https://sol.sbc.org.br/journals/index.php/jis/issue/feed Journal on Interactive Systems 2024-04-22T18:28:51+00:00 Roberto Pereira, PhD jis@sbc.org.br Open Journal Systems <p><span data-preserver-spaces="true">The Journal on Interactive Systems (JIS) covers all the aspects related to the design, development, evaluation, and use of interactive computing systems in different domains and their effects on society. Having its first Volume published in 2010, JIS is a publication of the Brazilian Computing Society (SBC) maintained and supported by the interest groups on Human-Computer Interaction, Games, and Virtual Reality. </span></p> <p><span data-preserver-spaces="true">JIS is an open-access journal, meaning all content is freely available to people or their institutions without charge. People are allowed to read, download, copy, distribute, print, search, or link to the full texts of the articles or use them for any other lawful purpose without asking the publisher's or the authors' prior permission.</span></p> <p><span data-preserver-spaces="true">JIS operates in a continuous flow process: when a paper is accepted, and the Editorial Committee approves its camera-ready version, it receives a DOI number and is published online. Authors retain the copyright and full publishing rights without restrictions. JIS adopts the best editorial practices and values open and free science!</span></p> <p><span data-preserver-spaces="true">Follow us on </span><a class="editor-rtfLink" href="https://www.instagram.com/jissbc/" target="_blank" rel="noopener"><span data-preserver-spaces="true">Instagram</span></a><span data-preserver-spaces="true"> and </span><a class="editor-rtfLink" href="https://www.facebook.com/jissbc" target="_blank" rel="noopener"><span data-preserver-spaces="true">Facebook</span></a><span data-preserver-spaces="true">.</span></p> https://sol.sbc.org.br/journals/index.php/jis/article/view/3444 Using Model Cards for ethical reflection on machine learning models: an interview-based study 2023-12-01T15:02:45+00:00 José Luiz Nunes jose.luiz@fgv.br Gabriel D. J. Barbosa gabrieldjb@gmail.com Clarisse Sieckenius de Souza clarisse@inf.puc-rio.br Simone D. J. Barbosa simone@inf.puc-rio.br <p>How do tools designed for documenting machine learning models contribute to developers’ ethical reflection? We set out to answer this question regarding Model Cards, a tool proposed for such purpose. We conducted a thematic analysis of eight semi-structured interviews based on speculative design sessions. Each participant assumed the role of developer of an artificial intelligence model in one of two scenarios: loan applications or university admissions. We found evidence that designers may have been selective about which ethical issues – from among those they had reflected on – they recorded in the Model Cards. While participants were hesitant to grant full autonomy to the artifact to be developed, we identified they still tended to rely on a third party (outside the design team) to mediate the relationship between the system and other stakeholders. Our findings contribute to our understanding of documentation tools, their epistemic value, and how they can be leveraged to engage in a more ethically informed design process of artificial intelligence systems.</p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Jose Luiz Nunes, Gabriel Barbosa, Clarisse Sieckenius de Souza, Simone D. J. Barbosa https://sol.sbc.org.br/journals/index.php/jis/article/view/3534 Interactive rapid prototyping combining 3D Printing and Augmented Reality 2023-07-27T14:28:17+00:00 Derzu Omaia do@cin.ufpe.br Walter F. M. Correia walter.franklin@ufpe.br Andre L. M. Santos alms@cin.ufpe.br <p>In the development of new products by the industry, a rapid prototyping stage is recommended so that an initial version of the product can be evaluated. In this way, any necessary corrections can be applied while still in the prototyping stage, preventing design errors from reaching the final product. Augmented Reality (AR) and 3D Printing are techniques that have become ubiquitous in recent years due to the reduction of equipment costs. Several works in the area of rapid prototyping have been developed with one of these techniques in isolation; a few works have tried to unite these two tools. In this work, we propose a new functional rapid prototyping process, combining 3D Printing and AR to create functional interactive prototypes. This process is accomplished by projecting the AR onto the 3D-printed prototype. It interprets the user’s gestures on the physical prototype, converting clicks and touches into actions to be executed on the AR virtual prototype, making the prototype functional and interactive. The proposed system is evaluated by means of case studies and the application of the UEQ (User Experience Questionnaire) to users who have tested the system. This way, it is possible to evaluate the relevance of the proposed process.</p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Derzu Omaia, Walter F. M. Correia, Andre L. M. Santos https://sol.sbc.org.br/journals/index.php/jis/article/view/3251 Human-Data Interaction Syllabus for Undergraduate and Graduate Courses 2023-08-23T21:09:25+00:00 Thiago A. Coleti thiago.coleti@uenp.edu.br Marcelo Morandini m.morandini@usp.br Lucia Vilela Leite Filgueiras lfilguei@usp.br <p><span dir="ltr" style="left: 142.767px; top: 393.486px; font-size: 14.944px; font-family: serif; transform: scaleX(0.772145);" role="presentation">The phenomenon of the data deluge is a reality and the volume of data produced by people and companies </span><span dir="ltr" style="left: 84px; top: 411.751px; font-size: 14.944px; font-family: serif; transform: scaleX(0.768938);" role="presentation">is much greater than what can be handled and analyzed. Data play a crucial role in guiding the efficient utilization of</span> <span dir="ltr" style="left: 84px; top: 430.016px; font-size: 14.944px; font-family: serif; transform: scaleX(0.776945);" role="presentation">technological resources for companies, aiding them in product and service management. Moreover, individuals who </span><span dir="ltr" style="left: 84px; top: 448.281px; font-size: 14.944px; font-family: serif; transform: scaleX(0.770366);" role="presentation">have become adept data producers and consumers are increasingly orienting their lives toward data. To address this </span><span dir="ltr" style="left: 84px; top: 466.546px; font-size: 14.944px; font-family: serif; transform: scaleX(0.776908);" role="presentation">evolving trend, there is a growing imperative to educate Computing professionals. These professionals are required </span><span dir="ltr" style="left: 84px; top: 484.811px; font-size: 14.944px; font-family: serif; transform: scaleX(0.79955);" role="presentation">to design technology solutions that facilitate the synergy between individuals and data, a phenomenon known as </span><span dir="ltr" style="left: 84px; top: 503.076px; font-size: 14.944px; font-family: serif; transform: scaleX(0.811648);" role="presentation">Human-Data Interaction (HDI). This paper introduces a suggested minimum syllabus for HDI courses, with the </span><span dir="ltr" style="left: 84px; top: 521.341px; font-size: 14.944px; font-family: serif; transform: scaleX(0.808209);" role="presentation">aim of addressing the key themes associated with the interaction between individuals and data. The complexity </span><span dir="ltr" style="left: 84px; top: 539.606px; font-size: 14.944px; font-family: serif; transform: scaleX(0.805494);" role="presentation">and depth of HDI topics justify a dedicated course, preventing the risk of essential content being fragmented or </span><span dir="ltr" style="left: 84px; top: 557.871px; font-size: 14.944px; font-family: serif; transform: scaleX(0.779114);" role="presentation">inadequately covered if dispersed across different courses.</span></p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Thiago A. Coleti, Marcelo Morandini, Lucia Vilela Leite Filgueiras https://sol.sbc.org.br/journals/index.php/jis/article/view/3288 An Analysis of the Evaluation Methods being Applied to Serious Games for Autistic Children 2023-09-04T12:47:00+00:00 Ana Paula de Carvalho ana.carvalho@dcc.ufmg.br Camila Santana Braz camilabraz@ufmg.br Raquel Oliveira Prates rprates@dcc.ufmg.br <p><span dir="ltr" style="left: 145.018px; top: 411.751px; font-size: 14.944px; font-family: serif; transform: scaleX(0.817323);" role="presentation">Autism Spectrum Disorder is a neurodevelopment condition that significantly impacts social commu</span><span dir="ltr" style="left: 84px; top: 430.016px; font-size: 14.944px; font-family: serif; transform: scaleX(0.794531);" role="presentation">nication and interaction as well as behavior impairments, including restricted and repetitive patterns of behavior, </span><span dir="ltr" style="left: 84px; top: 448.281px; font-size: 14.944px; font-family: serif; transform: scaleX(0.767457);" role="presentation">interests, or activities. In recent years, numerous studies have proposed serious games as a way to aid in the therapy</span> <span dir="ltr" style="left: 84px; top: 466.546px; font-size: 14.944px; font-family: serif; transform: scaleX(0.800114);" role="presentation">of children with ASD. Hence, it is crucial to evaluate the effectiveness of such games and obtain robust evidence </span><span dir="ltr" style="left: 84px; top: 484.811px; font-size: 14.944px; font-family: serif; transform: scaleX(0.808866);" role="presentation">of their positive influence on this type of treatment. In this study, we aim to explore the evaluation of games for </span><span dir="ltr" style="left: 84px; top: 503.076px; font-size: 14.944px; font-family: serif; transform: scaleX(0.790118);" role="presentation">autistic children by conducting a Systematic Literature Review. We analyze the methods utilized to evaluate these </span><span dir="ltr" style="left: 84px; top: 521.341px; font-size: 14.944px; font-family: serif; transform: scaleX(0.794726);" role="presentation">games, their application and combination, the quality aspects assessed, and the number and characteristics (e.g., </span><span dir="ltr" style="left: 84px; top: 539.606px; font-size: 14.944px; font-family: serif; transform: scaleX(0.77654);" role="presentation">age and special need) of the participants involved in the evaluation process. Furthermore, we present a compilation </span><span dir="ltr" style="left: 84px; top: 557.871px; font-size: 14.944px; font-family: serif; transform: scaleX(0.805063);" role="presentation">of the study findings for each evaluation method. Our findings reveal that there is no standardized methodology </span><span dir="ltr" style="left: 84px; top: 576.136px; font-size: 14.944px; font-family: serif; transform: scaleX(0.772668);" role="presentation">since different methods have been utilized and combined in various ways to evaluate serious games that support the</span> <span dir="ltr" style="left: 84px; top: 594.4px; font-size: 14.944px; font-family: serif; transform: scaleX(0.807675);" role="presentation">treatment of ASD children. As contributions, this paper provides valuable insights into how serious games have </span><span dir="ltr" style="left: 84px; top: 612.665px; font-size: 14.944px; font-family: serif; transform: scaleX(0.778034);" role="presentation">been evaluated in this context and can be useful for researchers and game designers working in the field.</span></p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Ana Paula de Carvalho, Camila Santana Braz, Raquel Oliveira Prates https://sol.sbc.org.br/journals/index.php/jis/article/view/3035 Exploring Digital Technology Adoption among Brazilian Evangelicals: A Survey and Research Agenda 2023-10-25T19:29:02+00:00 Jean C. S. Rosa jean.rosa@iti.larsys.pt Adriana Lopes Damian adriana.damian@eldorado.org.br <p>The influence of faith on users’ adoption and use of digital technologies is a relevant aspect explored in the field of Human-Computer Interaction (HCI). In the Brazilian context, a religious segment that has experienced significant growth in recent years is the evangelical community. Understanding how evangelical members have adopted and utilized digital technologies, including their experiences during religious practices such as evangelical services, is of fundamental importance. In this work, we present an exploratory study conducted in Brazil, aiming to characterize the use of digital technologies among evangelicals. We conducted a survey through a questionnaire from 107 participants from all regions of Brazil. The results revealed that digital technologies are crucial in engaging religious services and facilitating Bible reading. However, they also highlighted challenges related to spiritual experiences arising from using these technologies. Furthermore, the research identified a series of questions and promising areas for future investigations in the field of HCI and its intersection with religion. This study contributes to the understanding of the complex interaction between technology and faith and enriches discussions about the use of digital technologies in the evangelical religious context. Additionally, by presenting a detailed research agenda, we identify topics deserving deeper investigation, such as technology-mediated spiritual experiences and the cultural implications of technological adoption in religious settings. The combination of these results and the proposed research agenda provides valuable insights for researchers, HCI professionals, and members of religious communities interested in comprehending and enhancing the intersection between technology and faith.</p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Jean C. S. Rosa, Adriana Lopes Damian https://sol.sbc.org.br/journals/index.php/jis/article/view/2700 Proposal for a gamification strategy applied to remote learning 2023-10-18T14:05:34+00:00 Walter Lopes walter.lopes@ifrn.edu.br Philipy Augusto philipyaugusto@hotmail.com Inácia Fernandes inaciafcn@gmail.com Charles Madeira charles@imd.ufrn.br <p>With the rapid and drastic evolution of the COVID-19 pandemic at the end of 2019, interventions in the social interaction of the world population were necessary. Despite the distance from socializing, people’s routines needed to remain normal as far as possible, and this includes student learning. Thus, the solution for educational institutions was to migrate activities to the remote teaching format as an emergency. As expected, some obstacles were encountered, and others were accentuated and requiring strategies to help mitigate such problems. Several studies point to demotivation as one of the main elements that affect students in terms of low academic performance and, consequently, culminating in low learning achievement, high failure rates, and dropout rates. The objective of this study is to propose, for Emergency Remote Teaching (ERT) activities, a simple gamification strategy aimed at student engagement. An exploratory literature review was carried out to identify potentially key points that could be adopted, which could influence student motivation. Based on this, the primary motivational activators for the gamification strategy were listed in Framework Octalysis. As a way of validating the technique, two not mandatory classes were taught in a remote format containing the same course content (Introductory to the Internet of Things (IoT)), differentiating between the control group (without interventions) and the group with the application of the proposed strategy of gamification. The expected result was the perception of greater engagement in the class with the application of the gamification strategy against the control class, but it was not achieved as expected. The research found that students had low participation and engagement in both traditional and gamified classes, even after intervention. This could be due to factors such as course duration, lack of collaboration, and teacher involvement. Both classes had the same completion and dropout rate (2 completions and 13 dropouts). As future works, the authors suggest interviewing students to understand the causes of demotivation and using Design Thinking, plan to investigate the root causes of low participation and develop actions for the ”Ownership and Possession” motivational activator, apply improvements to larger classes, introduce a student/monitor role, and compare gamification in regular and non-mandatory classes.</p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Walter Lopes, Philipy Augusto, Inácia Fernandes, Charles Madeira https://sol.sbc.org.br/journals/index.php/jis/article/view/3515 Assessing Depth Perception in Virtual Environments: A Comprehensive Framework 2023-08-04T14:36:00+00:00 Sahra K. G. Silva sahrask@gmail.com Cléber G. Corrêa clebergimenez@utfpr.edu.br Silvio R. R. Sanches silviosanches@utfpr.edu.br Marcelo S. Lauretto marcelolauretto@usp.br Fátima L. S. Nunes fatima.nunes@usp.br <p>Understanding humans’ perception of depth and how they interact with virtual environments is a challenging task. This context involves investigating how features of these environments affect depth perception, which is crucial for tasks like object manipulation and navigation that require interpreting spatial information. This article presents a comprehensive (general, extensible and flexible) framework to assess depth perception in different virtual environments to support the development of more effective and immersive virtual experiences. This approach can assist developers in decision-making regarding different approaches for assessing depth perception in virtual environments, considering stereoscopic and monoscopic techniques for visualization. The framework considers parameters such as the distance between the user and virtual objects and the sizes of virtual objects. Metrics such as hit rate, response time, and presence questionnaire responses were utilized to assess depth perception. The previous experiments are presented (anaglyph and shutter glasses), as well as the new experiments, considering cave environments with and without anaglyph glasses.</p> 2024-01-01T00:00:00+00:00 Copyright (c) 2024 Sahra K. G. Silva, Cléber G. Corrêa, Silvio R. R. Sanches, Marcelo S. Lauretto, Fátima L. S. Nunes https://sol.sbc.org.br/journals/index.php/jis/article/view/3725 The Emotions and Advice in Virtual Assistants: A Dual Study on Emotion Validation and Agent Suggestions in a Gaming Scenario 2023-11-21T18:37:33+00:00 Raul Paradeda raulparadeda@uern.br Álisson Alves alissoncc.oliveira@gmail.com Daniel Torres danieltorres@alu.uern.br Althierfson Lima althierfsonlima@alu.uern.br <p>In an era where virtual assistants play an increasingly prominent role in our daily lives, this study explores the implications of their advice. We investigate the interplay between trust and virtual agents’ emotional expressions, delving into a critical aspect of human-technology interaction. Conducted through a comprehensive study comprising two interconnected phases, our research examines the dynamics between virtual agents and human decision-making. The first phase involves developing and validating a virtual robotic agent capable of conveying a spectrum of emotions. Through this, gender-based differences in emotional cue perception are disclosed, shedding light on how men and women interpret these cues differently. The second phase employs an interactive memory game, where the virtual agent operates in varied emotional states. Participants’ trust levels and perceptions are meticulously evaluated in different scenarios, ranging from accurate to erroneous agent cues. Our findings elucidate the impact of the agent’s emotional expressions on participants’ perceptions, illustrating how trust is intricately influenced by both the task at hand and the agent’s behavior. This research contributes to understanding the relationship between virtual assistants and human decision-making, emphasizing the necessity of designing more engaging and interactive virtual agents. These insights prepare future research for crafting more effective virtual assistants, fostering increased user trust and engagement. </p> 2024-01-01T00:00:00+00:00 Copyright (c) 2023 Raul Paradeda, Álisson Alves, Daniel Torres, Althierfons Lima https://sol.sbc.org.br/journals/index.php/jis/article/view/3831 Overpricing Analysis in Brazilian Public Bidding Items 2023-12-19T14:33:47+00:00 Mariana O. Silva mariana.santos@dcc.ufmg.br Lucas G. L. Costa lucas-lage@ufmg.br Larissa D. Gomide larissa.gomide@dcc.ufmg.br Guilherme Bezerra guilhermebezerra@dcc.ufmg.br Gabriel P. Oliveira gabrielpoliveira@dcc.ufmg.br Michele A. Brandão michele.brandao@ifmg.edu.br Anisio Lacerda anisio@dcc.ufmg.br Gisele Pappa glpappa@dcc.ufmg.br <p><span dir="ltr" style="left: 129.082px; top: 398.63px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.810924);" role="presentation">Analyzing overpricing in public bidding items is essential for government agencies to detect signs of </span><span dir="ltr" style="left: 71.5428px; top: 414.186px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.784524);" role="presentation">fraud in acquiring public goods and services. In this context, this paper presents two main contributions: a method</span><span dir="ltr" style="left: 71.5428px; top: 429.743px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.802848);" role="presentation">ology for processing and standardizing bid item descriptions and a statistical approach for overpricing detection</span> <span dir="ltr" style="left: 71.5428px; top: 445.299px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.795243);" role="presentation">using the interquartile range. We evaluated a comparative analysis of three distinct grouping strategies, each em</span><span dir="ltr" style="left: 71.5428px; top: 460.855px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.807082);" role="presentation">phasizing different facets of the item description standardization process. Furthermore, to gauge the efficacy of</span> <span dir="ltr" style="left: 71.5428px; top: 476.411px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.790929);" role="presentation">both proposed approaches, we leveraged a ground-truth dataset for a thorough evaluation containing quantitative</span> <span dir="ltr" style="left: 71.5428px; top: 491.968px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.799589);" role="presentation">and qualitative analyses. Overall, our findings suggest that the evaluated strategies are promising for identifying </span><span dir="ltr" style="left: 71.5428px; top: 507.524px; font-size: 12.7278px; font-family: serif; transform: scaleX(0.783311);" role="presentation">potential irregularities within public bidding processes.</span></p> 2024-01-18T00:00:00+00:00 Copyright (c) 2024 Mariana O. Silva, Lucas G. L. Costa, Larissa D. Gomide, Guilherme Bezerra, Gabriel P. Oliveira, Michele A. Brandão, Anisio Lacerda, Gisele Pappa https://sol.sbc.org.br/journals/index.php/jis/article/view/3516 TeamBridge 2.0: an extensible and non-invasive middleware for control and adapting games for motor rehabilitation 2023-11-16T20:34:51+00:00 Rummenigge Dantas rudson@ect.ufrn.br Alan K. S. Alves alan.klinger@ifrn.edu.br Andre V. dos Santos andre.vieira@ifrn.edu.br <p>This work present the TeamBridge 2.0, a middleware able to perform the communication between digital games and hardware devices, like joysticks, mice and cameras (both rgbd and monocular). That communication does not require any modification to the game source code, allowing an old game to be adapted to work with a new hardware device. To prove this, tests were carried out with several games, including one of them being a commercial game. This middleware also allows the use of more than one device at the same time, so we can obtain more accurate information, one device can supply the deficiencies of the other. Finally, we performed tests to make sure that the middleware would not interfere with the user experience. Tests have shown that TeamBridge 2.0 can receive, interpret and send information quickly, the time varies according to the device used, getting 33ms when used with Kinect, 40ms with Leap Motion and 255ms with a DIY Data-Glove.</p> 2024-01-22T00:00:00+00:00 Copyright (c) 2024 Rummenigge Dantas, Alan K. S. Alves, Andre V. dos Santos https://sol.sbc.org.br/journals/index.php/jis/article/view/3728 A User Evaluation of a Collaborator Recommender based on Co-Changed Files 2024-01-22T14:09:26+00:00 Kattiana Constantino kattiana@dcc.ufmg.br Raquel Prates rprates@dcc.ufmg.br Eduardo Figueiredo figueiredo@dcc.ufmg.br <p>Active collaboration is essential for the success of software projects across the development life-cycle. Unfortunately, in social coding platforms, such as GitHub, it is still challenging for developers to identify potential collaborators with whom they could engage to create new/stronger ties and enhance the quality of contributions. To this end, we implemented developer recommendation strategies and prototype tool to help project contributors improve their collaborations. Thus, in this work, we described a controlled experimental study concerned usability and user satisfaction to investigate the developers’ perceptions of using CoopFinder, a prototype tool to support two strategies for recommending collaborations. These developer recommendation strategies aim to connect developers of a specific project based on their similar interests. The study involved 35 participants, 18 of which were GitHub users, and 17 were non–GitHub users. We asked participants to perform the experiment tasks to find collaborators with similar interests using a prototype recommendation tool and GitHub. We reported a quantitative and qualitative evaluation of strategies and tool using the state of the practice as a baseline. As a result, we observed that recommender based on co–changed files can provide suitable collaborator recommendations to developers of a specific project. About 66% of the participants confirmed they would use or recommend this tool.</p> 2024-03-01T00:00:00+00:00 Copyright (c) 2024 Kattiana Constantino, Raquel Prates, Eduardo Figueiredo https://sol.sbc.org.br/journals/index.php/jis/article/view/3769 Promoting prevention to fake news through an educational software 2023-10-23T18:09:43+00:00 Valmir V. de Almeida Santos vvalmeida96@gmail.com Claudia Pinto Pereira claudiap@uefs.br <p>This paper discusses the development of an educational system that aims to train individuals to recognize false information. The application includes a news analysis module, which highlights information that can help the user read a news story. To do this, the users simply needs to enter the link to the news they wish to analyze. In addition, the system also contains a training module, in which real examples of news stories to be analyzed by users are shown. For each news example, the user must state whether they believe the information to be true or false. The design of the product is theoretically anchored in lateral reading and inoculation theory. The tool was validated in two phases. The first involved 26 participants from different age groups and showed positive acceptance of the software, especially in terms of efficiency and attractiveness. The second phase of validation was aimed specifically at the elderly and had 16 responses, which indicated a deterioration in the user experience for this type of audience, prompting the need to enhance the application with more instructional and accessibility elements.</p> 2024-03-05T00:00:00+00:00 Copyright (c) 2024 Valmir V. de Almeida Santos, Claudia Pinto Pereira https://sol.sbc.org.br/journals/index.php/jis/article/view/3748 User perception as a factor for improving Trustworthiness in e-commerce systems 2024-02-06T15:45:17+00:00 Andréia Rodrigues Casare casareandreia@gmail.com Celmar Guimarães da Silva celmar@unicamp.br Regina Moraes regina@ft.unicamp.br <p>The User Interface (UI) is the first artefact that the user interacts with while developing a sense of trust that motivates him to use software applications more effectively. A badly designed UI can deceive users and bring the system into disrepute. Trustworthiness in UI is mandatory, as a poorly implemented UI can lead to the user misusing the system and jeopardizing the expected result. Trust in computational systems involves not only technical aspects, such as computational infrastructure, storage space, and service composition, but also aspects of Human-Computer Interaction (HCI). While technological aspects have received considerable attention, there are few research on human-computer interaction in terms of trust. This paper describes a way for assessing a system’s trustworthiness based on the user’s perception. The approach relies on a quality model to aggregate interface quality criteria in order to get a trustworthiness score. Three sets of experiments involving more than 300 individuals were carried out to validate the suggested methodology. A comparison was made between the trustworthiness score obtained through the methodology and the answers to open questions obtained through the users’ questionnaires. The results were consistent, and statistical analysis corroborated the positive assessment. Based on these results, examples of improvements were developed to highlight the usefulness of the approach for developing more trustworthiness interfaces. </p> 2024-03-08T00:00:00+00:00 Copyright (c) 2024 Andréia Rodrigues Casare, Celmar Guimarães da Silva, Regina Moraes https://sol.sbc.org.br/journals/index.php/jis/article/view/3804 Coffee Plant Leaf Disease Detection for Digital Agriculture 2024-02-11T14:08:15+00:00 Laís Dib Albuquerque lda.snf20@uea.edu.br Elloá B. Guedes ebgcosta@uea.edu.br <p>In an effort to advance Digital Agriculture, this paper provides a comparative assessment of Artificial Neural Networks for intelligent detection of a major biotic stress factors in coffee cultivation. Through a multi-class Computer Vision task, the superior performance of Convolutional Neural Networks, notably the ShuffleNet architecture, was discerned, further substantiated by statistical analyses. This model's performance, akin to state-of-the-art solutions, was achieved with reduced training data and parameter requirements. Robustness was affirmed through external validation using alternative datasets. This contribution directly enhances coffee plantations' quality and supports the development of Edge Computing devices for Agricultural IoT.</p> 2024-03-18T00:00:00+00:00 Copyright (c) 2024 Laís Dib Albuquerque, Elloá B. Guedes https://sol.sbc.org.br/journals/index.php/jis/article/view/3856 Proposing Usability-UX technologies for the design and evaluation of text-based chatbots 2024-02-03T13:06:35+00:00 Malu Gabriele Silva Mafra malu.gabriele@discente.ufma.br Kennedy Nunes kennedy.anderson@discente.ufma.br Simara Rocha simara.rocha@ufma.br Geraldo Braz Junior geraldo.braz@ufma.br Aristofanes Silva ac.silva@ufma.br Davi Viana davi.viana@ufma.br Williamson Silva williamsonsilva@unipampa.edu.br Luis Rivero luis.rivero@ufma.br <p>Chatbots are interactive systems that communicate using natural language with human users, via a textual interface or voice activation. These tools are useful for many spheres of business such as Customer Service, Sales, Education and Learning, Health and Entertainment. Recently, chatbots have become popular, with significant growth in the software industry, especially text-based chatbots. This is encouraging developers to create their own tools, as well as attracting efforts from researchers into this area. Despite this highlight, technologies to guarantee the quality of chatbots and user satisfaction are not keeping up with the growing demand for these tools. Considering this, there is a need to propose technologies capable of supporting developers and development teams in the process of building and evaluating chatbots. Therefore, this research proposes to develop artifacts applicable to the design and evaluation process of chatbots, based on quality attributes identified in systematic literature reviews related to Usability and User Experience (UX), due to the importance and impact that these aspects have on user satisfaction and the perceived quality of the system. The first artifact is the U2Chatbot inspection checklist, developed to assist development teams in the process of identifying defects in text-based chatbots. The second artifact is a set of interface design patterns, DP-U2Chatbot, containing useful examples to support developers in the process of building chatbots. The technologies were subjected to the necessary evaluations. The results of the empirical study regarding the U2Chatbot inspection checklist indicated that participants considered the technology useful for discovering defects in chatbots, however, ease of use could be improved. The participants' experience discreetly influenced the effectiveness and efficiency of the technique, leading us to believe that professionals with a certain level of inspection experience can benefit more from the checklist. Regarding the evaluation of DP-U2Chatbot design patterns, the results generally indicated that the technology is easy to understand and useful in supporting the design of chatbots, helping to build better tools.</p> 2024-03-18T00:00:00+00:00 Copyright (c) 2024 Malu Gabriele Silva Mafra, Kennedy Nunes, Simara Rocha, Geraldo Braz Junior, Aristofanes Silva, Davi Viana, Williamson Silva, Luis Rivero https://sol.sbc.org.br/journals/index.php/jis/article/view/3818 The Art of Dying in a Digital World: How Death is Represented in Digital Art 2023-12-19T10:14:05+00:00 Gabriel Acassio Correia acassiocorreia03@gmail.com Vinícius Carvalho Pereira viniciuscarpe@gmail.com Daniele Trevisan daniele.tr@hotmail.com Cristiano Maciel cristiano.maciel@ufmt.br <p>With the rise of computing, human rituals and cultural practices have increasingly interwoven with digital technologies. In this milieu, the cultural facets of death and art are particularly noteworthy. The realm of art has undergone a seismic shift due to computing, developing new artistic forms and enhancing the reach of older forms. Concurrently, aspects of death are now integrated into digital technologies, manifesting in unique ways such as the retention of data from the deceased, digital expressions of grief, online memorials, and the like. In light of this, our fundamental, qualitative, and exploratory study endeavors to map out and discuss digital art pieces that delve into themes of death, mourning, and digital afterlife. In doing so, we probe the intersection of art, death, and technology. Our findings delineate the primary methodologies and technologies employed in digital art centered around death, and the nuanced modalities through which this subject is portrayed in digital media.</p> 2024-03-18T00:00:00+00:00 Copyright (c) 2024 Gabriel Acassio Correia, Vinícius Carvalho Pereira, Daniele Trevisan, Cristiano Maciel https://sol.sbc.org.br/journals/index.php/jis/article/view/3340 An Analysis of the Authorship and Co-authorship Networks of the Brazilian Human-Computer Interaction Conference 2023-10-25T00:07:11+00:00 Franklin M. da C. Lima franklinmatheus@ufrn.edu.br Leonardo Cunha de Miranda leonardo@dimap.ufrn.br Gabriel Alves Mendes Vasiljevic gabriel.vasiljevic@ufrn.br M. Cecília C. Baranauskas mccb@unicamp.br <p>In Brazil, the Brazilian Symposium on Human Factors in Computing Systems (IHC) gathers the scientific community of researchers interested in the field of Human-Computer Interaction since 1998, being the main Brazilian event in this sub-area of Computing. Over twenty-one editions, the IHC received works from researchers from different regions of the country who, over the years, have been building their own co-authorship relationships with the other authors of the Symposium. In this context, this paper analysed the IHC from the perspective of those who helped to consolidate this important national scientific event, as well as in the expansion of the Human-Computer Interaction area in the Brazilian scenario, that is, its researchers-authors. In total, 1,443 authors were identified and analysed in the study presented in this work, which considered 873 publications of three IHC tracks: Full Papers, Short Papers, and Innovative Ideas and Emerging Results. Issues related to the publications and to the co-authorship relationships of these authors over the years and in the different article tracks of the IHC were considered. In order to describe their research trajectories within the IHC itself, the study presents, in different scales of time, how these authors evolved in relation to their contributions over time. In addition, this paper analyses how the authors contributed with each other and originated the complex collaboration network of the IHC. For this, co-authorship networks and groups of authors who published together were explored, aiming to clarify the collaborations between these authors, as well as how they evolved until the edition of 2022. In this sense, this work seeks, with each research question, to simplify the presentation of results through different visualizations, which were planned and created to describe information that are not clearly evident when observing the IHC publications in a “disconnected” manner. The results of this study are revealed, described and analysed under different perspectives, as well as discussed in details in this paper. </p> 2024-03-20T00:00:00+00:00 Copyright (c) 2024 Franklin M. da C. Lima, Leonardo Cunha de Miranda, Gabriel Alves Mendes Vasiljevic, M. Cecília C. Baranauskas https://sol.sbc.org.br/journals/index.php/jis/article/view/3802 Accessibility issues in establishing awareness on remote collaborative software development 2024-03-08T16:52:31+00:00 Giselle Lorrane Nobre Melo giselle.nobre@icen.ufpa.br Nicoly da Silva Menezes nicoly.menezes@icen.ufpa.br Ana Clara dos Santos Maciel casmaciel96@gmail.com Luciano Arruda Teran luciano.teran@icen.ufpa.br Thayssa Águila da Rocha thayssa.rocha@icen.ufpa.br Cleidson Ronald Botelho de Souza cleidson.desouza@acm.org Marcelle Pereira Mota mpmota@ufpa.br <p>The COVID-19 pandemic impacted the work dynamics of software development teams with the sudden adoption and subsequent continuation of remote work. New practices were adopted to maintain relationships between team members, mediated by computational tools. However, this presents an additional challenge for people with visual or hearing impairments. This study identifies different experiences of professionals with and without these disabilities in maintaining awareness when working remotely. To achieve this objective, 93 responses were collected through an online form from professionals, with and without visual or hearing impairments, and the supervision of a collaboration tool, among the most mentioned due to the lack of accessibility for people with visual impairments, using the Semiotic Inspection Method with Screen Reader (MIS-LT). The results point to different groups’ experiences with the use of collaborative tools on the social aspects of remote collaboration and an assessment of the communicability and accessibility of the inspected tool.</p> 2024-03-29T00:00:00+00:00 Copyright (c) 2024 Giselle Lorrane Nobre Melo, Nicoly da Silva Menezes, Ana Clara dos Santos Maciel, Luciano Arruda Teran, Thayssa Águila da Rocha, Cleidson Ronald Botelho de Souza, Marcelle Pereira Mota https://sol.sbc.org.br/journals/index.php/jis/article/view/3944 Handling of Personal Data by Smart Home Equipment: an Exploratory Analysis in the Context of LGPD 2024-01-29T13:18:46+00:00 Thiago Adriano Coleti thiago.coleti@uenp.edu.br Renato Balancieri renato.balancieri@unespar.edu.br André Menolli menolli@uenp.edu.br Omar Ali Mahmoud omarmahmoud3611@gmail.com Victor Hugo Sotti vhsotti@gmail.com Michel Yvano myvano@usp.br Marcelo Morandini m.morandini@usp.br <p>This paper presents an exploratory research that analyzed the Privacy and Security Policies and the Instruction Manuals of 59 home automation equipment for Smart Home in order to verify which personal data was handled and how these documents were providing information about processes performed in personal data. The analysis was conducted with a quantitative approach followed by a qualitative analysis, using content analysis. The surveys identified the following types of personal data: Identification, Financial, Devices and Location. The results presented greater interest in identification data, although financial and location are also used in specific cases. We also concluded that the Privacy and Security Policies present several information that meets the LGPD’s guidelines, especially regarding the purpose of using the data and which personal data is used. However, there is a visible lack of information about the benefits provided to data subjects and about sharing data with third parties, such as recipient data and the legal basis for sharing data.</p> 2024-03-30T00:00:00+00:00 Copyright (c) 2024 Thiago Adriano Coleti, Renato Balancieri, Andre Menolli, Omar Ali Mahmoud, Victor Hugo Sotti, Michel Yvano, Marcelo Morandini https://sol.sbc.org.br/journals/index.php/jis/article/view/3740 Application of a multicriteria decision model for the classification of Paraíba’s municipalities as to the occurrence of domestic and family violence against women 2024-02-20T23:19:14+00:00 Alana Miranda Medeiros alanamirandaufpa@gmail.com João Lúcio de Souza Júnior joao.lucio@ifpa.edu.br Marisa C. M. A. de Andrade mm.marisamoreno@gmail.com Saulo William da Costa saulo.costa@ifpa.edu.br Fernando Augusto Ribeiro Costa fernando.augusto.mlr@gmail.com Nelson Cruz Sampaio Neto nelsonneto@ufpa.br Marcos César da Rocha Seruffo seruffo@ufpa.br <p>The objective of the present work is to classify the municipalities of the state of Paraíba according to the propensity for the occurrence of Domestic and Family Violence Against Women. Data used come from the Municipal Basic Information Survey (MUNIC, in Portuguese), performed in 2019, by the Brazilian Institute of Geography and Statistics (IBGE, in Portuguese). Additionally, the records of cases of violence from the Women’s Assistance Center (Ligue 180) were used to evaluate the classification. The ELECTRE Tri-B method was applied for the classification task, considering a set of socioeconomic criteria, to group municipalities into four classes: Low, Medium, High and Very High. The results suggest that more than 80% of the municipalities in Paraíba were classified as having a high propensity, which means that they have a lack of services and strategies to protect women, demanding, therefore, greater attention of the state for the implementation of assistance services. </p> 2024-03-31T00:00:00+00:00 Copyright (c) 2024 Alana Miranda Medeiros, João Lúcio de Souza Júnior, Marisa C. M. A. de Andrade, Saulo William da Costa, Fernando Augusto Ribeiro Costa, Nelson Cruz Sampaio Neto, Marcos César da Rocha Seruffo https://sol.sbc.org.br/journals/index.php/jis/article/view/3879 Democracy out-of-the-box: analysis of compliance with constitutional principles in tax policies that use Artificial Intelligence 2024-02-18T15:00:33+00:00 Erik Henrique da Costa Nunes erikhcosta@gmail.com Junior Cezar Bezerra de Oliveira jrcezzar86@gmail.com Laura Maria de Queiroz Melo lauram.queirozm@gmail.com Carlos Eduardo A. Feitosa eduardoalmeida8246@gmail.com Ingrid Teixeira Monteiro ingrid@ufc.br <p>The Democratic State of Law emerged with the objective of improving everyone’s life, restricting the power of tyrants, who, among other arbitrary acts, unfairly taxed the people. While taxes remain crucial for the State’s upkeep, modern rules prevent individuals from enduring excessive burdens. Although new technologies leveraging Artificial Intelligence (AI) hold the promise of enhancing lives, the extent of this improvement raises questions. This study delves into the relationship between individuals and the State, specifically exploring the use of AI in tax-related scenarios. Conducting a comprehensive three-stage investigation, the first stage involved surveying the reasons behind State-imposed limitations on taxation. The second stage identified criteria from computer literature addressing potential AI challenges and strategies for achieving explainability. Additionally, a discussion emphasized the importance of technological models aligning with principles that underpin our society. Then, to understand how actions have been carried out in Public Administration, a Systematic Mapping Study (SMS) was carried out, analyzing works from the ACM Digital Library, SBC OpenLib (SOL) and the ENAP (National School of Public Administration)’s repository (a Gray Literature repository). On the ENAP website, works relating to the Creativity and Innovation Award from the Federal Revenue of Brazil were specifically consulted. In the end, 10 works that met the inclusion criteria were selected. It was concluded that none of them has an AI explainable model, considering the interpretability criteria of models (Rules and logic, Data visualization, and Model documentation). In light of this, it is recommended that studies addressing the use of AI in Public Administration incorporate a dedicated section discussing the explainability of models.</p> 2024-04-02T00:00:00+00:00 Copyright (c) 2024 Erik Henrique da Costa Nunes, Junior Cezar Bezerra de Oliveira, Laura Maria de Queiroz Melo, Carlos Eduardo A. Feitosa, Ingrid Teixeira Monteiro https://sol.sbc.org.br/journals/index.php/jis/article/view/3836 Exploring Irregularities in Brazilian Public Bids: An In-depth Analysis on Small Companies 2024-01-22T16:58:48+00:00 Camila S. Braz camilabraz@ufmg.br Marco Túlio Dutra marco.dutra@aluno.ufop.edu.br Gabriel P. Oliveira gabrielpoliveira@dcc.ufmg.br Lucas G. L. Costa lucas-lage@ufmg.br Mariana O. Silva mariana.santos@dcc.ufmg.br Michele A. Brandão michele.brandao@ifmg.edu.br Anisio Lacerda anisio@dcc.ufmg.br Gisele L. Pappa glpappa@dcc.ufmg.br <p>In Brazil, bidding processes constitute the main method through which the Public Administration acquires goods and services, and they aim to select the best proposal between several bidding companies. Analyzing public bids can reveal several negotiating characteristics between companies and the public sector, including alerts of fraudulent activities involving such businesses. This article presents two approaches for detecting irregularities within small companies using data extracted from public bids in the Brazilian state of Minas Gerais. For each approach, we perform exploratory and geospatial analysis to better understand specific characteristics of the companies with irregularity alerts. Furthermore, we execute a network analysis to examine the underlying connections between such companies. Our findings reveal the efficacy of both approaches in indicating small companies that may be involved in fraudulent activities. Our methodology and results represent a significant advance for the public sector as they have the potential to enhance mechanisms for overseeing and preventing fraud within bidding processes. </p> 2024-04-04T00:00:00+00:00 Copyright (c) 2024 Camila S. Braz, Marco Túlio Dutra, Gabriel P. Oliveira, Lucas G. L. Costa, Mariana O. Silva, Michele A. Brandão, Anisio Lacerda, Gisele L. Pappa https://sol.sbc.org.br/journals/index.php/jis/article/view/3951 Identifying Challenges for Elementary School Teachers in Building Digital Games through a Workshop 2024-03-14T19:29:22+00:00 Joana Gabriela R. de Souza joana.souza@dcc.ufmg.br Raquel Oliveira Prates rprates@dcc.ufmg.br <p>To develop technologies that facilitate the creation and customization of digital educational games, this research aimed to explore the use of a game authoring tool by elementary school teachers and to identify the challenges and skills of this public using the tool. Our findings indicate that most of them had difficulties using it due to a lack of digital literacy and many possible configuration settings. They struggled with the steps they needed to complete in the tutorial and understanding concepts such as events, conditions, and actions. On the other hand, they were able to easily arrange the objects in the scenes. As a result, we present a set of recommendations that can be useful to construct new tools for this audience.</p> 2024-04-15T00:00:00+00:00 Copyright (c) 2024 Joana Gabriela R. de Souza, Raquel Oliveira Prates https://sol.sbc.org.br/journals/index.php/jis/article/view/3796 Swarm Robotics surveillance control with Ant Cellular Automata Model in the Cerrado Biome for preserving biodiversity 2024-02-15T16:47:02+00:00 Heitor Castro Brasiel heitor.brasiel@estudante.iftm.edu.br Danielli Araújo Lima danielli@iftm.edu.br <p>The Cerrado biome in Brazil plays a vital role in preserving biodiversity, providing essential ecosystem services, and supporting agriculture, making it a crucial and valuable natural resource. Sete Cidades National Park stands out for its rock formations, 10,000-year-old cave paintings and its Cerrado vegetation. The Cerrado is known for being a pyrobiome, so its patrolling becomes essential. In this context, this paper introduces a novel approach to swarm robotics patrolling in the unique ecosystem of the Sete Cidades National Park, located within the Cerrado biome. The study presents three distinct cellular automata models designed for the task, aiming to enhance the efficiency and coverage of patrolling efforts. The key difference between our model presented in this research and the previous one is our focus on a map that encompasses diverse vegetation types, specifically designed to represent the Sete Cidades National Park, with a primary goal of monitoring forest fires. The results demonstrated that the best-performing model was the Forest Tabu Inverted Ant Cellular Automata, which achieved an average of 21.77 complete patrol cycles with 95% confidence. This outcome was obtained using three robots, a tabu queue of |<em>Q</em>| = 80, and a maximum pheromone per cell equals to <em>ρ</em> = 10<sup>3</sup>. These parameters highlight the efficacy of this model in optimizing patrol cycles and the efficient use of resources for environmental surveillance in the Sete Cidades National Park, particularly in the context of fire prevention.</p> 2024-04-20T00:00:00+00:00 Copyright (c) 2024 Heitor Castro Brasiel, Danielli Araújo Lima https://sol.sbc.org.br/journals/index.php/jis/article/view/4187 Development and Analysis of a Game Design Methodology applied to the Game Honor Keeper Conception 2024-04-22T18:28:51+00:00 Ikaro Siqueira Rodrigues Vitor ikaro.siqueira1@gmail.com Elisa de Cássia Silva Rodrigues elisa.rodrigues@unifei.edu.br Bruno Guazzelli Batista brunoguazzelli@unifei.edu.br <p>Game design is a challenging activity that necessitates expertise and competencies from various domains. Teaching new designers involves grasping and implementing methodologies, integrating them into a particular design context, which proves to be a demanding yet essential task. In this paper, we report an experience in the conception of a game where two methodologies were analyzed and combined to describe a process with well-defined sequential activities. To verify the results with the application of this methodology, the developed game was made available for testing with real users, together with a questionnaire that sought to analyze the players’ level of satisfaction with the main aspects of the game. Based on the feedback and examination of responses from test participants, it was evident how adjusting and implementing the method positively influenced the game project in an organized and unified manner, leading to a favorable reception from users.</p> 2024-04-22T00:00:00+00:00 Copyright (c) 2024 Ikaro Siqueira Rodrigues Vitor, Elisa de Cássia Silva Rodrigues, Bruno Guazzelli Batista