10 research outputs found

    Considering Human Aspects on Strategies for Designing and Managing Distributed Human Computation

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    A human computation system can be viewed as a distributed system in which the processors are humans, called workers. Such systems harness the cognitive power of a group of workers connected to the Internet to execute relatively simple tasks, whose solutions, once grouped, solve a problem that systems equipped with only machines could not solve satisfactorily. Examples of such systems are Amazon Mechanical Turk and the Zooniverse platform. A human computation application comprises a group of tasks, each of them can be performed by one worker. Tasks might have dependencies among each other. In this study, we propose a theoretical framework to analyze such type of application from a distributed systems point of view. Our framework is established on three dimensions that represent different perspectives in which human computation applications can be approached: quality-of-service requirements, design and management strategies, and human aspects. By using this framework, we review human computation in the perspective of programmers seeking to improve the design of human computation applications and managers seeking to increase the effectiveness of human computation infrastructures in running such applications. In doing so, besides integrating and organizing what has been done in this direction, we also put into perspective the fact that the human aspects of the workers in such systems introduce new challenges in terms of, for example, task assignment, dependency management, and fault prevention and tolerance. We discuss how they are related to distributed systems and other areas of knowledge.Comment: 3 figures, 1 tabl

    A report on the human computation workshop (HComp 2009

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    ABSTRAC

    A Survey of Crowdsourcing Systems

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    Learning and incentives in user-generated content: Multi-armed bandits with endogenous arms.

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    Abstract Motivated by the problem of learning the qualities of user-generated content on the Web, we study a multi-armed bandit problem where the number and success probabilities of the arms of the bandit are endogenously determined by strategic agents in response to the incentives provided by the learning algorithm. We model the contributors of user-generated content as attention-motivated agents who derive benefit when their contribution is displayed, and have a cost to quality, where a contribution's quality is the probability of its receiving a positive viewer vote. Agents strategically choose whether and what quality contribution to produce in response to the algorithm that decides how to display contributions. The algorithm, which would like to eventually only display the highest quality contributions, can only learn a contribution's quality from the viewer votes the contribution receives when displayed. The problem of inferring the relative qualities of contributions using viewer feedback, to optimize for overall viewer satisfaction over time, can then be modeled as the classic multi-armed bandit problem, except that the arms available to the bandit and therefore the achievable regret are endogenously determined by strategic agents -a good algorithm for this setting must not only quickly identify the best contributions, but also incentivize high-quality contributions to choose amongst in the first place. We first analyze the well-known UCB algorithm M UC

    Crowdsourcing for linguistic field research and e-learning

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    Crowdsourcing denotes the transfer of work commonly carried out by single humans to a large group of people. Nowadays, crowdsourcing is employed for many purposes, like people contributing their knowledge to Wikipedia, researchers predicting diseases from data on Twitter, or players solving protein folding problems in games. Still, there are areas for which the application of crowdsourcing has not yet been investigated thoroughly. This thesis examines crowdsourcing for two such areas: for empirical research in sciences oriented on humans -focusing on linguistic field research- and for e-learning. Sciences oriented on humans -like linguistics, sociology, or art history- depend on empirical research. For example, in traditional linguistic field research researchers ask questions and fill in forms. Such methods are time-consuming, costly, and not free of biases. This thesis proposes the application of crowdsourcing techniques to overcome these disadvantages and to support empirical research in getting more efficient. Therefore, the concept of a generic market for trading with symbolic goods and speculating on their characteristics in a playful manner, called Agora is introduced. Agora aims to be an "operating system" for social media applications gathering data. Furthermore, the Web-based crowdsourcing platform metropolitalia has been established for hosting two social media applications based upon Agora: Mercato Linguistico and Poker Parole. These applications have been conceived as part of this thesis for gathering complementary data and meta-data on Italian language varieties. Mercato Linguistico incites players to express their own knowledge or beliefs, Poker Parole incites players to make conjectures on the contributions of others. Thereby the primary meta-data collected with Mercato Linguistico are enriched with secondary, reflexive meta-data from Poker Parole, which are needed for studies on the perception of languages. An evaluation of the data gathered on metropolitalia exhibits the viability of the market-based approach of Agora and highlights its strengths. E-learning is concerned with the use of digital technology for learning, nowadays especially via the Internet. This thesis investigates how e-learning applications can support students with association-based learning and lecturers with teaching. For that, a game-like e-learning tool named Termina is proposed in this thesis. From the data collected with Termina association maps are constructed. An association map is a simplified version of a concept map, in which concepts are represented as rectangles and relationships between concepts as links. They constitute an abstract comprehension of a topic. Students profit from the association maps' availability, learn from other participating students, and can track their own learning progress. Lecturers gain insights into the knowledge and into potential misunderstandings of their students. An evaluation of Termina and the collected data along a university course exhibits Termina's usefulness for both students and lecturers. The main contributions of this thesis are (1) a literature review over collective intelligence, crowdsourcing, and related fields, (2) a model of a generic market for gathering data for empirical research efficiently, (3) two applications based on this model and results of an evaluation of the data gathered with them, (4) the game-like e-learning tool Termina together with insights from its evaluation, and (5) a generic software architecture for all aforementioned applications.Crowdsourcing bezeichnet die Auslagerung von Arbeit an eine Gruppe von Menschen zur Lösung eines Problems. Heutzutage wird Crowdsourcing für viele Zwecke verwendet, zum Beispiel tragen Leute ihr Wissen zu Wikipedia bei, Wissenschaftler sagen Krankheiten anhand von Twitter-Daten vorher oder Spieler lösen Proteinfaltungsprobleme in Spielen. Es gibt dennoch Gebiete, für die der Einsatz von Crowdsourcing noch nicht gründlich untersucht wurde. Diese Arbeit untersucht Crowdsourcing für zwei solche Gebiete: für empirische Forschung in auf den Menschen bezogenen Wissenschaften mit Fokus auf linguistischer Feldforschung sowie für E-Learning. Auf den Menschen bezogene Wissenschaften wie Linguistik, Soziologie oder Kunstgeschichte beruhen auf empirischer Forschung. In traditioneller linguistischer Feldforschung zum Beispiel stellen Wissenschaftler Fragen und füllen Fragebögen aus. Solche Methoden sind zeitaufwändig, teuer und nicht unbefangen. Diese Arbeit schlägt vor, Crowdsourcing-Techniken anzuwenden, um diese Nachteile zu überwinden und um empirische Forschung effizienter zu gestalten. Dazu wird das Konzept eines generischen Marktes namens Agora für den Handel mit symbolischen Gütern und für die Spekulation über deren Charakteristika eingeführt. Agora ist ein generisches "Betriebssystem" für Social Media Anwendungen. Außerdem wurde die Internet-basierte Crowdsourcing-Plattform metropolitalia eingerichtet, um zwei dieser Social Media Anwendungen, die auf Agora basieren, bereitzustellen: Mercato Linguistico und Poker Parole. Diese Anwendungen wurden als Teil dieser Arbeit entwickelt, um komplementäre Daten und Metadaten über italienische Sprachvarietäten zu sammeln. Mercato Linguistico regt Spieler dazu an, ihr eigenes Wissen und ihre Überzeugungen auszudrücken. Poker Parole regt Spieler dazu an, Vermutungen über die Beiträge anderer Spieler anzustellen. Damit werden die mit Mercato Linguistico gesammelten primären Metadaten mit reflexiven sekundären Metadaten aus Poker Parole, die für Studien über die Wahrnehmung von Sprachen notwendig sind, bereichert. Eine Auswertung der auf metropolitalia gesammelten Daten zeigt die Zweckmäßigkeit des marktbasierten Ansatzes von Agora und unterstreicht dessen Stärken. E-Learning befasst sich mit der Verwendung von digitalen Technologien für das Lernen, heutzutage vor allem über das Internet. Diese Arbeit untersucht, wie E-Learning-Anwendungen Studenten bei assoziationsbasiertem Lernen und Dozenten bei der Lehre unterstützen können. Dafür wird eine Spiel-ähnliche Anwendung namens Termina in dieser Arbeit eingeführt. Mit den über Termina gesammelten Daten werden Association-Maps konstruiert. Eine Association-Map ist eine vereinfachte Variante einer Concept-Map, in der Begriffe als Rechtecke und Beziehungen zwischen Begriffen als Verbindungslinien dargestellt werden. Sie stellen eine abstrakte Zusammenfassung eines Themas dar. Studenten profitieren von der Verfügbarkeit der Association-Maps, lernen von anderen Studenten und können ihren eigenen Lernprozess verfolgen. Dozenten bekommen Einblicke in den Wissensstand und in eventuelle Missverständnisse ihrer Studenten. Eine Evaluation von Termina und der damit gesammelten Daten während eines Universitätskurses bestätigt, dass Termina sowohl für Studenten als auch für Dozenten hilfreich ist. Die Kernbeiträge dieser Arbeit sind (1) eine Literaturrecherche über kollektive Intelligenz, Crowdsourcing und verwandte Gebiete, (2) ein Modell eines generischen Marktes zur effizienten Sammlung von Daten für empirische Forschung, (3) zwei auf diesem Modell basierende Anwendungen und Ergebnisse deren Evaluation, (4) die Spiel-ähnliche E-Learning-Anwendung Termina zusammen mit Einblicken aus dessen Evaluation und (5) eine generische Softwarearchitektur für alle vorgenannten Anwendungen

    Crowdsource Annotation and Automatic Reconstruction of Online Discussion Threads

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    Modern communication relies on electronic messages organized in the form of discussion threads. Emails, IMs, SMS, website comments, and forums are all composed of threads, which consist of individual user messages connected by metadata and discourse coherence to messages from other users. Threads are used to display user messages effectively in a GUI such as an email client, providing a background context for understanding a single message. Many messages are meaningless without the context provided by their thread. However, a number of factors may result in missing thread structure, ranging from user mistake (replying to the wrong message), to missing metadata (some email clients do not produce/save headers that fully encapsulate thread structure; and, conversion of archived threads from over repository to another may also result in lost metadata), to covert use (users may avoid metadata to render discussions difficult for third parties to understand). In the field of security, law enforcement agencies may obtain vast collections of discussion turns that require automatic thread reconstruction to understand. For example, the Enron Email Corpus, obtained by the Federal Energy Regulatory Commission during its investigation of the Enron Corporation, has no inherent thread structure. In this thesis, we will use natural language processing approaches to reconstruct threads from message content. Reconstruction based on message content sidesteps the problem of missing metadata, permitting post hoc reorganization and discussion understanding. We will investigate corpora of email threads and Wikipedia discussions. However, there is a scarcity of annotated corpora for this task. For example, the Enron Emails Corpus contains no inherent thread structure. Therefore, we also investigate issues faced when creating crowdsourced datasets and learning statistical models of them. Several of our findings are applicable for other natural language machine classification tasks, beyond thread reconstruction. We will divide our investigation of discussion thread reconstruction into two parts. First, we explore techniques needed to create a corpus for our thread reconstruction research. Like other NLP pairwise classification tasks such as Wikipedia discussion turn/edit alignment and sentence pair text similarity rating, email thread disentanglement is a heavily class-imbalanced problem, and although the advent of crowdsourcing has reduced annotation costs, the common practice of crowdsourcing redundancy is too expensive for class-imbalanced tasks. As the first contribution of this thesis, we evaluate alternative strategies for reducing crowdsourcing annotation redundancy for class-imbalanced NLP tasks. We also examine techniques to learn the best machine classifier from our crowdsourced labels. In order to reduce noise in training data, most natural language crowdsourcing annotation tasks gather redundant labels and aggregate them into an integrated label, which is provided to the classifier. However, aggregation discards potentially useful information from linguistically ambiguous instances. For the second contribution of this thesis, we show that, for four of five natural language tasks, filtering of the training dataset based on crowdsource annotation item agreement improves task performance, while soft labeling based on crowdsource annotations does not improve task performance. Second, we investigate thread reconstruction as divided into the tasks of thread disentanglement and adjacency recognition. We present the Enron Threads Corpus, a newly-extracted corpus of 70,178 multi-email threads with emails from the Enron Email Corpus. In the original Enron Emails Corpus, emails are not sorted by thread. To disentangle these threads, and as the third contribution of this thesis, we perform pairwise classification, using text similarity measures on non-quoted texts in emails. We show that i) content text similarity metrics outperform style and structure text similarity metrics in both a class-balanced and class-imbalanced setting, and ii) although feature performance is dependent on the semantic similarity of the corpus, content features are still effective even when controlling for semantic similarity. To reconstruct threads, it is also necessary to identify adjacency relations among pairs. For the forum of Wikipedia discussions, metadata is not available, and dialogue act typologies, helpful for other domains, are inapplicable. As our fourth contribution, via our experiments, we show that adjacency pair recognition can be performed using lexical pair features, without a dialogue act typology or metadata, and that this is robust to controlling for topic bias of the discussions. Yet, lexical pair features do not effectively model the lexical semantic relations between adjacency pairs. To model lexical semantic relations, and as our fifth contribution, we perform adjacency recognition using extracted keyphrases enhanced with semantically related terms. While this technique outperforms a most frequent class baseline, it fails to outperform lexical pair features or tf-idf weighted cosine similarity. Our investigation shows that this is the result of poor word sense disambiguation and poor keyphrase extraction causing spurious false positive semantic connections. In concluding this thesis, we also reflect on open issues and unanswered questions remaining after our research contributions, discuss applications for thread reconstruction, and suggest some directions for future work

    VideoTag: Encouraging the Effective Tagging of Internet Videos Through Tagging Games

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    A thesis submitted in partial fulfillment of the requirements of the University of Wolverhampton for the degree of Doctor of PhilosophyAbstract The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.University of Wolverhampto

    The Role of Game Theory in Human Computation Systems

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    The paradigm of “human computation” seeks to harness human abilities to solve computational problems or otherwise perform distributed work that is beyond the scope of current AI technologies. One aspect of human computation has become known as “games with a purpose ” and seeks to elicit useful computational work in fun (typically) multi-player games. Human computation also encompasses distributed work (or “peer production”) systems such as Wikipedia and Question and Answer forums. In this short paper, we survey existing game-theoretic models for various human computation designs, and outline research challenges in advancing a theory that can enable better design
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