Adaptive gamification in collaborative location collecting systems: a case of traveling behavior detection

Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where a community of users collaboratively collects data associated with a geo-referenced location. Gamification is a strategy to convene participants to CLCS. However, it cannot be generalized because of...

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Detalhes bibliográficos
Autores: Dalponte Ayastuy, María, Torres, Diego
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Argentina
Recursos:Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
Repositorio:CIC Digital (CICBA)
Idioma:inglés
OAI Identifier:oai:digital.cic.gba.gob.ar:11746/11560
Acesso em linha:https://digital.cic.gba.gob.ar/handle/11746/11560
Access Level:acceso abierto
Palavra-chave:Ciencias de la Computación e Información
Adaptive gamification challenges
Spatial-temporal user profiling
Users behavioural patterns
Descrição
Resumo:Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where a community of users collaboratively collects data associated with a geo-referenced location. Gamification is a strategy to convene participants to CLCS. However, it cannot be generalized because of the different users’ profiles, and so it must be tailored to the users and playing contexts. A strategy for adapting gamification in CLCS is to build game challenges tailored to the player’s spatio-temporal behavior. This type of adaptation requires having a user traveling behavior profile. Particularly, this work is focused on the first steps to detect users’ behavioral profiles related to spatialtemporal activities in the context of CLCS. Specifically, this article introduces: (1) a strategy to detect patterns of spatial-temporal activities, (2) a model to describe the spatial-temporal behavior of users based on (1), and a strategy to detect users’ behavioral patterns based on unsupervised clustering. The approach is evaluated over a Foursquare dataset. The results showed two types of behavioral atoms and two types of users’ behavioral patterns.