4,157 research outputs found
Third International Workshop on Gamification for Information Retrieval (GamifIR'16)
Stronger engagement and greater participation is often crucial
to reach a goal or to solve an issue. Issues like the emerging
employee engagement crisis, insufficient knowledge sharing,
and chronic procrastination. In many cases we need and
search for tools to beat procrastination or to change peopleâs
habits. Gamification is the approach to learn from often fun,
creative and engaging games. In principle, it is about understanding
games and applying game design elements in a
non-gaming environments. This offers possibilities for wide
area improvements. For example more accurate work, better
retention rates and more cost effective solutions by relating
motivations for participating as more intrinsic than conventional
methods. In the context of Information Retrieval (IR)
it is not hard to imagine that many tasks could benefit from
gamification techniques. Besides several manual annotation
tasks of data sets for IR research, user participation is important
in order to gather implicit or even explicit feedback
to feed the algorithms. Gamification, however, comes with
its own challenges and its adoption in IR is still in its infancy.
Given the enormous response to the first and second
GamifIR workshops that were both co-located with ECIR,
and the broad range of topics discussed, we now organized
the third workshop at SIGIR 2016 to address a range of
emerging challenges and opportunities
Analysis of Crowdsourced Sampling Strategies for HodgeRank with Sparse Random Graphs
Crowdsourcing platforms are now extensively used for conducting subjective
pairwise comparison studies. In this setting, a pairwise comparison dataset is
typically gathered via random sampling, either \emph{with} or \emph{without}
replacement. In this paper, we use tools from random graph theory to analyze
these two random sampling methods for the HodgeRank estimator. Using the
Fiedler value of the graph as a measurement for estimator stability
(informativeness), we provide a new estimate of the Fiedler value for these two
random graph models. In the asymptotic limit as the number of vertices tends to
infinity, we prove the validity of the estimate. Based on our findings, for a
small number of items to be compared, we recommend a two-stage sampling
strategy where a greedy sampling method is used initially and random sampling
\emph{without} replacement is used in the second stage. When a large number of
items is to be compared, we recommend random sampling with replacement as this
is computationally inexpensive and trivially parallelizable. Experiments on
synthetic and real-world datasets support our analysis
Collaboratively Patching Linked Data
Today's Web of Data is noisy. Linked Data often needs extensive preprocessing
to enable efficient use of heterogeneous resources. While consistent and valid
data provides the key to efficient data processing and aggregation we are
facing two main challenges: (1st) Identification of erroneous facts and
tracking their origins in dynamically connected datasets is a difficult task,
and (2nd) efforts in the curation of deficient facts in Linked Data are
exchanged rather rarely. Since erroneous data often is duplicated and
(re-)distributed by mashup applications it is not only the responsibility of a
few original publishers to keep their data tidy, but progresses to be a mission
for all distributers and consumers of Linked Data too. We present a new
approach to expose and to reuse patches on erroneous data to enhance and to add
quality information to the Web of Data. The feasibility of our approach is
demonstrated by example of a collaborative game that patches statements in
DBpedia data and provides notifications for relevant changes.Comment: 2nd International Workshop on Usage Analysis and the Web of Data
(USEWOD2012) in the 21st International World Wide Web Conference (WWW2012),
Lyon, France, April 17th, 201
Issues in digital preservation: towards a new research agenda
Digital Preservation has evolved into a specialized, interdisciplinary research discipline of its own, seeing significant increases in terms of research capacity, results, but also challenges. However, with this specialization and subsequent formation of a dedicated subgroup of researchers active in this field, limitations of the challenges addressed can be observed. Digital preservation research may seem to react to problems arising, fixing problems that exist now, rather than proactively researching new solutions that may be applicable only after a few years of maturing. Recognising the benefits of bringing together researchers and practitioners with various professional backgrounds related to digital preservation, a seminar was organized in Schloss Dagstuhl, at the Leibniz Center for Informatics (18-23 July 2010), with the aim of addressing the current digital preservation challenges, with a specific focus on the automation aspects in this field. The main goal of the seminar was to outline some research challenges in digital preservation, providing a number of "research questions" that could be immediately tackled, e.g. in Doctoral Thesis. The seminar intended also to highlight the need for the digital preservation community to reach out to IT research and other research communities outside the immediate digital preservation domain, in order to jointly develop solutions
Crowdsourcing in Computer Vision
Computer vision systems require large amounts of manually annotated data to
properly learn challenging visual concepts. Crowdsourcing platforms offer an
inexpensive method to capture human knowledge and understanding, for a vast
number of visual perception tasks. In this survey, we describe the types of
annotations computer vision researchers have collected using crowdsourcing, and
how they have ensured that this data is of high quality while annotation effort
is minimized. We begin by discussing data collection on both classic (e.g.,
object recognition) and recent (e.g., visual story-telling) vision tasks. We
then summarize key design decisions for creating effective data collection
interfaces and workflows, and present strategies for intelligently selecting
the most important data instances to annotate. Finally, we conclude with some
thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in
Computer Graphics and Vision, 201
Outsourcing labour to the cloud
Various forms of open sourcing to the online population are establishing themselves as cheap, effective methods of getting work done. These have revolutionised the traditional methods for innovation and have contributed to the enrichment of the concept of 'open innovation'. To date, the literature concerning this emerging topic has been spread across a diverse number of media, disciplines and academic journals. This paper attempts for the first time to survey the emerging phenomenon of open outsourcing of work to the internet using 'cloud computing'. The paper describes the volunteer origins and recent commercialisation of this business service. It then surveys the current platforms, applications and academic literature. Based on this, a generic classification for crowdsourcing tasks and a number of performance metrics are proposed. After discussing strengths and limitations, the paper concludes with an agenda for academic research in this new area
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