317 research outputs found

    Tuning the Diversity of Open-Ended Responses from the Crowd

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    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

    Business Processes for the Crowd Computer

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    open7noKucherbaev, Pavel; Tranquillini, Stefano; Daniel, Florian; Casati, Fabio; Marchese, Maurizio; Brambilla, Marco; Fraternali, PieroKucherbaev, Pavel; Tranquillini, Stefano; Daniel, Florian; Casati, Fabio; Marchese, Maurizio; Brambilla, Marco; Fraternali, Pier

    Quality Control in Crowdsourcing: A Survey of Quality Attributes, Assessment Techniques and Assurance Actions

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    Crowdsourcing enables one to leverage on the intelligence and wisdom of potentially large groups of individuals toward solving problems. Common problems approached with crowdsourcing are labeling images, translating or transcribing text, providing opinions or ideas, and similar - all tasks that computers are not good at or where they may even fail altogether. The introduction of humans into computations and/or everyday work, however, also poses critical, novel challenges in terms of quality control, as the crowd is typically composed of people with unknown and very diverse abilities, skills, interests, personal objectives and technological resources. This survey studies quality in the context of crowdsourcing along several dimensions, so as to define and characterize it and to understand the current state of the art. Specifically, this survey derives a quality model for crowdsourcing tasks, identifies the methods and techniques that can be used to assess the attributes of the model, and the actions and strategies that help prevent and mitigate quality problems. An analysis of how these features are supported by the state of the art further identifies open issues and informs an outlook on hot future research directions.Comment: 40 pages main paper, 5 pages appendi

    Modeling, enacting, and integrating custom crowdsourcing processes

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    Crowdsourcing (CS) is the outsourcing of a unit of work to a crowd of people via an open call for contributions. Thanks to the availability of online CS platforms, such as Amazon Mechanical Turk or CrowdFlower, the practice has experienced a tremendous growth over the past few years and demonstrated its viability in a variety of fields, such as data collection and analysis or human computation. Yet it is also increasingly struggling with the inherent limitations of these platforms: each platform has its own logic of how to crowdsource work (e.g., marketplace or contest), there is only very little support for structured work (work that requires the coordination of multiple tasks), and it is hard to integrate crowdsourced tasks into stateof-the-art business process management (BPM) or information systems. We attack these three shortcomings by (1) developing a flexible CS platform (we call it Crowd Computer, or CC) that allows one to program custom CS logics for individual and structured tasks, (2) devising a BPMN-based modeling language that allows one to program CC intuitively, (3) equipping the language with a dedicated visual editor, and (4) implementing CC on top of standard BPM technology that can easily be integrated into existing software and processes. We demonstrate the effectiveness of the approach with a case study on the crowd-based mining of mashup model patterns

    BPMN task instance streaming for efficient micro-task crowdsourcing processes

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    The Business Process Model and Notation (BPMN) is a standard for modeling and executing business processes with human or machine tasks. The semantics of tasks is usually discrete: a task has exactly one start event and one end event; for multi-instance tasks, all instances must complete before an end event is emitted. We propose a new task type and streaming connector for crowdsourcing able to run hundreds or thousands of micro-task instances in parallel. The two constructs provide for task streaming semantics that is new to BPMN, enable the modeling and efficient enactment of complex crowdsourcing scenarios, and are applicable also beyond the special case of crowdsourcing. We implement the necessary design and runtime support on top of Crowd- Flower, demonstrate the viability of the approach via a case study, and report on a set of runtime performance experiments

    PuReWidgets : a programming toolkit for interactive public display applications

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    Interaction is repeatedly pointed out as a key enabling element towards more engaging and valuable public displays. Still, most digital public displays today do not support any interactive features. We argue that this is mainly due to the lack of efficient and clear abstractions that developers can use to incorporate interactivity into their applications. As a consequence, interaction represents a major overhead for developers, and users are faced with inconsistent interaction models across different displays. This paper describes the results of a study on interaction widgets for generalized interaction with public displays. We present PuReWidgets, a toolkit that supports multiple interaction mechanisms, automatically generated graphical interfaces, asynchronous events and concurrent interaction. This is an early effort towards the creation of a programming toolkit that developers can incorporate into their public display applications to support the interaction process across multiple display systems without considering the specifics of what interaction modality will be used on each particular display.Fundação para a Ciência e a Tecnologia (FCT

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Generating creative ideas through crowds: An experimental study of combination

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    The crowd is emerging as a new source of innovation, and here a new way of organizing the crowd to produce new ideas is discussed: an idea generation system using combination in which participants synthesize new designs from the efforts of their peers. A crowd generates designs; then another crowd combines the designs of the previous crowd. In an experiment with 540 participants, the combined designs are compared to the initial designs, and to a control condition in which fresh idea generation rather than combination is used. The results show that designs become more creative in later generations of the combination system, and the combination produces more creative ideas than the fresh idea generation. The model of crowdsourced idea generation discussed here may be used to instantiate systems that can be applied to a wide range of design problems. The work has pragmatic implications, and also theoretical implications: new forms of coordination are now possible, and, using the crowd, it is possible to build and test existing and emerging theories of coordination and design
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