12,830 research outputs found
Crowdsourcing and Human Computation: Systems, Studies and Platforms
Crowdsourcing and human computation are transforming human-computer interaction, and CHI has led the way. The seminal publication in human computation was initially published in CHI in 2004 [1], and the first paper investigating Mechanical Turk as a user study platform has amassed over one hundred citations in two years [5]. However, we are just beginning to stake out a coherent research agenda for the field. This workshop will bring together researchers in the young field of crowdsourcing and human computation and produce three artifacts: a research agenda for the field, a vision for ideal crowdsourcing platforms, and a group-edited bibliography. These resources will be publically disseminated on the web and evolved and maintained by the community
A survey of task-oriented crowdsourcing
Since the advent of artificial intelligence, researchers have been trying to create machines that emulate human behaviour. Back in the 1960s however, Licklider (IRE Trans Hum Factors Electron 4-11, 1960) believed that machines and computers were just part of a scale in which computers were on one side and humans on the other (human computation). After almost a decade of active research into human computation and crowdsourcing, this paper presents a survey of crowdsourcing human computation systems, with the focus being on solving micro-tasks and complex tasks. An analysis of the current state of the art is performed from a technical standpoint, which includes a systematized description of the terminologies used by crowdsourcing platforms and the relationships between each term. Furthermore, the similarities between task-oriented crowdsourcing platforms are described and presented in a process diagram according to a proposed classification. Using this analysis as a stepping stone, this paper concludes with a discussion of challenges and possible future research directions.This work is part-funded by ERDF-European Regional Development Fund through the COMPETE Programme (Operational Programme for Competitiveness) and by National Funds through the FCT-Fundacao para a Ciencia e a Tecnologia (Portuguese Foundation for Science and Technology) within the Ph.D. Grant SFRH/BD/70302/2010 and by the Projects AAL4ALL (QREN11495), World Search (QREN 13852) and FCOMP-01-0124-FEDER-028980 (PTDC/EEI-SII/1386/2012). The authors also thank Jane Boardman for her assistance proof reading the document.info:eu-repo/semantics/publishedVersio
A Framework for Exploring and Evaluating Mechanics in Human Computation Games
Human computation games (HCGs) are a crowdsourcing approach to solving
computationally-intractable tasks using games. In this paper, we describe the
need for generalizable HCG design knowledge that accommodates the needs of both
players and tasks. We propose a formal representation of the mechanics in HCGs,
providing a structural breakdown to visualize, compare, and explore the space
of HCG mechanics. We present a methodology based on small-scale design
experiments using fixed tasks while varying game elements to observe effects on
both the player experience and the human computation task completion. Finally
we discuss applications of our framework using comparisons of prior HCGs and
recent design experiments. Ultimately, we wish to enable easier exploration and
development of HCGs, helping these games provide meaningful player experiences
while solving difficult problems.Comment: 11 pages, 5 figure
Engineering Crowdsourced Stream Processing Systems
A crowdsourced stream processing system (CSP) is a system that incorporates
crowdsourced tasks in the processing of a data stream. This can be seen as
enabling crowdsourcing work to be applied on a sample of large-scale data at
high speed, or equivalently, enabling stream processing to employ human
intelligence. It also leads to a substantial expansion of the capabilities of
data processing systems. Engineering a CSP system requires the combination of
human and machine computation elements. From a general systems theory
perspective, this means taking into account inherited as well as emerging
properties from both these elements. In this paper, we position CSP systems
within a broader taxonomy, outline a series of design principles and evaluation
metrics, present an extensible framework for their design, and describe several
design patterns. We showcase the capabilities of CSP systems by performing a
case study that applies our proposed framework to the design and analysis of a
real system (AIDR) that classifies social media messages during time-critical
crisis events. Results show that compared to a pure stream processing system,
AIDR can achieve a higher data classification accuracy, while compared to a
pure crowdsourcing solution, the system makes better use of human workers by
requiring much less manual work effort
Optimization in Knowledge-Intensive Crowdsourcing
We present SmartCrowd, a framework for optimizing collaborative
knowledge-intensive crowdsourcing. SmartCrowd distinguishes itself by
accounting for human factors in the process of assigning tasks to workers.
Human factors designate workers' expertise in different skills, their expected
minimum wage, and their availability. In SmartCrowd, we formulate task
assignment as an optimization problem, and rely on pre-indexing workers and
maintaining the indexes adaptively, in such a way that the task assignment
process gets optimized both qualitatively, and computation time-wise. We
present rigorous theoretical analyses of the optimization problem and propose
optimal and approximation algorithms. We finally perform extensive performance
and quality experiments using real and synthetic data to demonstrate that
adaptive indexing in SmartCrowd is necessary to achieve efficient high quality
task assignment.Comment: 12 page
- …