61 research outputs found

    Towards Informing an Intuitive Mission Planning Interface for Autonomous Multi-Asset Teams via Image Descriptions

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    Establishing a basis for certification of autonomous systems using trust and trustworthiness is the focus of Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability (ATTRACTOR). The Human-Machine Interface (HMI) team is working to capture and utilize the multitude of ways in which humans are already comfortable communicating mission goals and translate that into an intuitive mission planning interface. Several input/output modalities (speech/audio, typing/text, touch, and gesture) are being considered and investigated in the context human-machine teaming for the ATTRACTOR design reference mission (DRM) of Search and Rescue or (more generally) intelligence, surveillance, and reconnaissance (ISR). The first of these investigations, the Human Informed Natural-language GANs Evaluation (HINGE) data collection effort, is aimed at building an image description database to train a Generative Adversarial Network (GAN). In addition to building an image description database, the HMI team was interested if, and how, modality (spoken vs. written) affects different aspects of the image description given. The results will be analyzed to better inform the designing of an interface for mission planning

    Crowdsourcing with Semantic Differentials: A Game to Investigate the Meaning of Form

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    This paper presents a tool to collect empirical data about the collaborative meaning of form. We developed an online crowdscouring game, in which two users rate randomly assigned three-dimensional shapes. The more similar the ratings are, the more points both players get. This crowdsourcing method allows identifying what certain shapes mean to people. This paper is a contribution on two levels: First, the game presents a particular research method—an experimental survey using semantic differentials—, which adds a motivational benefit for the participants: It is fun to play. Also, it involves a quality control mechanism through the pairing of two participants who rate the same image and therefore act as verification. Second, the semantic collection of forms might help designers to better control the connotative meanings embedded in their designs. This paper is focused on introducing the game; the analysis of the data will be covered in further research

    Crowd-supervised training of spoken language systems

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 155-166).Spoken language systems are often deployed with static speech recognizers. Only rarely are parameters in the underlying language, lexical, or acoustic models updated on-the-fly. In the few instances where parameters are learned in an online fashion, developers traditionally resort to unsupervised training techniques, which are known to be inferior to their supervised counterparts. These realities make the development of spoken language interfaces a difficult and somewhat ad-hoc engineering task, since models for each new domain must be built from scratch or adapted from a previous domain. This thesis explores an alternative approach that makes use of human computation to provide crowd-supervised training for spoken language systems. We explore human-in-the-loop algorithms that leverage the collective intelligence of crowds of non-expert individuals to provide valuable training data at a very low cost for actively deployed spoken language systems. We also show that in some domains the crowd can be incentivized to provide training data for free, as a byproduct of interacting with the system itself. Through the automation of crowdsourcing tasks, we construct and demonstrate organic spoken language systems that grow and improve without the aid of an expert. Techniques that rely on collecting data remotely from non-expert users, however, are subject to the problem of noise. This noise can sometimes be heard in audio collected from poor microphones or muddled acoustic environments. Alternatively, noise can take the form of corrupt data from a worker trying to game the system - for example, a paid worker tasked with transcribing audio may leave transcripts blank in hopes of receiving a speedy payment. We develop strategies to mitigate the effects of noise in crowd-collected data and analyze their efficacy. This research spans a number of different application domains of widely-deployed spoken language interfaces, but maintains the common thread of improving the speech recognizer's underlying models with crowd-supervised training algorithms. We experiment with three central components of a speech recognizer: the language model, the lexicon, and the acoustic model. For each component, we demonstrate the utility of a crowd-supervised training framework. For the language model and lexicon, we explicitly show that this framework can be used hands-free, in two organic spoken language systems.by Ian C. McGraw.Ph.D

    Online annotations tools for micro-level human behavior labeling on videos

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    Abstract. Successful machine learning and computer vision approach generally require significant amounts of annotated data for learning. These methods including identification, retrieval, classification of events, and analysis of human behavior from a video. Micro-level human behavior analysis usually requires laborious efforts for obtaining the precise labels. As the quantity of online video grows, the crowdsourcing approach provides a method for workers without a professional background to complete the annotation task. These workers require training to understand implicit knowledge of human behavior. The motivation of this study was to enhance the interaction between annotation workers for training purposes. By observing experienced local researchers in Oulu, the key problem with annotation is the precision of the results. The goal of this study was to provide training tools for people to improve the label quality, it illustrates the importance of training. In this study, a new annotation tool was developed to test workers’ performance in reviewing other annotations. This tool filters very noisy input by comment and vote feature. The result indicated that users were more likely to annotate micro behavior and time that refer to other opinions, and it was a more effective and reliable way to train. Besides, this study reported the development process with React and Firebase, it emphasized the use of more Web resources and tools to develop annotation tools

    Dragoon: Private Decentralized HITs Made Practical

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    With the rapid popularity of blockchain, decentralized human intelligence tasks (HITs) are proposed to crowdsource human knowledge without relying on vulnerable third-party platforms. However, the inherent limits of blockchain cause decentralized HITs to face a few "new" challenges. For example, the confidentiality of solicited data turns out to be the sine qua non, though it was an arguably dispensable property in the centralized setting. To ensure the "new" requirement of data privacy, existing decentralized HITs use generic zero-knowledge proof frameworks (e.g. SNARK), but scarcely perform well in practice, due to the inherently expensive cost of generality. We present a practical decentralized protocol for HITs, which also achieves the fairness between requesters and workers. At the core of our contributions, we avoid the powerful yet highly-costly generic zk-proof tools and propose a special-purpose scheme to prove the quality of encrypted data. By various non-trivial statement reformations, proving the quality of encrypted data is reduced to efficient verifiable decryption, thus making decentralized HITs practical. Along the way, we rigorously define the ideal functionality of decentralized HITs and then prove the security due to the ideal-real paradigm. We further instantiate our protocol to implement a system called Dragoon, an instance of which is deployed atop Ethereum to facilitate an image annotation task used by ImageNet. Our evaluations demonstrate its practicality: the on-chain handling cost of Dragoon is even less than the handling fee of Amazon's Mechanical Turk for the same ImageNet HIT.Comment: small differences from a version accepted to appear in ICDCS 2020 (to fix a minor bug

    The Four Pillars of Crowdsourcing: A Reference Model

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    Crowdsourcing is an emerging business model where tasks are accomplished by the general public; the crowd. Crowdsourcing has been used in a variety of disciplines, including information systems development, marketing and operationalization. It has been shown to be a successful model in recommendation systems, multimedia design and evaluation, database design, and search engine evaluation. Despite the increasing academic and industrial interest in crowdsourcing,there is still a high degree of diversity in the interpretation and the application of the concept. This paper analyses the literature and deduces a taxonomy of crowdsourcing. The taxonomy is meant to represent the different configurations of crowdsourcing in its main four pillars: the crowdsourcer, the crowd, the crowdsourced task and the crowdsourcing platform. Our outcome will help researchers and developers as a reference model to concretely and precisely state their particular interpretation and configuration of crowdsourcing
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