163 research outputs found

    User-Item Reciprocity in Recommender Systems: Incentivizing the Crowd

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    Data consumption has changed significantly in the last 10 years. The digital revolution and the Internet has brought an abundance of information to users. Recommender systems are a popular means of finding content that is both relevant and personalized. However, today’s users require better recommender systems, able of producing continuous data feeds keeping up with their instantaneous and mobile needs. The CrowdRec project addresses this demand by providing context-aware, resource-combining, socially-informed, interactive and scalable recommendations. The key insight of CrowdRec is that, in order to achieve the dense, high-quality, timely information required for such systems, it is necessary to move from passive user data collection, to more active techniques fostering user engagement. For this purpose, CrowdRec activates the crowd, soliciting input and feedback from the wider communit

    Crowdfunding : psychological conditioning

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    "Crowdfunding" jest stosunkowo nowym pojęciem; to neologizm, który powstał w 2006 roku. Słowo składa się z dwóch terminów: crowd ("tłum") oraz funding ("finansowanie"). Crowdfunding funkcjonuje za pośrednictwem specjalnych platform i Internetu, wykorzystuje płatności online. Celem niniejszego artykułu jest zdefiniowanie crowdfundingu, a także opisanie jego modeli i wskazanie na motywacje psychologiczne związane z dziedziną crowdfundingu. Ponadto przedstawione zostały niektóre z ostatnich badań na jego temat, które wskazują na psychologiczne i socjologiczne determinanty zachowań w sieci.Crowdfunding is a relatively new term; it’s a neologism that has been brought to live in 2006. The word itself is a blend of two terms: ‘crowd’ and ‘funding’ and the background for that term is connected with ‘crowdsourcing’. Crowdfunding use special platforms, web and online payments. The aim of the paper is mainly related to defining crowdfunding, describing models of crowdfunding and indicating some of psychological motivations and conditions to operate in crowdfunding realm. The analysis provides a clear picture of crowdfunding models and psy- chological motivations to crowdfunding. What is more, some of the recent researches and case studies will be presented to show some of the particular crowdfunding activities

    Re-Thinking Vygotsky: Applying Social Constructivism to Asynchronous Online Courses utilizing the Power of Crowdsourcing

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    Web 2.0 technologies have dramatically changed the way businesses communicate today and the rise of crowdsourcing is largely seen as an online, distributed model for problem-solving across industries. The maturity of web 2.0 technologies has also increased learners’ interest in online courses. However, the results obtained from online courses are highly debatable in terms of motivation, course completion rates and actual learning that occur. This paper is a call to apply social constructivism approach to online courses, using the power of crowdsourcing to collect educational resources around online courses and using crowd workers as More Knowledgeable Others (MKO’s) in online one-on-one settings to maximize learner’s satisfaction and learning

    Proposed Methodology for Crowdsourcing and Agile Development

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    In this research work, devised a methodology for ‘crowdsourcing’ focused on incorporating these methods to Agile Development in software engineering. The whole SDLC model for crowdsourcing is developed and tried to be integrated with Agile. This is done in order to speed up the process of Agile Development as Agile is a Rapid Application Development (RAD) based software engineering methodology. The ‘workers’ of the crowdsourcing process are individually assigned the Roles of the Agile methods that function upon the Agile tasks and produce the deliverables. Keywords: Crowdsourcing, Requirement Elicitation, Tasks Hierarchy Diagram, Concurrent Task Mode

    Using crowdsourcing tools for implementing open strategy: A case study in education

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    Following critiques on the conventional methods of strategic planning, and the stream of research on the effect of more participation on the success of strategy process, the new concept of open strategy has been introduced to the literature. Based on the notion of open innovation, this new concept covers two principles of inclusiveness and transparency. The current study introduces an in-progress case study of using the crowdsourcing model to implement the open strategy concept in an Australian university. We use the principles of Design Science Research Methodology (DSRM) for open strategic planning by using the crowdsourcing model and evaluate the method by comparing the quality of resultant plan in delivering its objective. This study explains our approach and a conceptual design for the proposed method as well as our plan for conducting future phases of the research. The introduced process can be used in similar practices of open strategic planning

    What the Crowd Sources: A Protocol for a Contribution-Centred Systematic Literature Review of Data Crowdsourcing Research

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    Data crowdsourcing is the mobilization of large groups of contributors—often volunteers via the Internet—to collect and/or analyze data. Research on data crowdsourcing often prioritizes the data consumer or project sponsor. Significant gaps remain in understanding how to address design issues from the perspective of data crowdsourcing contributors. A systematic literature review is an ideal method for identifying gaps in how researchers conceptualize contributions in data crowdsourcing. This project presents a protocol for such a systematic literature review of data crowdsourcing. We will use the protocol to guide a subsequent systematic literature review and the construction of a data-information-knowledge-wisdom chart that identifies critical gaps and opportunities for research in data crowdsourcing systems

    Innovation is created by humans, not by systems: an exploration of user involvement in living labs: user motivation versus lead user criteria

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    The past few years companies have become more interested in involving users during the production process of their products. On the other hand, a group of users started to innovate on their own. Users also became interested in becoming part of the production processes themselves. Certain users experience certain needs earlier than others and they enjoy finding solutions for these needs. They are called Lead Users (von Hippel, 2005). Living Labs are one possibility for users to realize this interest to innovate. iLab.o, the Living Lab division of iMinds, has been organizing Living Lab research since 2009. To get a better view on the motivations of this panel, we analyzed the behavior of the involved users from September 2009 to December 2013. We tried to detect Lead Users, but it is not obvious to define people as Lead Users because of the different used definitions. Instead, we divided this panel into three types of users based on the intensity of their involvement: passive, sleeping and active users. A small group of users is extremely active and are been defined as “alpha users”. Based on interviews with these alpha users in November and December 2013, a better view on their motivations to keep participating in Living Lab research was made. In this paper we focus on the participation of these different user types in one research phase type within Living Lab research, more specifically co-creation sessions. By means of a comparative case study, we tried to get a better understanding of the behavior of the different user types. It became clear that in order to keep the panel involved it is important to focus on community building
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