563 research outputs found

    Collaborative Landmark Mining with a Gamification Approach

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    In the field of pedestrian navigation some systems use prominent identifying features, so called landmarks. Attributes of high-quality landmarks are recognizability, actuality, uniqueness and noticeability. One of the challenges of this kind of navigation systems is to collect and evaluate landmarks with consistent quality. The system we developed solves these struggles with a crowdsourcing approach. We combine this with gamification elements in order to reach many users and to assure long-term motivation. Our system shows images of existing landmarks to the player, which he is afterwards asked to assign to a map of the university. Depending on the distance of his guess to the real position the player earns points. The application strives to encourage users to upload and rate pictures of existing landmarks. A multiplayer mode which allows challenging other users keeps them involved. In contrast to other products, our system does not rely on localization via GPS. Another goal was to implement a self-running system with a minimal amount of dedicated administration needed. Therefore the users with the highest scores are rating the submitted content

    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

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    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    Motivational Principles and Personalisation Needs for Geo-Crowdsourced Intangible Cultural Heritage Mobile Applications

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    Whether it’s for altruistic reasons, personal gains, or third party’s interests, users are influenced by different kinds of motivations when making use of mobile geo-crowdsourcing applications (geoCAs). These reasons, extrinsic and/or intrinsic, must be factored in when evaluating the use intention of these applications and how effective they are. A functional geoCA, particularly if designed for Volunteered Geographic Information (VGI), is the one that persuades and engages its users, by accounting for their diversity of needs across a period of time. This paper explores a number of proven and novel motivational factors destined for the preservation and collection of Intangible Cultural Heritage (ICH) through geoCAs. By providing an overview of personalisation research and digital behaviour interventions for geo-crowdsoured ICH, the paper examines the most relevant usability and trigger factors for different crowd users, supported by a range of technology-based principles. In addition, we present the case of StoryBee, a mobile geoCA designed for “crafting stories” by collecting and sharing users’ generated content based on their location and favourite places. We conclude with an open-ended discussion about the ongoing challenges and opportunities arising from the deployment of geoCAs for ICH

    Team Video Gaming for Team Building: Effects on Team Performance

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    Teams rapidly form and dissolve in organizations to solve specific problems that require diverse skills and experience. For example, in the information systems context, cross-functional and project-based teams that comprise a mix of personnel who temporarily work away from their usual functional groups (best perform agile software development (Barlow et al., 2011; Keith, Demirkan, & Goul, 2013). These newly formed work teams need to become productive as quickly as possible. Team video gaming (TVG) has emerged as a potential team-building activity. When new teammates play a collaborative video game, they engage in cooperative and challenging goals while they enjoy the games. Although research has shown that video games can promote learning and recreation, it has not investigated the effects of commercial video games on subsequent work-team performance. Better understanding this issue will provide insights into how to rapidly develop cohesion among newly formed work teams and, thus, lead to greater team performance. We examined this issue through a laboratory experiment. We found that teams in the TVG treatment demonstrated a 20 percent productivity improvement in subsequent tasks (in our case, a team-based geocaching scavenger hunt) over teams that participated in traditional team-building activities

    Advanced predictive-analysis-based decision support for collaborative logistics networks

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    Purpose – The purpose of this paper is to examine challenges and potential of big data in heterogeneous business networks and relate these to an implemented logistics solution. Design/methodology/approach – The paper establishes an overview of challenges and opportunities of current significance in the area of big data, specifically in the context of transparency and processes in heterogeneous enterprise networks. Within this context, the paper presents how existing components and purpose-driven research were combined for a solution implemented in a nationwide network for less-than-truckload consignments. Findings – Aside from providing an extended overview of today’s big data situation, the findings have shown that technical means and methods available today can comprise a feasible process transparency solution in a large heterogeneous network where legacy practices, reporting lags and incomplete data exist, yet processes are sensitive to inadequate policy changes. Practical implications – The means introduced in the paper were found to be of utility value in improving process efficiency, transparency and planning in logistics networks. The particular system design choices in the presented solution allow an incremental introduction or evolution of resource handling practices, incorporating existing fragmentary, unstructured or tacit knowledge of experienced personnel into the theoretically founded overall concept. Originality/value – The paper extends previous high-level view on the potential of big data, and presents new applied research and development results in a logistics application

    Pokemon Go as a productive counter-space.

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    Taking Sustainable Tourism Planning Serious : Co-designing Urban Places with Game Interventions.

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