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 toimittajat: Paulino, Dennis; Ferreira, Joana; Netto, André; Correia, Antonio; Ribeiro, José; Guimarães, Diogo; Barroso, João; Paredes, Hugo
Emojulkaisu: 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)
Konferenssin paikka ja aika: Funchal, Portugal, 7.-9.8.2024
ISBN: 979-8-3503-8439-0
eISBN: 979-8-3503-8438-3
Lehti tai sarja: IEEE International Conference on Serious Games and Applications for Health
ISSN: 2330-5649
eISSN: 2573-3060
Julkaisuvuosi: 2024
Ilmestymispäivä: 26.08.2024
Kustantaja: IEEE
Julkaisumaa: Yhdysvallat (USA)
Julkaisun kieli: englanti
DOI: https://doi.org/10.1109/SeGAH61285.2024.10639597
Julkaisun avoin saatavuus: Ei 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-asiasanat: joukkoistaminen; etätyö; neuromoninaisuus; ADHD; dysleksia; autismi; hyötypelit; verkkopelit; vuorovaikutus; käytettävyys
Vapaat asiasanat: crowdsourcing; autism; fingerprint recognition; dyslexia; remote working; serious games; task analysis
Liittyvät organisaatiot
OKM-raportointi: Kyllä
VIRTA-lähetysvuosi: 2024
Alustava JUFO-taso: 1