A4 Article in conference proceedings
Probing into the Usage of Task Fingerprinting in Web Games to Enhance Cognitive Personalization : A Pilot Gamified Experience with Neurodivergent Participants (2024)
Paulino, D., Ferreira, J., Netto, A., Correia, A., Ribeiro, J., Guimarães, D., Barroso, J., & Paredes, H. (2024). Probing into the Usage of Task Fingerprinting in Web Games to Enhance Cognitive Personalization : A Pilot Gamified Experience with Neurodivergent Participants. In 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH). IEEE. IEEE International Conference on Serious Games and Applications for Health. https://doi.org/10.1109/SeGAH61285.2024.10639597
JYU authors or editors
Publication details
All authors or editors: Paulino, Dennis; Ferreira, Joana; Netto, André; Correia, Antonio; Ribeiro, José; Guimarães, Diogo; Barroso, João; Paredes, Hugo
Parent publication: 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)
Place and date of conference: Funchal, Portugal, 7.-9.8.2024
ISBN: 979-8-3503-8439-0
eISBN: 979-8-3503-8438-3
Journal or series: IEEE International Conference on Serious Games and Applications for Health
ISSN: 2330-5649
eISSN: 2573-3060
Publication year: 2024
Publication date: 26/08/2024
Publisher: IEEE
Publication country: United States
Publication language: English
DOI: https://doi.org/10.1109/SeGAH61285.2024.10639597
Publication open access: Not open
Publication channel open access:
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 minigames 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.
Keywords: crowdsourcing; remote work; neurodiversity; ADHD; dyslexia; autism; serious games; online games; interaction; usability
Free keywords: crowdsourcing; autism; fingerprint recognition; dyslexia; remote working; serious games; task analysis
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Ministry reporting: Yes
Preliminary JUFO rating: 1