A4 Artikkeli konferenssijulkaisussa
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-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatPaulino, Dennis; Ferreira, Joana; Netto, André; Correia, Antonio; Ribeiro, José; Guimarães, Diogo; Barroso, João; Paredes, Hugo

Emojulkaisu2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)

Konferenssin paikka ja aikaFunchal, Portugal7.-9.8.2024

ISBN979-8-3503-8439-0

eISBN979-8-3503-8438-3

Lehti tai sarjaIEEE International Conference on Serious Games and Applications for Health

ISSN2330-5649

eISSN2573-3060

Julkaisuvuosi2024

Ilmestymispäivä26.08.2024

KustantajaIEEE

JulkaisumaaYhdysvallat (USA)

Julkaisun kielienglanti

DOIhttps://doi.org/10.1109/SeGAH61285.2024.10639597

Julkaisun avoin saatavuusEi avoin

Julkaisukanavan avoin saatavuus

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/97043


Tiivistelmä

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.


YSO-asiasanatjoukkoistaminenetätyöneuromoninaisuusADHDdysleksiaautismihyötypelitverkkopelitvuorovaikutuskäytettävyys

Vapaat asiasanatcrowdsourcing; autism; fingerprint recognition; dyslexia; remote working; serious games; task analysis


Liittyvät organisaatiot


OKM-raportointiKyllä

VIRTA-lähetysvuosi2024

Alustava JUFO-taso1


Viimeisin päivitys 2024-14-09 klo 20:26