Luís Guilherme Eich, Lucas Schneider Müller, Rosemary Francisco, J. Barbosa
Context: Technological transformations drive the growth of online classrooms and present both opportunities and challenges for understanding students’ experiences in the learning process. The Experience Sampling Method (ESM) allows capturing these experiences as they occur and can be used to understand better the factors that influence the learning process. Problem: Although the ESM has advantages compared to other collection methods, such as reducing cognitive bias, it is still not widespread in the Education area. In addition, it was observed in the literature the lack of tools to support the application of the ESM. Solution: The article presents a computational model named ESMeRA to aid in applying the ESM. The model includes aspects to provide computational support for the preparation, collection, and analysis of the experiences collected from the participants. IS Theory: The work was carried out following the Design Theory. Also, the foundations of the Unified Theory of Acceptance and Use of Technology (UTAUT) were mainly employed to evaluate the artifact’s user intent. Method: This work adopted the Design Science Research (DSR) method. A literature review on ESM allowed the problem awareness, and a prototype of the artifact was developed and positively evaluated by five experts. Contributions and Impact in the IS area: The contribution of this work is twofold. First, the developed model can feasibly support applying the ESM to collect students’ experiences. The practicality of the model also helps disseminate the method. Second, the work aims to address the IS challenge of understanding the students’ experiences in their learning process.
{"title":"ESMeRA: a computational model to support Experience Sampling Method (ESM) real-time application","authors":"Luís Guilherme Eich, Lucas Schneider Müller, Rosemary Francisco, J. Barbosa","doi":"10.1145/3535511.3535544","DOIUrl":"https://doi.org/10.1145/3535511.3535544","url":null,"abstract":"Context: Technological transformations drive the growth of online classrooms and present both opportunities and challenges for understanding students’ experiences in the learning process. The Experience Sampling Method (ESM) allows capturing these experiences as they occur and can be used to understand better the factors that influence the learning process. Problem: Although the ESM has advantages compared to other collection methods, such as reducing cognitive bias, it is still not widespread in the Education area. In addition, it was observed in the literature the lack of tools to support the application of the ESM. Solution: The article presents a computational model named ESMeRA to aid in applying the ESM. The model includes aspects to provide computational support for the preparation, collection, and analysis of the experiences collected from the participants. IS Theory: The work was carried out following the Design Theory. Also, the foundations of the Unified Theory of Acceptance and Use of Technology (UTAUT) were mainly employed to evaluate the artifact’s user intent. Method: This work adopted the Design Science Research (DSR) method. A literature review on ESM allowed the problem awareness, and a prototype of the artifact was developed and positively evaluated by five experts. Contributions and Impact in the IS area: The contribution of this work is twofold. First, the developed model can feasibly support applying the ESM to collect students’ experiences. The practicality of the model also helps disseminate the method. Second, the work aims to address the IS challenge of understanding the students’ experiences in their learning process.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125863107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Eliana Zen, M. Siedler, Vinicius Kruger da Costa, T. Tavares
CONTEXT: Assistive Technology refers to a set of resources and services designed to help people with disabilities, providing or expanding their skills, enabling they to carry out activities with comfort and autonomy. PROBLEM: For visually impaired, the AT can guarantee access to ICTs, as resources such as screen and mouse may not be useful. In world, an estimated 285 million people are visually impaired, 39 million being blind. METHODOLOGY: This work describes a Systematic Literature Review, seeking to identify, analyze and interpret works related to AT developed to help visually impaired in the use of systems. INFORMATION SYSTEMS THEORY: Was based on Theory of Interactive Media Effects, who argues that the characteristics of the media, as well as the source and content of the messages, affect the engagement and interaction of individuals involved in communication. SUMMARY OF RESULTS: 108 articles related to AT developed for visually impaired during an interaction with ICTs were obtained. Reading these works, select 12 articles related to learning computer programming and the use of software development tools by visually impaired. It was found that most of the TA resources developed focus only on the extension of the visual interface. CONTRIBUTIONS: The main limitations of the TA to access the resources available in systems for visually impaired, based on RSL, are considered. IMPACT ON SI AREA: Works related to the learning of concepts related to computer programming and software development tools for the visually impaired are analyzed, as well as the contributions, opportunities and challenges related to the development of AT to promote accessibility of these users in Information Systems.
{"title":"Assistive Technology to Assist the Visually Impaired in the Use of ICTs: A Systematic Literature Review","authors":"Eliana Zen, M. Siedler, Vinicius Kruger da Costa, T. Tavares","doi":"10.1145/3535511.3535529","DOIUrl":"https://doi.org/10.1145/3535511.3535529","url":null,"abstract":"CONTEXT: Assistive Technology refers to a set of resources and services designed to help people with disabilities, providing or expanding their skills, enabling they to carry out activities with comfort and autonomy. PROBLEM: For visually impaired, the AT can guarantee access to ICTs, as resources such as screen and mouse may not be useful. In world, an estimated 285 million people are visually impaired, 39 million being blind. METHODOLOGY: This work describes a Systematic Literature Review, seeking to identify, analyze and interpret works related to AT developed to help visually impaired in the use of systems. INFORMATION SYSTEMS THEORY: Was based on Theory of Interactive Media Effects, who argues that the characteristics of the media, as well as the source and content of the messages, affect the engagement and interaction of individuals involved in communication. SUMMARY OF RESULTS: 108 articles related to AT developed for visually impaired during an interaction with ICTs were obtained. Reading these works, select 12 articles related to learning computer programming and the use of software development tools by visually impaired. It was found that most of the TA resources developed focus only on the extension of the visual interface. CONTRIBUTIONS: The main limitations of the TA to access the resources available in systems for visually impaired, based on RSL, are considered. IMPACT ON SI AREA: Works related to the learning of concepts related to computer programming and software development tools for the visually impaired are analyzed, as well as the contributions, opportunities and challenges related to the development of AT to promote accessibility of these users in Information Systems.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123495602","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio
Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. Solution: The execution of a Systematic Mapping in order to bring attention to possible research gaps. SI Theory: This work follows the accepted protocols for systematic mappings, meta-analysis, and Hermeneutics. Methodology: this paper executes a systematic mapping, following well-accepted guidelines in order to systematically gather, include and classify scientific papers according to IoT devices’ own characteristics. Results: 8146 studies were found and reduced to 211 relevant studies that focused on client-side IoT development had their data graphed and analyzed. Our results show a lack of software metrics used, many research gaps and correlations were discovered, when in respect to specific software quality properties as described by the ISO25010 and other characteristics collected, such as programming languages and study domain. Contributions: The main contribution of this study is to expose multiple research gaps present in IoT client-side development. Providing a background for future information system studies on techniques and tools to improve IoT development.
{"title":"Systematic Mapping on Internet of Things’ Client-Sided Development","authors":"R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio","doi":"10.1145/3535511.3535541","DOIUrl":"https://doi.org/10.1145/3535511.3535541","url":null,"abstract":"Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. Solution: The execution of a Systematic Mapping in order to bring attention to possible research gaps. SI Theory: This work follows the accepted protocols for systematic mappings, meta-analysis, and Hermeneutics. Methodology: this paper executes a systematic mapping, following well-accepted guidelines in order to systematically gather, include and classify scientific papers according to IoT devices’ own characteristics. Results: 8146 studies were found and reduced to 211 relevant studies that focused on client-side IoT development had their data graphed and analyzed. Our results show a lack of software metrics used, many research gaps and correlations were discovered, when in respect to specific software quality properties as described by the ISO25010 and other characteristics collected, such as programming languages and study domain. Contributions: The main contribution of this study is to expose multiple research gaps present in IoT client-side development. Providing a background for future information system studies on techniques and tools to improve IoT development.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116271037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes
Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.
{"title":"”Every move you make in every game you play”: can game logs determine player’s engagement?","authors":"Lucas Mendes Sales, L. Cordeiro, R. V. Aranha, F. L. S. Nunes","doi":"10.1145/3535511.3535528","DOIUrl":"https://doi.org/10.1145/3535511.3535528","url":null,"abstract":"Context: Metrics and instruments available to measure player’s engagement usually involve the application of questionnaires or interviews. Problem: Despite their importance and validity, these approaches can affect the player experience by interrupting the interaction process. In addition, the literature reports a growing interest in the development of games capable of real-time self-adapting based on the player state. This type of game requires strategies and tools to allow an automatic and non-noticeable evaluation of the user’s experience, which is a challenging and open research field. Solution: Game analytics, which embraces techniques that can automatically collect and analyze data, can contribute in this context by providing data that can be interpreted in order to establish eventual relation with players’ experience. IS Theory: Flow theory. Methods: This study investigates whether there is a correlation between interaction logs with the self-assessed engagement. An experimental evaluation was performed with 37 volunteers interacting with two games. The correlations were analyzed considering each log individually and their classification in three categories: neutral, positive and negative. Results: The results of the experimental evaluation reveal that the correlation coefficients found are considered weak (about 0.44). On the other hand, it is interesting that the categorization of logs between neutral, positive and negative presented the main significant results in both games. Contributions and Impact in the IS area: The experiment showed weak correlation between game logs and engagement in the most cases. However, they suggest that the categorization of logs in neutral, positive and negative logs can be an interesting approach.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133599254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Context: UML is an important modeling language for software development in industry, considered a de facto standard for specifying a variety of models, including business processes, data models, and user scenarios that represent software at a high level of abstraction. Problem: Although UML provides the user with several diagrams for software modeling, the language still leaves gaps, such as a poor capacity for modeling time constraints, and simulating the desired behaviour of software. Thus, using only UML to model distributed systems developed using microservices, and also modeling time constraints and system’s behaviour becomes an issue that has been identified by many researchers. Proposed solution: Seeking to mitigate UML gaps, an Electronic Document Management System (SGED) modeled using UML was transcribed to Petri nets with time, using a bottom-up approach. In addition, formal verification and analysis of the model’s properties were performed. Results: Through the Petri Nets model with time, it was possible to analyze the behaviour of the modelled system, as well as analyze the systems’ properties, and then detect and prevent possible unwanted behaviour. Contributions: As for conclusion, it is clear the importance of using formal methods in practice, specially Petri nets, in systems with microservices where time constraints are crucial for their correct behaviour. In addition, it is feasible to construct large models by composing Petri nets, using a bottom-up approach, which corresponds nicely with the architecture of microservices, with independent, loosely coupling services.
{"title":"A Bottom Up Approach for Modeling Business Process using Time Petri Nets","authors":"Danillo Siqueira Ramos, F. G. Rocha, M. S. Soares","doi":"10.1145/3535511.3535539","DOIUrl":"https://doi.org/10.1145/3535511.3535539","url":null,"abstract":"Context: UML is an important modeling language for software development in industry, considered a de facto standard for specifying a variety of models, including business processes, data models, and user scenarios that represent software at a high level of abstraction. Problem: Although UML provides the user with several diagrams for software modeling, the language still leaves gaps, such as a poor capacity for modeling time constraints, and simulating the desired behaviour of software. Thus, using only UML to model distributed systems developed using microservices, and also modeling time constraints and system’s behaviour becomes an issue that has been identified by many researchers. Proposed solution: Seeking to mitigate UML gaps, an Electronic Document Management System (SGED) modeled using UML was transcribed to Petri nets with time, using a bottom-up approach. In addition, formal verification and analysis of the model’s properties were performed. Results: Through the Petri Nets model with time, it was possible to analyze the behaviour of the modelled system, as well as analyze the systems’ properties, and then detect and prevent possible unwanted behaviour. Contributions: As for conclusion, it is clear the importance of using formal methods in practice, specially Petri nets, in systems with microservices where time constraints are crucial for their correct behaviour. In addition, it is feasible to construct large models by composing Petri nets, using a bottom-up approach, which corresponds nicely with the architecture of microservices, with independent, loosely coupling services.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117187009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. M. Chaves, S. Machado, J. C. S. D. Outão, R. Santos, Bruna Diirr
Context: Social distancing measures to reduce the impacts of the COVID-19 pandemic bring challenges for several organizations and their Information Systems (IS). Problem: Social distancing were suddenly implemented, with no adequate planning. Furthermore, there is not a clear understanding of the impacts of social distancing measures on the software development teams’ work. Solution: This study aims to identify the presence and impacts of social distancing on collaboration between people, as well as on activities and technologies used in software development, from the perspective of professionals who work in software development teams. IS Theory: The research was developed under the aegis of the Team Resilience Theory. Method: A field study was conducted based on structured interviews and qualitative analysis. Results: In general, it was observed no impact on the software processes activities, although their performance was affected. It was also observed that the impact on the collaboration dynamics in software development was perceived in different ways, by several team members. This study identified the most common tools used by organizations, as well as the benefits and challenges of collaboration in software development after social distancing measures. Contribution: The impacts of social distancing on collaboration in software development were identified, reinforcing the Team Resilience Theory and similar study conducted in the beginning of the COVID-19 pandemic. This study contributes to the Grand Research Challenge ”Systemic and Socially Aware Perspective for Information Systems”.
{"title":"Does the social distancing measures impact collaboration in software processes?","authors":"V. M. Chaves, S. Machado, J. C. S. D. Outão, R. Santos, Bruna Diirr","doi":"10.1145/3535511.3535536","DOIUrl":"https://doi.org/10.1145/3535511.3535536","url":null,"abstract":"Context: Social distancing measures to reduce the impacts of the COVID-19 pandemic bring challenges for several organizations and their Information Systems (IS). Problem: Social distancing were suddenly implemented, with no adequate planning. Furthermore, there is not a clear understanding of the impacts of social distancing measures on the software development teams’ work. Solution: This study aims to identify the presence and impacts of social distancing on collaboration between people, as well as on activities and technologies used in software development, from the perspective of professionals who work in software development teams. IS Theory: The research was developed under the aegis of the Team Resilience Theory. Method: A field study was conducted based on structured interviews and qualitative analysis. Results: In general, it was observed no impact on the software processes activities, although their performance was affected. It was also observed that the impact on the collaboration dynamics in software development was perceived in different ways, by several team members. This study identified the most common tools used by organizations, as well as the benefits and challenges of collaboration in software development after social distancing measures. Contribution: The impacts of social distancing on collaboration in software development were identified, reinforcing the Team Resilience Theory and similar study conducted in the beginning of the COVID-19 pandemic. This study contributes to the Grand Research Challenge ”Systemic and Socially Aware Perspective for Information Systems”.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126167687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Artur Martins Mol, Mônica da Consolação Machado, Lucila Ishitani
Context: Means-end chains consist of a sequence of attributes, consequences, and values. These attributes can be understood as characteristics of a product; the consequences can be seen as benefits arising from this product’s use; the values represent the end goals important to the consumer or the motivation to use the product. Means-end chain analysis originates in marketing and relates consumers and products. In the context of systems, what drives a product to be accepted by users. Problem: To understand the application of the means-end theory in the IS area to identify factors that lead to user acceptance of a system. Solution: To conduct a Systematic Literature Review (SLR) to understand how means-end theory helped understand user acceptance of technology. IS Theory: This work was inspired by the Technology Acceptance Model Theory, which helps to determine an individual’s intention to use a system. Methodology adopted: The SLR searched for scientific articles published in the last five years that contained the keywords “means-end”, “technology adoption”, “technology acceptance”, “technology resistance”, “user adoption”, “user acceptance” and “user resistance”. The search was carried out in the databases of ACM, Elsevier (ScienceDirect), and IEEE, and also by Google Scholar. Summary of results: 13 articles were selected. From the analysis of these articles, we extracted guidelines on data collection, number of recommended participants, indicators of data reliability, and data analysis. Contribution and Impact in the IS area: The results can benefit further studies applying means-end theory for analysis and survey of software requirements, particularly considering the most important values for end users.
{"title":"Using means-end theory to understand technology acceptance: a systematic literature review","authors":"Artur Martins Mol, Mônica da Consolação Machado, Lucila Ishitani","doi":"10.1145/3535511.3535537","DOIUrl":"https://doi.org/10.1145/3535511.3535537","url":null,"abstract":"Context: Means-end chains consist of a sequence of attributes, consequences, and values. These attributes can be understood as characteristics of a product; the consequences can be seen as benefits arising from this product’s use; the values represent the end goals important to the consumer or the motivation to use the product. Means-end chain analysis originates in marketing and relates consumers and products. In the context of systems, what drives a product to be accepted by users. Problem: To understand the application of the means-end theory in the IS area to identify factors that lead to user acceptance of a system. Solution: To conduct a Systematic Literature Review (SLR) to understand how means-end theory helped understand user acceptance of technology. IS Theory: This work was inspired by the Technology Acceptance Model Theory, which helps to determine an individual’s intention to use a system. Methodology adopted: The SLR searched for scientific articles published in the last five years that contained the keywords “means-end”, “technology adoption”, “technology acceptance”, “technology resistance”, “user adoption”, “user acceptance” and “user resistance”. The search was carried out in the databases of ACM, Elsevier (ScienceDirect), and IEEE, and also by Google Scholar. Summary of results: 13 articles were selected. From the analysis of these articles, we extracted guidelines on data collection, number of recommended participants, indicators of data reliability, and data analysis. Contribution and Impact in the IS area: The results can benefit further studies applying means-end theory for analysis and survey of software requirements, particularly considering the most important values for end users.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130771395","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Cruz, A. Oliveira, Diego Corrêa da Silva, F. Durão
Context: With the massive availability and usage of the Internet, the search for Points of Interest is becoming an arduous task. Thus, Points of Interest Recommender Systems arise to help users in the search. These systems traditionally recommend points of interest to individual users, however, there are scenarios in which individuals gather, therefore creating the need to recommend items to groups. Problem: The problem is that users’ location is not always considered, only their preferences. Hence, there are studies indicating the greater is users commuting, the less POIs relevance appears to them. Furthermore, the recommendations belong to the same category, without diversity. Solution: Develop a Points of Interest Recommendation System for a group using a diversity algorithm, based on members’ preferences and their locations. IS Theory: This work was conceived in the light of the General Theory of Systems, in particular open systems as they undergo interactions with the environment where they can be inserted. Recommender systems depend on a continuous exchange of information with the external environment. Method: The research is based on the literature, and its evaluation was carried out through an online experiment with real users. The analysis of the results was carried out with a qualitative approach. Summary of Results: Precision metrics were used in the evaluation, and it was observed that the level at which the results are analyzed is relevant. For the top-3, recommendations without diversity performed better, but at the top-5 and top-10 levels, diversification had a positive impact on the results. Contributions and Impact in the IS area: A recommendation system for groups that considers the geographic location of users, their preferences and the diversity of recommendations. In addition, we provide the community with a dataset with user ratings of points of interest and geolocation information.
{"title":"GRSPOI: A Point-of-Interest Recommender Systems for Groups Using Diversification","authors":"J. Cruz, A. Oliveira, Diego Corrêa da Silva, F. Durão","doi":"10.1145/3535511.3535519","DOIUrl":"https://doi.org/10.1145/3535511.3535519","url":null,"abstract":"Context: With the massive availability and usage of the Internet, the search for Points of Interest is becoming an arduous task. Thus, Points of Interest Recommender Systems arise to help users in the search. These systems traditionally recommend points of interest to individual users, however, there are scenarios in which individuals gather, therefore creating the need to recommend items to groups. Problem: The problem is that users’ location is not always considered, only their preferences. Hence, there are studies indicating the greater is users commuting, the less POIs relevance appears to them. Furthermore, the recommendations belong to the same category, without diversity. Solution: Develop a Points of Interest Recommendation System for a group using a diversity algorithm, based on members’ preferences and their locations. IS Theory: This work was conceived in the light of the General Theory of Systems, in particular open systems as they undergo interactions with the environment where they can be inserted. Recommender systems depend on a continuous exchange of information with the external environment. Method: The research is based on the literature, and its evaluation was carried out through an online experiment with real users. The analysis of the results was carried out with a qualitative approach. Summary of Results: Precision metrics were used in the evaluation, and it was observed that the level at which the results are analyzed is relevant. For the top-3, recommendations without diversity performed better, but at the top-5 and top-10 levels, diversification had a positive impact on the results. Contributions and Impact in the IS area: A recommendation system for groups that considers the geographic location of users, their preferences and the diversity of recommendations. In addition, we provide the community with a dataset with user ratings of points of interest and geolocation information.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129001377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emerson André Fedechen, D. Junior, Roberto Pereira
Context: Open Design proposes a model of collaborative and voluntary work with full and free access to information, to the construction process and to the product resulting from the work. Open Design projects are dependent on the engagement of their participants, needing approaches that support engagement. Gamification uses game elements to induce positive behavior in people promoting motivation and engagement in specific tasks. Problem: However, due to the complexity of Open Design, it is not trivial to identify which gamification elements and strategies can be successfully used to engage people. The use of gamification without observing the relationship between the elements of gamification and the Open Design context can bring unwanted results in relation to the goals of gamification. Methodology: In this article, we present the cataloging of 105 gamification elements identified in the literature and a process to support gamification in Open Design. Theory of IS: The process and catalog were built taking into account the Self Determination Theory and the 5W2H conceptual framework that supports the gamification design. The Process and Catalog were experimented in a case study with 11 participants and evaluated with a questionnaire based on the Technology Acceptance Model. Summary of Results: The results of the case study indicated the feasibility and acceptance of the catalog and process by the participants, and revealed points for improvement, especially in terms of ease of use. Contributions and Impact in the IS area: The Process and the Catalog are promising in supporting the planning of gamification in Open Design, especially in providing designers with tools to understand the context to be gamified and to select suitable gamification strategies and elements.
{"title":"Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements","authors":"Emerson André Fedechen, D. Junior, Roberto Pereira","doi":"10.1145/3535511.3535525","DOIUrl":"https://doi.org/10.1145/3535511.3535525","url":null,"abstract":"Context: Open Design proposes a model of collaborative and voluntary work with full and free access to information, to the construction process and to the product resulting from the work. Open Design projects are dependent on the engagement of their participants, needing approaches that support engagement. Gamification uses game elements to induce positive behavior in people promoting motivation and engagement in specific tasks. Problem: However, due to the complexity of Open Design, it is not trivial to identify which gamification elements and strategies can be successfully used to engage people. The use of gamification without observing the relationship between the elements of gamification and the Open Design context can bring unwanted results in relation to the goals of gamification. Methodology: In this article, we present the cataloging of 105 gamification elements identified in the literature and a process to support gamification in Open Design. Theory of IS: The process and catalog were built taking into account the Self Determination Theory and the 5W2H conceptual framework that supports the gamification design. The Process and Catalog were experimented in a case study with 11 participants and evaluated with a questionnaire based on the Technology Acceptance Model. Summary of Results: The results of the case study indicated the feasibility and acceptance of the catalog and process by the participants, and revealed points for improvement, especially in terms of ease of use. Contributions and Impact in the IS area: The Process and the Catalog are promising in supporting the planning of gamification in Open Design, especially in providing designers with tools to understand the context to be gamified and to select suitable gamification strategies and elements.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126520571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio
Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. SI Theory: this work was designed under the Design Theory, currently found in the Justify/Evaluate stage’s refinement process. Methodology: model-driven development (MDD), a software development methodology that allows the generation of software solutions through abstract models, which aims to facilitate development, bringing the abstract solution closer to the problem’s implementation. In this work, a custom MDD approach for cyber-physical devices is presented. Results: the proposed approach and tool were able to generate C++ source code for Arduino devices, the generated source code performed better than control when compared using OOP specific software metrics. Contributions: this study presents an MDD approach for cyber-physical devices, where the innovative models are based and coupled to the hardware specifications, being extensible and flexible.
{"title":"MDD4CPD: Model Driven Development Approach Proposal for Cyber-Physical Devices","authors":"R. F. Gonçalves, A. Menolli, Gustavo Marcelino Dionisio","doi":"10.1145/3535511.3535542","DOIUrl":"https://doi.org/10.1145/3535511.3535542","url":null,"abstract":"Context: the Internet of Things (IoT) is a paradigm that provides an ecosystem for a fast-growing quantity of connected devices, also defined as cyber-physical devices. Problem: the creation of Internet of Things solutions is fairly complex, having to integrate and communicate between sensors, devices, and larger systems, presenting many technical challenges not present in the same magnitude as other paradigms. One of the most affected segments is the development of cyber-physical devices. Much of its development energy is spent on the connecting and efficacy of these devices, often overlooking the future impacts of the proposed solution, caused by a lack of software quality. SI Theory: this work was designed under the Design Theory, currently found in the Justify/Evaluate stage’s refinement process. Methodology: model-driven development (MDD), a software development methodology that allows the generation of software solutions through abstract models, which aims to facilitate development, bringing the abstract solution closer to the problem’s implementation. In this work, a custom MDD approach for cyber-physical devices is presented. Results: the proposed approach and tool were able to generate C++ source code for Arduino devices, the generated source code performed better than control when compared using OOP specific software metrics. Contributions: this study presents an MDD approach for cyber-physical devices, where the innovative models are based and coupled to the hardware specifications, being extensible and flexible.","PeriodicalId":106528,"journal":{"name":"Proceedings of the XVIII Brazilian Symposium on Information Systems","volume":"350 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123117364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}