120 research outputs found

    Considering Human Aspects on Strategies for Designing and Managing Distributed Human Computation

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    A human computation system can be viewed as a distributed system in which the processors are humans, called workers. Such systems harness the cognitive power of a group of workers connected to the Internet to execute relatively simple tasks, whose solutions, once grouped, solve a problem that systems equipped with only machines could not solve satisfactorily. Examples of such systems are Amazon Mechanical Turk and the Zooniverse platform. A human computation application comprises a group of tasks, each of them can be performed by one worker. Tasks might have dependencies among each other. In this study, we propose a theoretical framework to analyze such type of application from a distributed systems point of view. Our framework is established on three dimensions that represent different perspectives in which human computation applications can be approached: quality-of-service requirements, design and management strategies, and human aspects. By using this framework, we review human computation in the perspective of programmers seeking to improve the design of human computation applications and managers seeking to increase the effectiveness of human computation infrastructures in running such applications. In doing so, besides integrating and organizing what has been done in this direction, we also put into perspective the fact that the human aspects of the workers in such systems introduce new challenges in terms of, for example, task assignment, dependency management, and fault prevention and tolerance. We discuss how they are related to distributed systems and other areas of knowledge.Comment: 3 figures, 1 tabl

    SENSOR MANAGEMENT FOR LOCALIZATION AND TRACKING IN WIRELESS SENSOR NETWORKS

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    Wireless sensor networks (WSNs) are very useful in many application areas including battlefield surveillance, environment monitoring and target tracking, industrial processes and health monitoring and control. The classical WSNs are composed of large number of densely deployed sensors, where sensors are battery-powered devices with limited signal processing capabilities. In the crowdsourcing based WSNs, users who carry devices with built-in sensors are recruited as sensors. In both WSNs, the sensors send their observations regarding the target to a central node called the fusion center for final inference. With limited resources, such as limited communication bandwidth among the WSNs and limited sensor battery power, it is important to investigate algorithms which consider the trade-off between system performance and energy cost in the WSNs. The goal of this thesis is to study the sensor management problems in resource limited WSNs while performing target localization or tracking tasks. Most research on sensor management problems in classical WSNs assumes that the number of sensors to be selected is given a priori, which is often not true in practice. Moreover, sensor network design usually involves consideration of multiple conflicting objectives, such as maximization of the lifetime of the network or the inference performance, while minimizing the cost of resources such as energy, communication or deployment costs. Thus, in this thesis, we formulate the sensor management problem in a classical resource limited WSN as a multi-objective optimization problem (MOP), whose goal is to find a set of sensor selection strategies which re- veal the trade-off between the target tracking performance and the number of selected sensors to perform the task. In this part of the thesis, we propose a novel mutual information upper bound (MIUB) based sensor selection scheme, which has low computational complexity, same as the Fisher information (FI) based sensor selection scheme, and gives estimation performance similar to the mutual information (MI) based sensor selection scheme. Without knowing the number of sensors to be selected a priori, the MOP gives a set of sensor selection strategies that reveal different trade-offs between two conflicting objectives: minimization of the number of selected sensors and minimization of the gap between the performance metric (MIUB and FI) when all the sensors transmit measurements and when only the selected sensors transmit their measurements based on the sensor selection strategy. Crowdsourcing has been applied to sensing applications recently where users carrying devices with built-in sensors are allowed or even encouraged to contribute toward the inference tasks. Crowdsourcing based WSNs provide cost effectiveness since a dedicated sensing infrastructure is no longer needed for different inference tasks, also, such architectures allow ubiquitous coverage. Most sensing applications and systems assume voluntary participation of users. However, users consume their resources while participating in a sensing task, and they may also have concerns regarding their privacy. At the same time, the limitation on communication bandwidth requires proper management of the participating users. Thus, there is a need to design optimal mechanisms which perform selection of the sensors in an efficient manner as well as providing appropriate incentives to the users to motivate their participation. In this thesis, optimal mechanisms are designed for sensor management problems in crowdsourcing based WSNs where the fusion center (FC) con- ducts auctions by soliciting bids from the selfish sensors, which reflect how much they value their energy cost. Furthermore, the rationality and truthfulness of the sensors are guaranteed in our model. Moreover, different considerations are included in the mechanism design approaches: 1) the sensors send analog bids to the FC, 2) the sensors are only allowed to send quantized bids to the FC because of communication limitations or some privacy issues, 3) the state of charge (SOC) of the sensors affects the energy consumption of the sensors in the mechanism, and, 4) the FC and the sensors communicate in a two-sided market

    Internal Crowdsourcing in Companies

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    This open access book examines the implications of internal crowdsourcing (IC) in companies. Presenting an employee-oriented, cross-sector reference model for good IC practice, it discusses the core theoretical foundations, and offers guidelines for process-management and blueprints for the implementation of IC. Furthermore, it examines solutions for employee training and competence development based on crowdsourcing. As such, the book will appeal to scholars of management science, work studies, organizational and participation research and to readers interested in inclusive approaches for cooperative change management and the IT implications for IC platforms

    The Gamification of Crowdsourcing Systems: Empirical Investigations and Design

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    Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for different crowdsourcing types. The lack of a coherent understanding of the different facets of gamified crowdsourcing systems and the lack of knowledge about the motivational and behavioral effects of applying various types of gamification features in different crowdsourcing systems inhibit us from designing solutions that harness gamification’s full potential. Further, previous research canonically uses competitive gamification, although crowdsourcing systems often strive to produce cooperative outcomes. However, the potentially relevant field of cooperative gamification has to date barely been explored. With a specific focus on these shortcomings, this dissertation presents several studies to advance the understanding of using gamification in crowdsourcing systems
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