38,032 research outputs found

    The Effects of Sequence and Delay on Crowd Work

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    A common approach in crowdsourcing is to break large tasks into small microtasks so that they can be parallelized across many crowd workers and so that redundant work can be more easily compared for quality control. In practice, this can re-sult in the microtasks being presented out of their natural order and often introduces delays between individual micro-tasks. In this paper, we demonstrate in a study of 338 crowd workers that non-sequential microtasks and the introduction of delays significantly decreases worker performance. We show that interruptions where a large delay occurs between two related tasks can cause up to a 102 % slowdown in com-pletion time, and interruptions where workers are asked to perform different tasks in sequence can slow down comple-tion time by 57%. We conclude with a set of design guide-lines to improve both worker performance and realized pay, and instructions for implementing these changes in existing interfaces for crowd work. Author Keywords Crowdsourcing; human computation; workflows; continuity

    Massive MIMO for Crowd Scenarios: A Solution Based on Random Access

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    This paper presents a new approach to intra-cell pilot contamination in crowded massive MIMO scenarios. The approach relies on two essential properties of a massive MIMO system, namely near-orthogonality between user channels and near-stability of channel powers. Signal processing techniques that take advantage of these properties allow us to view a set of contaminated pilot signals as a graph code on which iterative belief propagation can be performed. This makes it possible to decontaminate pilot signals and increase the throughput of the system. The proposed solution exhibits high performance with large improvements over the conventional method. The improvements come at the price of an increased error rate, although this effect is shown to decrease significantly for increasing number of antennas at the base station

    Adaptive Streaming in P2P Live Video Systems: A Distributed Rate Control Approach

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    Dynamic Adaptive Streaming over HTTP (DASH) is a recently proposed standard that offers different versions of the same media content to adapt the delivery process over the Internet to dynamic bandwidth fluctuations and different user device capabilities. The peer-to-peer (P2P) paradigm for video streaming allows to leverage the cooperation among peers, guaranteeing to serve every video request with increased scalability and reduced cost. We propose to combine these two approaches in a P2P-DASH architecture, exploiting the potentiality of both. The new platform is made of several swarms, and a different DASH representation is streamed within each of them; unlike client-server DASH architectures, where each client autonomously selects which version to download according to current network conditions and to its device resources, we put forth a new rate control strategy implemented at peer site to maintain a good viewing quality to the local user and to simultaneously guarantee the successful operation of the P2P swarms. The effectiveness of the solution is demonstrated through simulation and it indicates that the P2P-DASH platform is able to warrant its users a very good performance, much more satisfying than in a conventional P2P environment where DASH is not employed. Through a comparison with a reference DASH system modeled via the Integer Linear Programming (ILP) approach, the new system is shown to outperform such reference architecture. To further validate the proposal, both in terms of robustness and scalability, system behavior is investigated in the critical condition of a flash crowd, showing that the strong upsurge of new users can be successfully revealed and gradually accommodated.Comment: 12 pages, 17 figures, this work has been submitted to the IEEE journal on selected Area in Communication

    Quickest Paths in Simulations of Pedestrians

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    This contribution proposes a method to make agents in a microscopic simulation of pedestrian traffic walk approximately along a path of estimated minimal remaining travel time to their destination. Usually models of pedestrian dynamics are (implicitly) built on the assumption that pedestrians walk along the shortest path. Model elements formulated to make pedestrians locally avoid collisions and intrusion into personal space do not produce motion on quickest paths. Therefore a special model element is needed, if one wants to model and simulate pedestrians for whom travel time matters most (e.g. travelers in a station hall who are late for a train). Here such a model element is proposed, discussed and used within the Social Force Model.Comment: revised version submitte

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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