Felipe Eduardo Vergara Borge

Mr. Felipe Eduardo Vergara Borge

Deustech, University of Deusto, Bilbao, Basque Country, Spain
orcid

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
19 December 2024 in Sensors
Verified
Journal Article
Open access
PDF file
MPMaite Puerta-Beldarrain
Maite Puerta-Beldarrain
Oihane Gómez-CarmonaOihane Gómez-Carmona
Oihane Gómez-Carmona
LCLiming Chen
Liming Chen
Diego López-de-IpiñaDiego López-de-Ipiña
Diego López-de-Ipiña
Diego Casado-MansillaDiego Casado-Mansilla
Diego Casado-Mansilla
Felipe Eduardo Vergara BorgeFelipe Eduardo Vergara Borge
Felipe Eduardo Vergara Borge
This work addresses the task allocation problem in spatial crowdsensing with altruistic participation, tackling challenges like declining engagement and user fatigue from task overload. Unlike typical models relying on financial incentives, this context requires alternative strategies to sustain participation. This paper presents a new solution, the Volunteer Task Allocation Engine (VTAE), to address these challenges. This solution is not based on economic incentives, and it has two primary goals. The first one is to improve user experience by limiting the workload and creating a user-centric task allocation solution. The second goal is to create an equal distribution of tasks over the spatial locations to make the solution robust against the possible decrease in participation. Two approaches are used to test the performance of this solution against different conditions: computer simulations and a real-world experiment with real users, which include a qualitative evaluation. The simulations tested system performance in controlled environments, while the real-world experiment assessed the effectiveness and usability of the VTAE with real users. This research highlights the importance of user-centered design in citizen science applications with altruistic participation. The findings demonstrate that the VTAE algorithm ensures equitable task distribution across geographical areas while actively involving users in the decision-making process.

27 June 2025 in Systems
Verified
Journal Article
Open access
PDF file
Felipe Eduardo Vergara BorgeFelipe Eduardo Vergara Borge
Felipe Eduardo Vergara Borge
Diego López-de-IpiñaDiego López-de-Ipiña
Diego López-de-Ipiña
MEMikel Emaldi
Mikel Emaldi
COCristian Olivares-Rodríguez
Cristian Olivares-Rodríguez
ZKZaheer Khan
Zaheer Khan
Kamran SoomroKamran Soomro
Kamran Soomro
Citizen science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three elements of gamification—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and immersion during a five-day campus-wide intervention utilising the GAME and a spatial crowdsourcing app. Employing a convergent mixed-methods design, we combined behavioural log analysis, validated psychometric scales (GAMEFULQUEST), and post-experiment interviews to triangulate both quantitative and qualitative dimensions of engagement. Results reveal that gamified elements enhanced students’ sense of accomplishment and early-stage motivation, which is reflected in significantly higher average scores for goal-directed engagement and recurring qualitative themes related to competence and recognition. However, deeper immersion and sustained “flow” were less robust with repetitive task design. While the intervention achieved only moderate long-term participation rates, it demonstrates that thoughtfully implemented game mechanics can meaningfully enhance engagement without undermining data quality. These findings provide actionable guidance for designing more adaptive, motivating, and inclusive citizen science solutions, underscoring the importance of mixed-methods evaluation in understanding complex engagement processes. While the sample size limits the statistical generalizability, this study serves as an exploratory field trial offering valuable design insights and methodological guidance for future large-scale, controlled citizen science interventions.

25 November 2023
Verified
Book Chapter
Closed access
PDF file
Diego López-de-IpiñaDiego López-de-Ipiña
Diego López-de-Ipiña
DSDaniel Andrés Silva
Daniel Andrés Silva
RCRubén Sánchez Corcuera
Rubén Sánchez Corcuera
ENElena Not
Elena Not
Chiara LeonardiChiara Leonardi
Chiara Leonardi
Felipe Eduardo Vergara BorgeFelipe Eduardo Vergara Borge
Felipe Eduardo Vergara Borge

29 October 2026 in International Journal of Human-Computer Studies
Verified
Journal Article
Open access
Felipe Eduardo Vergara BorgeFelipe Eduardo Vergara Borge
Felipe Eduardo Vergara Borge
MEMikel Emaldi
Mikel Emaldi
COCristian Olivares-Rodríguez
Cristian Olivares-Rodríguez
Oihane Gómez-CarmonaOihane Gómez-Carmona
Oihane Gómez-Carmona
Diego López-de-IpiñaDiego López-de-Ipiña
Diego López-de-Ipiña

25 June 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
Felipe Eduardo Vergara BorgeFelipe Eduardo Vergara Borge
Felipe Eduardo Vergara Borge
Diego López-de-IpiñaDiego López-de-Ipiña
Diego López-de-Ipiña
MEMikel Emaldi
Mikel Emaldi
COCristian Olivares-Rodríguez
Cristian Olivares-Rodríguez
ZKZaheer Khan
Zaheer Khan
Kamran SoomroKamran Soomro
Kamran Soomro
Citizen Science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three gamification elements—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and immersion during a five-day campus-wide intervention utilising the GAME engine and a spatial crowdsourcing app. Employing a convergent mixed-methods design, we combined behavioural log analysis, validated psychometric scales (GAMEFULQUEST), and post-experiment interviews to triangulate both quantitative and qualitative dimensions of engagement. Results reveal that gamified elements enhanced students’ sense of accomplishment and early-stage motivation, which is reflected in significantly higher average scores for goal-directed engagement and recurring qualitative themes related to competence and recognition. However, deeper immersion and sustained “flow” were less robust with repetitive task design. While the intervention achieved only moderate long-term participation rates, it demonstrates that thoughtfully implemented game mechanics can meaningfully enhance engagement without undermining data quality. These findings provide actionable guidance for designing more adaptive, motivating, and inclusive Citizen Science solutions, underscoring the importance of mixed-methods evaluation in understanding complex engagement processes. While the sample size limits statistical generalizability, the study serves as an exploratory field trial offering valuable design insights and methodological guidance for future large-scale, controlled Citizen Science interventions.