85 research outputs found

    Validating generic metrics of fairness in game-based resource allocation scenarios with crowdsourced annotations

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    Being able to effectively measure the notion of fairness is of vital importance as it can provide insight into the formation and evolution of complex patterns and phenomena, such as social preferences, collaboration, group structures and social conflicts. This paper presents a comparative study for quantitatively modelling the notion of fairness in one-to-many resource allocation scenarios - i.e. one provider agent has to allocate resources to multiple receiver agents. For this purpose, we investigate the efficacy of six metrics and cross-validate them on crowdsourced human ranks of fairness annotated through a computer game implementation of the one-to-many resource allocation scenario. Four of the fairness metrics examined are well-established metrics of data dispersion, namely standard deviation, normalised entropy, the Gini coefficient and the fairness index. The fifth metric, proposed by the authors, is an ad-hoc context-based measure which is based on key aspects of distribution strategies. The sixth metric, finally, is machine learned via ranking support vector machines (SVMs) on the crowdsourced human perceptions of fairness. Results suggest that all ad-hoc designed metrics correlate well with the human notion of fairness, and the context-based metrics we propose appear to have a predictability advantage over the other ad-hoc metrics. On the other hand, the normalised entropy and fairness index metrics appear to be the most expressive and generic for measuring fairness for the scenario adopted in this study and beyond. The SVM model can automatically model fairness more accurately than any ad-hoc metric examined (with an accuracy of 81.86%) but it is limited by its expressivity and generalisability.Being able to effectively measure the notion of fairness is of vital importance as it can provide insight into the formation and evolution of complex patterns and phenomena, such as social preferences, collaboration, group structures and social conflicts. This paper presents a comparative study for quantitatively modelling the notion of fairness in one-to-many resource allocation scenarios - i.e. one provider agent has to allocate resources to multiple receiver agents. For this purpose, we investigate the efficacy of six metrics and cross-validate them on crowdsourced human ranks of fairness annotated through a computer game implementation of the one-to-many resource allocation scenario. Four of the fairness metrics examined are well-established metrics of data dispersion, namely standard deviation, normalised entropy, the Gini coefficient and the fairness index. The fifth metric, proposed by the authors, is an ad-hoc context-based measure which is based on key aspects of distribution strategies. The sixth metric, finally, is machine learned via ranking support vector machines (SVMs) on the crowdsourced human perceptions of fairness. Results suggest that all ad-hoc designed metrics correlate well with the human notion of fairness, and the context-based metrics we propose appear to have a predictability advantage over the other ad-hoc metrics. On the other hand, the normalised entropy and fairness index metrics appear to be the most expressive and generic for measuring fairness for the scenario adopted in this study and beyond. The SVM model can automatically model fairness more accurately than any ad-hoc metric examined (with an accuracy of 81.86%) but it is limited by its expressivity and generalisability.peer-reviewe

    Delivering IoT Services in Smart Cities and Environmental Monitoring through Collective Awareness, Mobile Crowdsensing and Open Data

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    The Internet of Things (IoT) is the paradigm that allows us to interact with the real world by means of networking-enabled devices and convert physical phenomena into valuable digital knowledge. Such a rapidly evolving field leveraged the explosion of a number of technologies, standards and platforms. Consequently, different IoT ecosystems behave as closed islands and do not interoperate with each other, thus the potential of the number of connected objects in the world is far from being totally unleashed. Typically, research efforts in tackling such challenge tend to propose a new IoT platforms or standards, however, such solutions find obstacles in keeping up the pace at which the field is evolving. Our work is different, in that it originates from the following observation: in use cases that depend on common phenomena such as Smart Cities or environmental monitoring a lot of useful data for applications is already in place somewhere or devices capable of collecting such data are already deployed. For such scenarios, we propose and study the use of Collective Awareness Paradigms (CAP), which offload data collection to a crowd of participants. We bring three main contributions: we study the feasibility of using Open Data coming from heterogeneous sources, focusing particularly on crowdsourced and user-contributed data that has the drawback of being incomplete and we then propose a State-of-the-Art algorith that automatically classifies raw crowdsourced sensor data; we design a data collection framework that uses Mobile Crowdsensing (MCS) and puts the participants and the stakeholders in a coordinated interaction together with a distributed data collection algorithm that prevents the users from collecting too much or too less data; (3) we design a Service Oriented Architecture that constitutes a unique interface to the raw data collected through CAPs through their aggregation into ad-hoc services, moreover, we provide a prototype implementation

    Quality Control in Crowdsourcing: A Survey of Quality Attributes, Assessment Techniques and Assurance Actions

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    Crowdsourcing enables one to leverage on the intelligence and wisdom of potentially large groups of individuals toward solving problems. Common problems approached with crowdsourcing are labeling images, translating or transcribing text, providing opinions or ideas, and similar - all tasks that computers are not good at or where they may even fail altogether. The introduction of humans into computations and/or everyday work, however, also poses critical, novel challenges in terms of quality control, as the crowd is typically composed of people with unknown and very diverse abilities, skills, interests, personal objectives and technological resources. This survey studies quality in the context of crowdsourcing along several dimensions, so as to define and characterize it and to understand the current state of the art. Specifically, this survey derives a quality model for crowdsourcing tasks, identifies the methods and techniques that can be used to assess the attributes of the model, and the actions and strategies that help prevent and mitigate quality problems. An analysis of how these features are supported by the state of the art further identifies open issues and informs an outlook on hot future research directions.Comment: 40 pages main paper, 5 pages appendi

    Similarity Reasoning over Semantic Context-Graphs

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    Similarity is a central cognitive mechanism for humans which enables a broad range of perceptual and abstraction processes, including recognizing and categorizing objects, drawing parallelism, and predicting outcomes. It has been studied computationally through models designed to replicate human judgment. The work presented in this dissertation leverages general purpose semantic networks to derive similarity measures in a problem-independent manner. We model both general and relational similarity using connectivity between concepts within semantic networks. Our first contribution is to model general similarity using concept connectivity, which we use to partition vocabularies into topics without the need of document corpora. We apply this model to derive topics from unstructured dialog, specifically enabling an early literacy primer application to support parents in having better conversations with their young children, as they are using the primer together. Second, we model relational similarity in proportional analogies. To do so, we derive relational parallelism by searching in semantic networks for similar path pairs that connect either side of this analogy statement. We then derive human readable explanations from the resulting similar path pair. We show that our model can answer broad-vocabulary analogy questions designed for human test takers with high confidence. The third contribution is to enable symbolic plan repair in robot planning through object substitution. When a failure occurs due to unforeseen changes in the environment, such as missing objects, we enable the planning domain to be extended with a number of alternative objects such that the plan can be repaired and execution to continue. To evaluate this type of similarity, we use both general and relational similarity. We demonstrate that the task context is essential in establishing which objects are interchangeable

    Spatial and Temporal Sentiment Analysis of Twitter data

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    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management

    European Handbook of Crowdsourced Geographic Information

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    "This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research.

    Designing for quality in real-world mobile crowdsourcing systems

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    PhD ThesisCrowdsourcing has emerged as a popular means to collect and analyse data on a scale for problems that require human intelligence to resolve. Its prompt response and low cost have made it attractive to businesses and academic institutions. In response, various online crowdsourcing platforms, such as Amazon MTurk, Figure Eight and Prolific have successfully emerged to facilitate the entire crowdsourcing process. However, the quality of results has been a major concern in crowdsourcing literature. Previous work has identified various key factors that contribute to issues of quality and need to be addressed in order to produce high quality results. Crowd tasks design, in particular, is a major key factor that impacts the efficiency and effectiveness of crowd workers as well as the entire crowdsourcing process. This research investigates crowdsourcing task designs to collect and analyse two distinct types of data, and examines the value of creating high-quality crowdwork activities on new crowdsource enabled systems for end-users. The main contribution of this research includes 1) a set of guidelines for designing crowdsourcing tasks that support quality collection, analysis and translation of speech and eye tracking data in real-world scenarios; and 2) Crowdsourcing applications that capture real-world data and coordinate the entire crowdsourcing process to analyse and feed quality results back. Furthermore, this research proposes a new quality control method based on workers trust and self-verification. To achieve this, the research follows the case study approach with a focus on two real-world data collection and analysis case studies. The first case study, Speeching, explores real-world speech data collection, analysis, and feedback for people with speech disorder, particularly with Parkinson’s. The second case study, CrowdEyes, examines the development and use of a hybrid system combined of crowdsourcing and low-cost DIY mobile eye trackers for real-world visual data collection, analysis, and feedback. Both case studies have established the capability of crowdsourcing to obtain high quality responses comparable to that of an expert. The Speeching app, and the provision of feedback in particular were well perceived by the participants. This opens up new opportunities in digital health and wellbeing. Besides, the proposed crowd-powered eye tracker is fully functional under real-world settings. The results showed how this approach outperforms all current state-of-the-art algorithms under all conditions, which opens up the technology for wide variety of eye tracking applications in real-world settings
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