7,195 research outputs found
Crowds in two seconds: Enabling realtime crowd-powered interfaces
Interactive systems must respond to user input within seconds. Therefore, to create realtime crowd-powered interfaces, we need to dramatically lower crowd latency. In this paper, we introduce the use of synchronous crowds for on-demand, realtime crowdsourcing. With synchronous crowds, systems can dynamically adapt tasks by leveraging the fact that workers are present at the same time. We develop techniques that recruit synchronous crowds in two seconds and use them to execute complex search tasks in ten seconds. The first technique, the retainer model, pays workers a small wage to wait and respond quickly when asked. We offer empirically derived guidelines for a retainer system that is low-cost and produces on-demand crowds in two seconds. Our second technique, rapid refinement, observes early signs of agreement in synchronous crowds and dynamically narrows the search space to focus on promising directions. This approach produces results that, on average, are of more reliable quality and arrive faster than the fastest crowd member working alone. To explore benefits and limitations of these techniques for interaction, we present three applications: Adrenaline, a crowd-powered camera where workers quickly filter a short video down to the best single moment for a photo; and Puppeteer and A|B, which examine creative generation tasks, communication with workers, and low-latency voting
Many Episode Learning in a Modular Embodied Agent via End-to-End Interaction
In this work we give a case study of an embodied machine-learning (ML)
powered agent that improves itself via interactions with crowd-workers. The
agent consists of a set of modules, some of which are learned, and others
heuristic. While the agent is not "end-to-end" in the ML sense, end-to-end
interaction is a vital part of the agent's learning mechanism. We describe how
the design of the agent works together with the design of multiple annotation
interfaces to allow crowd-workers to assign credit to module errors from
end-to-end interactions, and to label data for individual modules. Over
multiple automated human-agent interaction, credit assignment, data annotation,
and model re-training and re-deployment, rounds we demonstrate agent
improvement
Evorus: A Crowd-powered Conversational Assistant Built to Automate Itself Over Time
Crowd-powered conversational assistants have been shown to be more robust
than automated systems, but do so at the cost of higher response latency and
monetary costs. A promising direction is to combine the two approaches for high
quality, low latency, and low cost solutions. In this paper, we introduce
Evorus, a crowd-powered conversational assistant built to automate itself over
time by (i) allowing new chatbots to be easily integrated to automate more
scenarios, (ii) reusing prior crowd answers, and (iii) learning to
automatically approve response candidates. Our 5-month-long deployment with 80
participants and 281 conversations shows that Evorus can automate itself
without compromising conversation quality. Crowd-AI architectures have long
been proposed as a way to reduce cost and latency for crowd-powered systems;
Evorus demonstrates how automation can be introduced successfully in a deployed
system. Its architecture allows future researchers to make further innovation
on the underlying automated components in the context of a deployed open domain
dialog system.Comment: 10 pages. To appear in the Proceedings of the Conference on Human
Factors in Computing Systems 2018 (CHI'18
Crowdsourcing for Reminiscence Chatbot Design
In this work-in-progress paper we discuss the challenges in identifying
effective and scalable crowd-based strategies for designing content,
conversation logic, and meaningful metrics for a reminiscence chatbot targeted
at older adults. We formalize the problem and outline the main research
questions that drive the research agenda in chatbot design for reminiscence and
for relational agents for older adults in general
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People-Powered Music: Using User-Generated Tags and Structure in Recommendations
Music recommenders often rely on experts to classify song facets like genre and mood, but user-generated folksonomies hold some advantages over expert classifications—folksonomies can reflect the same real-world vocabularies and categorizations that end users employ. We present an approach for using crowd-sourced common sense knowledge to structure user-generated music tags into a folksonomy, and describe how to use this approach to make music recommendations. We then empirically evaluate our “people-powered” structured content recommender against a more traditional recommender. Our results show that participants slightly preferred the unstructured recommender, rating more of its recommendations as “perfect” than they did for our approach. An exploration of the reasons behind participants’ ratings revealed that users behaved differently when tagging songs than when evaluating recommendations, and we discuss the implications of our results for future tagging and recommendation approaches
Tuning the Diversity of Open-Ended Responses from the Crowd
Crowdsourcing can solve problems that current fully automated systems cannot.
Its effectiveness depends on the reliability, accuracy, and speed of the crowd
workers that drive it. These objectives are frequently at odds with one
another. For instance, how much time should workers be given to discover and
propose new solutions versus deliberate over those currently proposed? How do
we determine if discovering a new answer is appropriate at all? And how do we
manage workers who lack the expertise or attention needed to provide useful
input to a given task? We present a mechanism that uses distinct payoffs for
three possible worker actions---propose,vote, or abstain---to provide workers
with the necessary incentives to guarantee an effective (or even optimal)
balance between searching for new answers, assessing those currently available,
and, when they have insufficient expertise or insight for the task at hand,
abstaining. We provide a novel game theoretic analysis for this mechanism and
test it experimentally on an image---labeling problem and show that it allows a
system to reliably control the balance betweendiscovering new answers and
converging to existing ones
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