4,157 research outputs found

    Third International Workshop on Gamification for Information Retrieval (GamifIR'16)

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    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 people’s 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

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    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

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    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

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    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

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    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

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    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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