigues Nunes, Arnaldo Manuel Pinto Santos
EDUCON4
2012 Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping
abstract
This paper presents two contributions: (i) a system architecture capable of staging platform-independent choreographies within different virtual worlds, and (ii) an ontology-based solution for capturing and representing multi-user choreographies with reduced time/effort. We argue that choreographies for virtual worlds should be clearly separated from the technical characteristics of their execution in virtual world technological platforms. Due to the heterogeneity of the various virtual worlds and their domain requirements, we propose exploiting the modularity, generality, and granularity dimensions of ontologies to simplify and empower the choreography modeling capabilities. Instead of a unique ontology, several ontologies with different levels of generality and granularity can be progressively combined to support the modeling requirements of a given choreography. Because these ontologies are aligned with the ontology of each specific virtual world platform, the mapping and transformation between the core ontology is simplified and automated, thus reducing the development and time-to-market.
Emanuel Silva, Nuno Silva 0001, Hugo Paredes, Paulo Martins 0001, Benjamim Fonseca, Leonel Morgado
VL/HCC3
2012 Social interaction regulation in virtual web environments using the Social Theatres model
Hugo Paredes, Fernando Mário Martins
J. Netw. Comput. Appl.1
2011 An integrated system for blind day-to-day life autonomy
abstract
The autonomy of blind people in their daily life depends on their knowledge of the surrounding world, and they are aided by keen senses and assistive devices that help them to deduce their surroundings. Existing solutions require that users carry a wide range of devices and, mostly, do not include mechanisms to ensure the autonomy of users in the event of system failure. This paper presents the nav4b system that combines guidance and navigation with object's recognition, extending traditional aids (white cane and smartphone). A working prototype was installed on the UTAD campus to perform experiments with blind users.
Hugo Fernandes, José Faria, Hugo Paredes, João Barroso 0001
ASSETS3
2011 Exploring iconographic interface in emergency for deaf
abstract
In this demo, we present an application for mobile phones, which can allow communication between deaf and emergency medical services using an iconographic touch interface. This application can be useful especially for deaf but also for persons without disabilities that face sudden situations where speech is hard to articulate.
Tânia Pereira 0002, Benjamim Fonseca, Hugo Paredes, Miriam Cabo
ASSETS3
2010 PaperFlow/R: A cooperative environment for the conception and production of scientific publications
abstract
The production of scientific publications is a cooperative activity that usually involves several authors. Current solutions of cooperative editors do not contemplate features such as references management and publications deposit. In this context, the authors have previously developed the PaperFlow platform that integrates the three main functionalities required to produce scientific publications: a cooperative text editor, a cooperative reference manager and a connector to scientific digital repositories. However, this approach did not included tools for a previous important stage: the conception of the scientific publications. This paper proposes an evolution of the original platform to accommodate the conception stage. For this purpose, the specification of PaperFlow/R includes new functionalities such as whiteboards, communication tools and versioning control that improve the cooperation abilities of the platform.
Hugo Paredes, Benjamim Fonseca
CSCWD1
2010 Social interaction regulation in virtual web environments using the Social Theatres model
abstract
Nowadays virtual communities are spread all over the web, providing users a cyber-place to share a common purpose and interact with each other around the world. These environments face new challenges in order to provide their users with better tools to interact and fulfill the environment's goals. In this context we propose a model to create regulated interaction environments based on the theater metaphor: the Social Theatres. A multi-layer software architecture (ASTeaS) was developed to support this web-based interaction model, allowing easy construction of such social interaction spaces and adaptation to users' devices. In this paper we discuss the usage of interaction regulation in virtual environments supported by the Social Theatres model, evaluating the users interaction in case study scenarios.
Hugo Paredes, Fernando Mário Martins
CSCWD1
2009 SAGA reloaded: Towards a generic platform for developing cooperative applications
abstract
Groupware specification and development has always been a complex task, requiring special attention to issues such as notification of cooperative actions and ensuring consistency of shared data. Some years ago SAGA was developed as a framework to build groupware applications based on a set of core Web services that provide the most common cooperative functionalities. Despite its potential, the last few years brought some technological developments that placed new challenges. This paper presents a new generation of the SAGA platform that adds to the original framework features that emerged recently, namely the regulation of social interaction, incorporation of new communication technologies, connectors to several external services and interaction environments, and the addition of contextual information.
Benjamim Fonseca, Hugo Paredes, João Paulo Sousa, Fernando Mário Martins, Eurico Carrapatoso
CSCWD2
2008 Towards a Platform for Cooperative Creation of Scientific Publications
Guilherme Saraiva, Orlando Carvalho, Benjamim Fonseca, Hugo Paredes
CDVE4
2008 Social Networking System for Academic Collaboration
Carla Sousa, Paulo Martins 0001, Benjamim Fonseca, Hugo Paredes, Averil Meehan, Thomas Devine
CDVE4
2007 Social theatres: a model for regulated virtual interaction environments
abstract
The growth of the Internet and its associated technologies did open space for a new type of human interaction: virtual, social interaction environments. Nowadays, these virtual places are spread all over the Internet and are accessible to almost everyone. However, in these environments interaction is still mostly ad hoc, which is a drawback that, as pointed out by some authors, may lead to their future extinction. Therefore, the introduction of regulated interaction in these virtual interaction spaces may be a solution towards their organization and inherent increased credibility. In this paper we propose a model for interaction regulation and control for virtual, social interaction spaces, called Social Theatres. Social Theatres stand for the application of the theatrical metaphor to social virtual environments, intended to virtually reproduce some of the common useful people interaction contexts. Inside these environments, users become actors, playing previously well defined roles within a well known, commonly established virtual interaction scenario. The interaction between users becomes regulated and has to obey and follow very well established rules, flows and conversation protocols. This paper discusses the advantages of regulated interaction, presents the Social Theatre metaphor and proposes a software architecture for the implementation of these interaction spaces. A small case study of a regulated virtual interaction environment is also presented.
Hugo Paredes, Fernando Mário Martins
EATIS1