Daniel S. Schneider
Federal University of Rio de Janeiro
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Publication
Featured researches published by Daniel S. Schneider.
computer supported cooperative work in design | 2012
Paula Nascimento; Rodrigo Águas; Daniel S. Schneider; Jano Moreira de Souza
Despite advances in the requirements elicitation techniques, researchers show that even today software engineers cannot understand exactly what a product should offer to meet user needs and expectations. This paper aims to propose a new strategy to assist the process of requirements categorization, so that it becomes possible to extract from the user what he really expects of a product. The proposed framework is based on the concepts of requirements categorization established by Noriaki Kano, and on previous studies focused on collective intelligence, to propose different approaches to extract from the crowd the necessary knowledge to classify requirements and decide what should be prioritized and what should not, according to user expectations.
systems, man and cybernetics | 2012
Carlos Gomes; Daniel S. Schneider; Katia Moraes; Jano Moreira de Souza
Recent behavioral and cultural changes driven by the paradigm of mass collaboration highlighted the phenomenon of crowdsourcing as an innovative and promising production model, with positive effects in several business areas. In the field of music, the so called wave of crowds has fostered creative processes where people from anywhere in the world with Internet access can collaborate in different ways in musical productions, even not being practitioners. The present work is a study of crowd computing applications in the context of music, with an eye towards the crowdsourcing phenomena. We investigate forms of collaboration involving crowds and the available platforms. We also discuss the challenges coupled to this domain and propose a research agenda.
computer supported cooperative work in design | 2012
Daniel S. Schneider; Katia Moraes; Jano Moreira de Souza; Maria Gilda P. Esteves
According to some researchers, the wave of crowds we are witnessing in recent years is another example of the challenges for the CSCW community, a line of research that fights against the dilemma of fragmentation. The reflexes of this phenomena in projects of different branches have caused a change of paradigm in how products and services are idealized and how the projects are conducted in a collaborative way. Successful examples have attracted the attention of entrepreneurs in various areas and increased the business vocabulary with terms like crowd wisdom, crowdsourcing, crowdfunding and open innovation. It is a different reality from the one we are used to in the context of groupware systems, and it brings new challenges that leave some relevant open research questions. This paper proposes a characterization of crowd computing systems, contextualizing the design activity within this domain, presents a research agenda in the context of CSCW and discusses possible implications of the mass phenomena on the line of action of the community of Computer Supported Cooperative Work in Design.
systems, man and cybernetics | 2014
Daniel S. Schneider; Jano Moreira de Souza; Edson Lucas
The Web is now both an information repository and a cyberspace supported by a participatory culture. In the domain of news and journalism, the Social Web has witnessed the emergence of Social News Websites (SNW), where users contribute for various reasons. Sites like Digg, Reddit and Storify, just to name a few, allow their users to discuss, comment, share, recirculate, tag and rate news from various sources. However, the social computing literature has described these sites so far through narrow definitions, e.g., as a synonym for social news aggregators, as specializations of social media or even as specialized forms of online social networks. In this research, we identify a broader landscape of social applications exploring citizen participation in the news value chain, and propose a broader definition and a typology for social news applications from the perspective of Crowd Computing.
systems, man and cybernetics | 2012
Marcio Antelio; Maria Gilda P. Esteves; Daniel S. Schneider; Jano Moreira de Souza
Citizen science projects generally use the Web platform to promote scientific research and recruit volunteers to assist them. Through a crowdsourcing platform, a large amount of data is submitted and some factors may lead the scientific community to doubt the seriousness of some projects. This may be due to the unreliability of data collected on a voluntary basis and the absence of criteria for quality control of the submitted data. Our main research goal is to propose a collaborative framework for improving data quality. By associating data quality dimensions to scientists through a voting network, we aim to create a continuous process for data quality validation.
computer supported cooperative work in design | 2014
Ana Luiza Dallora Moraes; Felipe Fonseca; Maria Gilda P. Esteves; Daniel S. Schneider; Jano Moreira de Souza
Crowdsourcing is both a new paradigm of collaboration and a new frontier for CSCWD. Since its introduction in 2006, the notion of Crowdsourcing has been the object of a number of studies. Crowdsourcing has a multidisciplinary nature with a huge diversity of applications that encompasses many practices. The concepts that shape crowdsourcing are still under construction and it is difficult to reach a consensus. Based on this scenario, this paper proposes a meta-model which aims to fit generic solutions related to a specific subset of crowdsourcing designed to accomplish a specific task: Data Collection and Participatory Sensing to leverage the engagement of volunteers with Science and Environmental issues.
computer supported cooperative work in design | 2013
Carlos Gomes; Daniel S. Schneider; Jano Moreira de Souza; Geraldo Xexéo
Identifying and measuring a musical talent is not a simple task that could be performed by computers. In addition to the technical challenges, it also involves social, emotional and cultural issues. This problem is aggravated when the task needs to be performed taking as input the huge amount of music content available on the Internet today. In this paper we report work in progress on a social interactive Game with a Purpose using fun as a key motivational factor to assist in recruitment and measurement of musical talent.
computer supported cooperative work in design | 2015
Luiz Felipe Oliveira; Daniel S. Schneider; Jano Moreira de Souza; Sérgio Assis Rodrigues
This work in progress proposes the use of vivid impressions of users to monitor the waiting and service time in the provision of public and private services. The solution consists of an environment in which users can report the time spent waiting for the provision of a particular service. For the strategy to be successful, this account should be done through a simplified interface, preferably mobile, that takes advantage of the users location knowledge. This approach uses the crowd collaboration to achieve some goal, and has been used in applications such as Waze.
computer supported cooperative work in design | 2017
Gláucia J.O. Melo; Luiz Flamarion B. Oliveira; Daniel S. Schneider; Jano Moreira de Souza
This paper presents an observatory for registering applications that use participatory sensing to collect data. Cataloging these applications will aid the scientific community to exchange more information, facilitating the comparison between different initiatives. Through an initial research, the applications are categorized in areas usually considered in the literature. We propose a survey to validate the platform and also discuss the taxonomies created as a result of this survey. The main contributions of this paper include the classification of crowdsensing applications in different ontological categories, as well as the proposal of a technology platform that enables the distributed and collaborative cataloging of crowdsensing initiatives.
computer supported cooperative work in design | 2016
Luiz Felipe Oliveira; Daniel S. Schneider; Filipe Oliveira; Jano Moreira de Souza; Sérgio Assis Rodrigues
The waiting time for customer services is a problem that affects most cultures and has been studied by the academic community for several decades from the standpoint of psychology, sociology, marketing and computer science. In this paper we present a review of the literature on the subject, and also propose a classification of approaches that deal with this problem. We also report our participatory effort in articulating requirements and functionalities of a design solution to address this problem. A series of interviews were conducted with stakeholders and other people involved in the problem of waiting time delays in customer services, allowing requirements to be posed and validated through a survey. Finally, we present the latest details of an application being developed to address this problem and the final conclusions.