1,602 research outputs found

    Social Turing Tests: Crowdsourcing Sybil Detection

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    As popular tools for spreading spam and malware, Sybils (or fake accounts) pose a serious threat to online communities such as Online Social Networks (OSNs). Today, sophisticated attackers are creating realistic Sybils that effectively befriend legitimate users, rendering most automated Sybil detection techniques ineffective. In this paper, we explore the feasibility of a crowdsourced Sybil detection system for OSNs. We conduct a large user study on the ability of humans to detect today's Sybil accounts, using a large corpus of ground-truth Sybil accounts from the Facebook and Renren networks. We analyze detection accuracy by both "experts" and "turkers" under a variety of conditions, and find that while turkers vary significantly in their effectiveness, experts consistently produce near-optimal results. We use these results to drive the design of a multi-tier crowdsourcing Sybil detection system. Using our user study data, we show that this system is scalable, and can be highly effective either as a standalone system or as a complementary technique to current tools

    A Glimpse Far into the Future: Understanding Long-term Crowd Worker Quality

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    Microtask crowdsourcing is increasingly critical to the creation of extremely large datasets. As a result, crowd workers spend weeks or months repeating the exact same tasks, making it necessary to understand their behavior over these long periods of time. We utilize three large, longitudinal datasets of nine million annotations collected from Amazon Mechanical Turk to examine claims that workers fatigue or satisfice over these long periods, producing lower quality work. We find that, contrary to these claims, workers are extremely stable in their quality over the entire period. To understand whether workers set their quality based on the task's requirements for acceptance, we then perform an experiment where we vary the required quality for a large crowdsourcing task. Workers did not adjust their quality based on the acceptance threshold: workers who were above the threshold continued working at their usual quality level, and workers below the threshold self-selected themselves out of the task. Capitalizing on this consistency, we demonstrate that it is possible to predict workers' long-term quality using just a glimpse of their quality on the first five tasks.Comment: 10 pages, 11 figures, accepted CSCW 201

    CROWDSOURCING AND THE VANCOUVER WHITECAPS: AN ANALYSIS OF POTENTIAL SUCCESSES

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    The Vancouver Whitecaps are an up-and-coming soccer franchise that is currently a part of the United Soccer League (USL). After summarizing what crowdsourcing is, the Vancouver Whitecaps are deemed a good candidate to apply crowdsourcing methods. This is determined by comparing the Vancouver Whitecaps? existing crowd, and potential future crowd, to the crowd characteristics necessary to take advantage of crowdsourcing. Once determined that the Vancouver Whitecaps are a successful candidate, three potential crowdsourcing projects are presented, including how to measure the success of those projects

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Promoting information literacy through a student video contest

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    This presentation discusses the concept of user-generated content and fansourcing/crowdsourcing, using a video contest, to encourage student participation in the area of information literacy and library instruction. The activity can be a strategy to position the library within campus life and offers an opportunity for constructivist learning
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