13,097 research outputs found

    Citizen science as a new tool in dog cognition research

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    The work of Á.M. was supported by the Hungarian Academy of Sciences (MTA 01 031).Family dogs and dog owners offer a potentially powerful way to conduct citizen science to answer questions about animal behavior that are difficult to answer with more conventional approaches. Here we evaluate the quality of the first data on dog cognition collected by citizen scientists using the Dognition. com website. We conducted analyses to understand if data generated by over 500 citizen scientists replicates internally and in comparison to previously published findings. Half of participants participated for free while the other half paid for access. The website provided each participant a temperament questionnaire and instructions on how to conduct a series of ten cognitive tests. Participation required internet access, a dog and some common household items. Participants could record their responses on any PC, tablet or smartphone from anywhere in the world and data were retained on servers. Results from citizen scientists and their dogs replicated a number of previously described phenomena from conventional lab-based research. There was little evidence that citizen scientists manipulated their results. To illustrate the potential uses of relatively large samples of citizen science data, we then used factor analysis to examine individual differences across the cognitive tasks. The data were best explained by multiple factors in support of the hypothesis that nonhumans, including dogs, can evolve multiple cognitive domains that vary independently. This analysis suggests that in the future, citizen scientists will generate useful datasets that test hypotheses and answer questions as a complement to conventional laboratory techniques used to study dog psychology.Publisher PDFPeer reviewe

    Privacy, Trust and Identity Permissions for Ambient Intelligence

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    Public Engagement Technology for Bioacoustic Citizen Science

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    Inexpensive mobile devices offer new capabilities for non-specialist use in the field for the purpose of conservation. This thesis explores the potential for such devices to be used by citizen scientists interacting with bioacoustic data such as birdsong. This thesis describes design research and field evaluation, in collaboration with conservationists and educators, and technological artefacts implemented as mobile applications for interactive educational gaming and creative composition. This thesis considers, from a participant-centric collaborative design approach, conservationists' demand for interactive artefacts to motivate engagement in citizen science through gameful and playful interactions. Drawing on theories of motivation, frequently applied to the study of Human-Computer Interaction (HCI), and on approaches to designing for motivational engagement, this thesis introduces a novel pair of frameworks for the analysis of technological artefacts and for assessing participant engagement with bioacoustic citizen science from both game interaction design and citizen science project participation perspectives. This thesis reviews current theories of playful and gameful interaction developed for collaborative learning, data analysis, and ground-truth development, describes a process for design and analysis of motivational mobile games and toys, and explores the affordances of various game elements and mechanics for engaging participation in bioacoustic citizen science. This thesis proposes research into progressions for scaffolding engagement with citizen science projects where participants interact with data collection and analysis artefacts. The research process includes the development of multiple designs, analyses of which explore the efficacy of game interactions to motivate engagement through interaction progressions, given proposed analysis frameworks. This thesis presents analysed results of experiments examining the usability of, and data-quality from, several prototypes and software artefacts, in both laboratory conditions and the field. This thesis culminates with an assessment of the efficacy of proposed design analysis frameworks, an analysis of designed artefacts, and a discussion of how these designs increase intrinsic and extrinsic motivation for participant engagement and affect resultant bioacoustic citizen science data quantity and quality.Non

    Design Science in Human-Computer Interaction: A Model and Three Examples

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    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world. Indeed, the world itself changing, becoming ever more artificial. It is a designed world that we have created for ourselves. Human-computer interaction (HCI) scholars are concerned with the interactions that occur between people and technology in this new world: how do IT artifacts impact the human experience, and how can knowledge of the human experience impact the design of new computer-based systems? At the same time, HCI is design-oriented, a community where scholars seek to shape the design of new IT artifacts, and make real improvements to the world we live in. It remains an unresolved challenge to bring these scholarly and design perspectives together. Various models and approaches have been proposed, but current thinking on a design science for HCI is in flux. This multi-paper dissertation draws upon existing literature from HCI, various design communities, and information systems (IS) to develop a new model of design science: the theory, design, and evaluation (TDE) model. The TDE model, informed by an included research paper, envisions that scholarly activities and design activities can occur in parallel across the three stages of theory, design, and evaluation. The TDE model is demonstrated using an additional three included papers, each one taken from a separate TDE design science project. These ongoing projects occur in widely varied contexts - gaming for citizen science, online nuisances, and military history education - but each has the TDE model as its central organizing structure. The papers are examples of TDE knowledge outcomes, but also address design outcomes from each project. The three projects are analyzed and connected directly to various elements of the TDE model itself. In addition, the final chapter describes future directions for the three projects and the TDE model, as well as thinking on the importance of design science in HCI scholarship

    Designing Mobile Applications for Citizen Participation in Urban Planning

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    As a result of the increasing requirements for urban planning, a paradigm shift towards citizen participation has evolved to collaboratively address enhancing urban challenges and social conflicts. Past projects have examined urban citizen participation processes and methods to support citizen participation. However, the challenges in the domain of informing, encouraging, and enabling participation at any time are not sufficiently examined and less attention was devoted to urban participation through mobile applications, even if required devices are widely used and can enable permanent communication channels between citizens and planning authorities. Therefore, a design science research project was initiated to examine how to design mobile applications to support citizen participation in urban planning projects. In this paper, the findings of the first cycle are presented including issues, meta-requirements, design principles, the development of a mock-up, and its evaluation to provide insight into the design of mobile applications for citizen participation

    Online Citizen Science: A Systematic Review of Effects on Learning and Scientific Literacy

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    Participation in online citizen science is increasingly popular, yet studies that examine the impact on participants’ learning are limited. The aims of this paper are to identify the learning impact on volunteers who participate in online citizen science projects and to explore the methods used to study the impact. The ten empirical studies, examined in this systematic review, report learning impacts on citizens’ attitudes towards science, on their understanding of the nature of science, on topic-specific knowledge, on science knowledge, and on generic knowledge. These impacts were measured using self-reports, content analysis of contributed data and of forum posts, accuracy checks of contributed data, science and project-specific quizzes, and instruments for measuring scientific attitudes and beliefs. The findings highlight that certain technological affordances in online citizen science projects can cultivate citizens’ knowledge and skills, and they point to unexplored areas, including the lack of experimental and long-term studies, and studies in formal education settings

    From social networks to emergency operation centers: A semantic visualization approach

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    Social networks are commonly used by citizens as a communication channel for sharing their messages about a crisis situation and by emergency operation centers as a source of information for improving their situation awareness. However, to utilize this source of information, emergency operators and decision makers have to deal with large and unstructured data, the content, reliability, quality, and relevance of which may vary greatly. In this paper, to address this challenge, we propose a visual analytics solution that filters and visualizes relevant information extracted from Twitter. The tool offers multiple visualizations to provide emergency operators with different points of view for exploring the data in order to gain a better understanding of the situation and take informed courses of action. We analyzed the scope of the problem through an exploratory study in which 20 practitioners answered questions about the integration of social networks in the emergency management process. This study inspired the design of a visualization tool, which was evaluated in a controlled experiment to assess its effectiveness for exploring spatial and temporal data. During the experiment, we asked 12 participants to perform 5 tasks related to data exploration and fill a questionnaire about their experience using the tool. One of the most interesting results obtained from the evaluation concerns the effectiveness of combining several visualization techniques to support different strategies for solving a problem and making decisions.This work was supported by the project PACE grant funded by the Spanish Ministry of Economy and Competitivity [TIN2016-77690-R]
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