12,830 research outputs found

    Crowdsourcing and Human Computation: Systems, Studies and Platforms

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    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

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    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

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    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

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    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

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    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
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