{"title":"协同位置收集系统中的自适应游戏化:一个旅行行为检测的案例","authors":"María Dalponte Ayastuy, Diego Torres","doi":"10.24215/16666038.22.e05","DOIUrl":null,"url":null,"abstract":"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 spatial-temporal 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. ","PeriodicalId":188846,"journal":{"name":"J. Comput. Sci. Technol.","volume":"272 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Adaptive gamification in collaborative location collecting systems: a case of traveling behavior detection\",\"authors\":\"María Dalponte Ayastuy, Diego Torres\",\"doi\":\"10.24215/16666038.22.e05\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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 spatial-temporal 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. \",\"PeriodicalId\":188846,\"journal\":{\"name\":\"J. Comput. Sci. Technol.\",\"volume\":\"272 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-04-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"J. Comput. Sci. Technol.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24215/16666038.22.e05\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"J. Comput. Sci. Technol.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24215/16666038.22.e05","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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 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 spatial-temporal 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.