1,657 research outputs found
A Review on the Applications of Crowdsourcing in Human Pathology
The advent of the digital pathology has introduced new avenues of diagnostic
medicine. Among them, crowdsourcing has attracted researchers' attention in the
recent years, allowing them to engage thousands of untrained individuals in
research and diagnosis. While there exist several articles in this regard,
prior works have not collectively documented them. We, therefore, aim to review
the applications of crowdsourcing in human pathology in a semi-systematic
manner. We firstly, introduce a novel method to do a systematic search of the
literature. Utilizing this method, we, then, collect hundreds of articles and
screen them against a pre-defined set of criteria. Furthermore, we crowdsource
part of the screening process, to examine another potential application of
crowdsourcing. Finally, we review the selected articles and characterize the
prior uses of crowdsourcing in pathology
Object Referring in Videos with Language and Human Gaze
We investigate the problem of object referring (OR) i.e. to localize a target
object in a visual scene coming with a language description. Humans perceive
the world more as continued video snippets than as static images, and describe
objects not only by their appearance, but also by their spatio-temporal context
and motion features. Humans also gaze at the object when they issue a referring
expression. Existing works for OR mostly focus on static images only, which
fall short in providing many such cues. This paper addresses OR in videos with
language and human gaze. To that end, we present a new video dataset for OR,
with 30, 000 objects over 5, 000 stereo video sequences annotated for their
descriptions and gaze. We further propose a novel network model for OR in
videos, by integrating appearance, motion, gaze, and spatio-temporal context
into one network. Experimental results show that our method effectively
utilizes motion cues, human gaze, and spatio-temporal context. Our method
outperforms previousOR methods. For dataset and code, please refer
https://people.ee.ethz.ch/~arunv/ORGaze.html.Comment: Accepted to CVPR 2018, 10 pages, 6 figure
Computational Analysis of Urban Places Using Mobile Crowdsensing
In cities, urban places provide a socio-cultural habitat for people to counterbalance the daily grind of urban life, an environment away from home and work. Places provide an environment for people to communicate, share perspectives, and in the process form new social connections. Due to the active role of places to the social fabric of city life, it is important to understand how people perceive and experience places. One fundamental construct that relates place and experience is ambiance, i.e., the impressions we ubiquitously form when we go out. Young people are key actors of urban life, specially at night, and as such play an equal role in co-creating and appropriating the urban space. Understanding how places and their youth inhabitants interact at night is a relevant urban issue. Until recently, our ability to assess the visual and perceptual qualities of urban spaces and to study the dynamics surrounding youth experiences in those spaces have been limited partly due to the lack of quantitative data. However, the growth of computational methods and tools including sensor-rich mobile devices, social multimedia platforms, and crowdsourcing tools have opened ways to measure urban perception at scale, and to deepen our understanding of nightlife as experienced by young people. In this thesis, as a first contribution, we present the design, implementation and computational analysis of four mobile crowdsensing studies involving youth populations from various countries to understand and infer phenomena related to urban places and people. We gathered a variety of explicit and implicit crowdsourced data including mobile sensor data and logs, survey responses, and multimedia content (images and videos) from hundreds of crowdworkers and thousands of users of mobile social networks. Second, we showed how crowdsensed images can be used for the computational characterization and analysis of urban perception in indoor and outdoor places. For both place types, urban perception impressions were elicited for several physical and psychological constructs using online crowdsourcing. Using low-level and deep learning features extracted from images, we automatically inferred crowdsourced judgments of indoor ambiance with a maximum R2 of 0.53 and outdoor perception with a maximum R2 of 0.49. Third, we demonstrated the feasibility to collect rich contextual data to study the physical mobility, activities, ambiance context, and social patterns of youth nightlife behavior. Fourth, using supervised machine learning techniques, we automatically classified drinking behavior of young people in an urban, real nightlife setting. Using features extracted from mobile sensor data and application logs, we obtained an overall accuracy of 76.7%. While this thesis contributes towards understanding urban perception and youth nightlife patterns in specific contexts, our research also contributes towards the computational understanding of urban places at scale with high spatial and temporal resolution, using a combination of mobile crowdsensing, social media, machine learning, multimedia analysis, and online crowdsourcing
Analyzing the capabilities of crowdsourcing services for text summarization
This paper presents a detailed analysis of the use of crowdsourcing services for the Text Summarization task in the context of the tourist domain. In particular, our aim is to retrieve relevant information about a place or an object pictured in an image in order to provide a short summary which will be of great help for a tourist. For tackling this task, we proposed a broad set of experiments using crowdsourcing services that could be useful as a reference for others who want to rely also on crowdsourcing. From the analysis carried out through our experimental setup and the results obtained, we can conclude that although crowdsourcing services were not good to simply gather gold-standard summaries (i.e., from the results obtained for experiments 1, 2 and 4), the encouraging results obtained in the third and sixth experiments motivate us to strongly believe that they can be successfully employed for finding some patterns of behaviour humans have when generating summaries, and for validating and checking other tasks. Furthermore, this analysis serves as a guideline for the types of experiments that might or might not work when using crowdsourcing in the context of text summarization.This work was supported by the EU-funded TRIPOD project (IST-FP6-045335) and by the Spanish Government through the FPU program and the projects TIN2009-14659-C03-01, TSI 020312-2009-44, and TIN2009-13391-C04-01; and by Conselleria d’Educació–Generalitat Valenciana (grant no. PROMETEO/2009/119 and grant no. ACOMP/2010/286)
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