150 research outputs found

    Human–Computer Interaction and Participation in Software Crowdsourcing

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    Improvements in communication and networking technologies have transformed people’s lives and organizations’ activities. Web 2.0 innovation has provided a variety of hybridized applications and tools that have changed enterprises’ functional and communication processes. People use numerous platforms to broaden their social contacts, select items, execute duties, and learn new things. Context: Crowdsourcing is an internet-enabled problem-solving strategy that utilizes human–computer interaction to leverage the expertise of people to achieve business goals. In crowdsourcing approaches, three main entities work in collaboration to solve various problems. These entities are requestors (job providers), platforms, and online users. Tasks are announced by requestors on crowdsourcing platforms, and online users, after passing initial screening, are allowed to work on these tasks. Crowds participate to achieve various rewards. Motivation: Crowdsourcing is gaining importance as an alternate outsourcing approach in the software engineering industry. Crowdsourcing application development involves complicated tasks that vary considerably from the micro-tasks available on platforms such as Amazon Mechanical Turk. To obtain the tangible opportunities of crowdsourcing in the realm of software development, corporations should first grasp how this technique works, what problems occur, and what factors might influence community involvement and co-creation. Online communities have become more popular recently with the rise in crowdsourcing platforms. These communities concentrate on specific problems and help people with solving and managing these problems. Objectives: We set three main goals to research crowd interaction: (1) find the appropriate characteristics of social crowd utilized for effective software crowdsourcing, (2) highlight the motivation of a crowd for virtual tasks, and (3) evaluate primary participation reasons by assessing various crowds using Fuzzy AHP and TOPSIS method. Conclusion: We developed a decision support system to examine the appropriate reasons of crowd participation in crowdsourcing. Rewards and employments were evaluated as the primary motives of crowds for accomplishing tasks on crowdsourcing platforms, knowledge sharing was evaluated as the third reason, ranking was the fourth, competency was the fifth, socialization was sixth, and source of inspiration was the seventh.Princess Nourah bint Abdulrahman University Researchers Supporting - Riyadh, Saudi Arabia. Project number (PNURSP2023TR140)

    Unchaining Collective Intelligence for Science, Research and Technology Development by Blockchain-Boosted Community Participation

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    Since its launch just over a decade ago by the cryptocurrency Bitcoin, the distributed ledger technology (DLT) blockchain has followed a breathtaking trajectory into manifold application spaces. This paper analyses how key factors underpinning the success of this ground-breaking “internet of value” technology, such as staking of collateral (“skin in the game”), competitive crowdsourcing, crowdfunding, and prediction markets, can be applied to substantially innovate the legacy organization of science, research and technology development (RTD). Here, we elaborate a highly integrative, community-based strategy where a token-based crypto-economy supports finding best possible consensus, trust and truth through adding unconventional elements known from reputation systems, betting, secondary markets and social networking. These tokens support the holder’s formalized reputation, and are used in liquid-democracy style governance and arbitration within projects or community-driven initiatives. This participatory research model serves as a solid basis for comprehensively leveraging collective intelligence by effectively incentivizing contributions from the crowd, such as intellectual property (IP), work, validation, assessment, infrastructure, education, assessment, governance, publication, and promotion of projects. On the analogy of its current blockbusters like peer-to-peer structured decentralized finance (“DeFi”), blockchain technology can seminally enhance the efficiency of science and RTD initiatives, even permitting to fully stage operations as a chiefless Decentralised Autonomous Organization (DAOs)

    Humanitarianism 2.0

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    It is difficult to overstate the importance of trust in a world where global networks facilitate the constant flow of contradictory information. The search for verifiable leads and trusted sources is a central facet of daily communication and is becoming more so as our connections with one another become more decontextualised, geographically distant and, increasingly entirely virtual. The swell of internet connection rates across the world has meant an explosion of interaction and allowed new opportunities for global collective action. Whilst countless words have been written exploring the dangers of this global network and the threats that “new media” represents to social structures and moral fabrics, this collection seeks to explore the role that new social technologies are having in the world of humanitarianism and conflict response

    Crowdsourcing in cultural heritage

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    The aims of this study, within the framework of the Europeana Common Culture project are to: 1. Determine current and planned approaches and practices within the Europeana aggregation ecosystem in relation to crowdsourced metadata and content. 2. Investigate, as comprehensively as possible, past and existing DCH crowdsourcing initiatives across Europe, systematically describing their status and gaining a sound understanding of current practices. 3. Assess the feasibility, desirability and challenges faced in any effort to strengthen the pipeline from such initiatives to enable ingestion of their metadata or access to their content through Europeana. 4. Provide recommendations and guidelines for consideration by Europeana, aggregators and Cultural Heritage Institutions. 5. Support the creation of training materials for the Europeana ecosystem in terms of any agreed interaction with Europeana around crowdsourced assets and deliver this by suitable means (e.g. webinars, Europeana Pro). The work carried out has involved a 9 month programme (April-December 2020) consisting of desk research, , three online questionnaire surveys (to national aggregators; thematic/domain aggregators and external crowdsourcing initiatives respectively), a series of interviews and three consultative on-line events. The survey data are summarised in extensive annexes

    Proceedings of the 8th Workshop on Semantic Ambient Media Experiences (SAME 2016): Smart Cities for Better Living with HCI and UX - SEACHI Extended Papers

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    Digital and interactive technologies are becoming increasingly embedded in everyday lives of people around the world. Application of technologies such as real-time, context-aware, and interactive technologies; augmented and immersive realities; social media; and location-based services has been particularly evident in urban environments where technological and sociocultural infrastructures enable easier deployment and adoption as compared to non-urban areas. There has been growing consumer demand for new forms of experiences and services enabled through these emerging technologies. We call this ambient media, as the media is embedded in the natural human living environment. The 8th Semantic Ambient Media Workshop Experience (SAME) Proceedings where based on a collaboration between the SEACHI Workshop Smart Cities for Better Living with HCI and UX, which has been organized by UX Indonesia and was held in conjunction with Computers and Human-Computer Interaction (CHI) 2016 in San Jose, CA USA. The extended versions of the workshop papers are freely available through http://www.ambientmediaassociation.org/Journal under open access by the International Ambient Media Association (iAMEA). iAMEA is hosting the international open access journal entitled “International Journal on Information Systems and Management in Creative eMediaâ€, and the international open access series “International Series on Information Systems and Management in Creative eMedia†(see http://www.ambientmediaassociation.org). The International Ambient Media Association (AMEA) organizes the Semantic Ambient Media (SAME) workshop series, which took place in 2008 in conjunction with ACM Multimedia 2008 in Vancouver, Canada; in 2009 in conjunction with AmI 2009 in Salzburg, Austria; in 2010 in conjunction with AmI 2010 in Malaga, Spain; in 2011 in conjunction with Communities and Technologies 2011 in Brisbane, Australia; in 2012 in conjunction with Pervasive 2012 in Newcastle, UK; and in 2013 in conjunction with C&T 2013 in Munich, Germany; and in 2014 in conjunction with NordCHI 2014 in Helsinki, Finland. The workshop organizers present you a fascinating crossover of latest cutting edge views on the topic of ambient media, and hope you will be enjoying the reading. We also would like to thank all the contributors, as only with their enthusiasm the workshop can become a success. At least we would like to thank the lovely organizing team of CHI 2016, the SEACHI 2016 organisers, and our programme committee members

    The Power of Crowd Based Challenges

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    The Future of Gamification

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    Presents survey findings on technology stakeholders' and critics' expectations for trends in the use of competitive "game mechanics" as interactive design elements and implications for education, health, work, and other activities. Excerpts comments
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