227 research outputs found

    Occasional Groups in Crowdsourcing Platforms

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    Contributors to online crowdsourcing systems generally work independently on pieces of the product but in some cases, task interdependencies may require collaboration to develop a final product. These collaborations though take a distinctive form because of the nature of crowdsourced work. Collaboration may be implicit instead of explicit. Individuals engaged in a group conversation may not stay with the group for long, i.e., the group is an ``occasional group.\u27\u27 Occasional group interactions are often not well supported by systems, as they are not designed for team work. This dissertation examines the characteristics and work of occasional groups in the Gravity Spy citizen science project. Occasional groups in this system form to reach agreement about the description of novel categories of data that volunteers identify in the system. The author first employed virtual ethnography over six months to investigate volunteers\u27 interactions and to identify features of the occasional groups in this setting. Most groups were transient, interacting only for a short time to develop one product, but a few worked together repeatedly.To describe the overall process of finding new categories brings individuals to work together, the author interviewed nine active volunteers about their work practices. Volunteers individually or collectively use tools such as hashtags, collections and a search tool to identify examples of a new category and to agree on a name and description. Finally, the author investigated the details of the processes of developing proposals for four new categories over three years. She employed virtual and trace ethnography to collect messages from several discussion threads and boards to identify the analytical moves made by occasional group members in developing a new category. Volunteers would speculate on a new pattern and its causes, discuss how different categories are related and split or merge descriptions. They employed techniques such as detailed descriptions of data to create common ground, @-mention of other volunteers to increase the visibility of their work to each other and use of the category proposal as a vehicle to coordinate their actions. Findings contribute to the group literature by recognizing that groups with no formal formation and work processes are capable of doing work that would not otherwise be possible. The results advance our understanding of group categorization literature by showing how the analytical moves are different when group members work occasionally. The thesis also provides some suggestions for better support of occasional groups in crowdsourcing platforms

    Assessment of Students in Online Industrial Practice Activities Using Machine Learning Based on Mobile Application

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    All of the learning in the pandemic era uses online learning including practical in the industry that should do all of the students to apply their knowledge.  The practical industry online is very difficult to assement students that the assessment is given from both company and the university. Companies have many parameters to assessment and each company has different parameters. This study uses 14 parameters that are generally used in assessment for practical students and the university side using 10 parameters. The problem is that every parameter has a different weight than it makes it confusing to give marks with manual assessment. This research uses machine learning to fix this problem based on mobile applications for the user interfaces. The result of testing this application had an average accuracy for assessment students based on parameters of companies and universities that is 83,3%

    Active Residues

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    My PhD studies the aftermath of the museum collection to show how the removal of the object leaves behind the multiplicity of its conditions. As an entry point, I probe a set of questions that arise from a sequence of events that happen in the autumn of 2018. It's a story that begins with an error: in six short hours in September, a disastrous fire brought an end to two centuries' worth of treasures held in Brazil's National Museum. Only a handful of artifacts of the 20 million items that were housed at the museum survived the fire. At the age of algorithmic reproduction, it feels almost unimaginable that so many valuable objects were simply wiped off the face of the earth without leaving any digital trace. I propose that although the museum's objects no longer operate within their inherited institutional orders or colonial indexes, some of their constitutions, temperaments, and affordances are "dragged" with them from their original matter to the digital and information realm. The residues are unordered strata of matter, bio-form, and digital information that remained unclaimed by the institution. The museum's residues do not have form, like objects. Instead, they are the surplus of affects, tools, and affordances that arrive with the objects. They enunciate the futurity of the museum apparatus in its state of afterness. Museum afterness applies to the incomplete state between the "no longer" and the "not yet". Afterness is the state that comes after an event or an institutional structure has ended but the orders and relations that conditioned its existence are still active. I argue that the state of afterness not only stands for what comes after the institution but can potentially represent knowledge based on continuity of transformation between technical systems, matter formations, and biological life forms. Active Residues is a practice-theory research project where I use theoretical frameworks and performance-based methods to speculate on several "modes of afterness," which is how I define a set of modalities and practices stirred up in the wake of the museum that can become active sites for unlearning it

    Design Science in Human-Computer Interaction: A Model and Three Examples

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    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world. Indeed, the world itself changing, becoming ever more artificial. It is a designed world that we have created for ourselves. Human-computer interaction (HCI) scholars are concerned with the interactions that occur between people and technology in this new world: how do IT artifacts impact the human experience, and how can knowledge of the human experience impact the design of new computer-based systems? At the same time, HCI is design-oriented, a community where scholars seek to shape the design of new IT artifacts, and make real improvements to the world we live in. It remains an unresolved challenge to bring these scholarly and design perspectives together. Various models and approaches have been proposed, but current thinking on a design science for HCI is in flux. This multi-paper dissertation draws upon existing literature from HCI, various design communities, and information systems (IS) to develop a new model of design science: the theory, design, and evaluation (TDE) model. The TDE model, informed by an included research paper, envisions that scholarly activities and design activities can occur in parallel across the three stages of theory, design, and evaluation. The TDE model is demonstrated using an additional three included papers, each one taken from a separate TDE design science project. These ongoing projects occur in widely varied contexts - gaming for citizen science, online nuisances, and military history education - but each has the TDE model as its central organizing structure. The papers are examples of TDE knowledge outcomes, but also address design outcomes from each project. The three projects are analyzed and connected directly to various elements of the TDE model itself. In addition, the final chapter describes future directions for the three projects and the TDE model, as well as thinking on the importance of design science in HCI scholarship

    Introduction: Ways of Machine Seeing

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    How do machines, and, in particular, computational technologies, change the way we see the world? This special issue brings together researchers from a wide range of disciplines to explore the entanglement of machines and their ways of seeing from new critical perspectives. This 'editorial' is for a special issue of AI & Society, which includes contributions from: María Jesús Schultz Abarca, Peter Bell, Tobias Blanke, Benjamin Bratton, Claudio Celis Bueno, Kate Crawford, Iain Emsley, Abelardo Gil-Fournier, Daniel Chávez Heras, Vladan Joler, Nicolas Malevé, Lev Manovich, Nicholas Mirzoeff, Perle Møhl, Bruno Moreschi, Fabian Offert, Trevor Paglan, Jussi Parikka, Luciana Parisi, Matteo Pasquinelli, Gabriel Pereira, Carloalberto Treccani, Rebecca Uliasz, and Manuel van der Veen

    Internet Health Report 2019

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    This annual report is a call to action to recognize the things that are having an impact on the internet today, and to embrace the notion that we as humans can change how we make money, govern societies, and interact with one another online. We invite you to participate in setting an agenda for how we can work together to create an internet that truly puts people first. This book is neither a country-level index nor a doomsday clock. Our intention is to show that while the worldwide consequences of getting things wrong with the internet could be huge - for peace and security, for political and individual freedoms, for human equality - the problems are never so great that nothing can be done. More people than you imagine are working to make the internet healthier by applying their skills, creativity, and personal bravery to business, technology, activism, policy and regulation, education, and community development

    Ethical pharmaceuticals? a deeper look at the ethics in pharmaceutical public relations

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    This study takes a deeper look inside the ethics of pharmaceutical Public Relations within marketing campaigns. More specifically, the researcher performed case studies on the ethically questionable marketing campaigns of Fen-phen and Vioxx and compared that data with data collected from focus groups composed of Rowan University graduate Public Relations Alumni. The case studies were performed through primary and secondary research of the campaigns conducted for Fen-phen and Vioxx. The data was then used to reconstruct the two campaigns. The focus group data was collected from three focus groups, each with four members, and all data was tabulated and then compared with the data of the case studies. Findings indicate that Public Relations professionals hold to a number of unethical practices and that other Public Relations professionals do not share in the large majority of those practices

    Bio+Terror: Science, Security, Simulation

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    The United States government has spent more than $125 billion since 2001 to prepare the nation for bioterrorism. This dissertation examines the emergence of bioterrorism as a credible threat in the contemporary moment, considering how the preparedness practices of the security state constitute new biopolitical formations. To explore how changing ways of knowing disease and risk are reshaping communities, this multi-sited study investigates the material outcomes of biosecurity in people\u27s lives. It shows how complex histories of disease and terror are remade in the modern age to bring about new spaces and forms of biological citizenship.Through interview, observation and detailed historical research, this research considers three sites where bioterrorism is reshaping public life. At Montana\u27s Rocky Mountain Laboratory, the community protest of the first high-security Biosafety Level-4 facility built in the 21st century exemplifies how public fear of microbes reshapes laboratory spaces and constructs environmental geographies around new conceptions of life, risk, and disease. The creation and implementation of new biopreparedness programs at the Centers for Disease Control and Prevention in Atlanta show how the alliance of public health practices with the nation\u27s security complex brings a new level of militarism to everyday practices of health and wellness. Finally, a case study of bioterrorism simulation exercises in New Mexico considers how the public rehearsal of terrorism events creates a perpetual state of emergency as governments and citizens publicly perform their responses to a crisis.By studying the technoscientific extensions of war in the modern age, this research questions how the care-giving acts of governance have been militarized and how enlisting the bioscience industry in the War on Terror is changing societal norms of knowing life, death, nature, and disease, grounded in these re-articulations of life itself. The emerging spaces and economies of terrorism preparedness exemplify how the fusion of new genomic biologies with national security practices brings material change to the spaces where people live and work. This research aims to convince scholars as well as policymakers and activists that the ways in which bioterrorism has been produced have consequences in how people live
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