49 research outputs found

    Globally Optimal Crowdsourcing Quality Management

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    We study crowdsourcing quality management, that is, given worker responses to a set of tasks, our goal is to jointly estimate the true answers for the tasks, as well as the quality of the workers. Prior work on this problem relies primarily on applying Expectation-Maximization (EM) on the underlying maximum likelihood problem to estimate true answers as well as worker quality. Unfortunately, EM only provides a locally optimal solution rather than a globally optimal one. Other solutions to the problem (that do not leverage EM) fail to provide global optimality guarantees as well. In this paper, we focus on filtering, where tasks require the evaluation of a yes/no predicate, and rating, where tasks elicit integer scores from a finite domain. We design algorithms for finding the global optimal estimates of correct task answers and worker quality for the underlying maximum likelihood problem, and characterize the complexity of these algorithms. Our algorithms conceptually consider all mappings from tasks to true answers (typically a very large number), leveraging two key ideas to reduce, by several orders of magnitude, the number of mappings under consideration, while preserving optimality. We also demonstrate that these algorithms often find more accurate estimates than EM-based algorithms. This paper makes an important contribution towards understanding the inherent complexity of globally optimal crowdsourcing quality management

    Crowdsourcing malaria parasite quantification: an online game for analyzing images of infected thick blood smears

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    Background: There are 600,000 new malaria cases daily worldwide. The gold standard for estimating the parasite burden and the corresponding severity of the disease consists in manually counting the number of parasites in blood smears through a microscope, a process that can take more than 20 minutes of an expert microscopist’s time. Objective: This research tests the feasibility of a crowdsourced approach to malaria image analysis. In particular, we investigated whether anonymous volunteers with no prior experience would be able to count malaria parasites in digitized images of thick blood smears by playing a Web-based game. Methods: The experimental system consisted of a Web-based game where online volunteers were tasked with detecting parasites in digitized blood sample images coupled with a decision algorithm that combined the analyses from several players to produce an improved collective detection outcome. Data were collected through the MalariaSpot website. Random images of thick blood films containing Plasmodium falciparum at medium to low parasitemias, acquired by conventional optical microscopy, were presented to players. In the game, players had to find and tag as many parasites as possible in 1 minute. In the event that players found all the parasites present in the image, they were presented with a new image. In order to combine the choices of different players into a single crowd decision, we implemented an image processing pipeline and a quorum algorithm that judged a parasite tagged when a group of players agreed on its position. Results: Over 1 month, anonymous players from 95 countries played more than 12,000 games and generated a database of more than 270,000 clicks on the test images. Results revealed that combining 22 games from nonexpert players achieved a parasite counting accuracy higher than 99%. This performance could be obtained also by combining 13 games from players trained for 1 minute. Exhaustive computations measured the parasite counting accuracy for all players as a function of the number of games considered and the experience of the players. In addition, we propose a mathematical equation that accurately models the collective parasite counting performance. Conclusions: This research validates the online gaming approach for crowdsourced counting of malaria parasites in images of thick blood films. The findings support the conclusion that nonexperts are able to rapidly learn how to identify the typical features of malaria parasites in digitized thick blood samples and that combining the analyses of several users provides similar parasite counting accuracy rates as those of expert microscopists. This experiment illustrates the potential of the crowdsourced gaming approach for performing routine malaria parasite quantification, and more generally for solving biomedical image analysis problems, with future potential for telediagnosis related to global health challenges

    Efficient crowdsourcing for multi-class labeling

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    Crowdsourcing systems like Amazon's Mechanical Turk have emerged as an effective large-scale human-powered platform for performing tasks in domains such as image classification, data entry, recommendation, and proofreading. Since workers are low-paid (a few cents per task) and tasks performed are monotonous, the answers obtained are noisy and hence unreliable. To obtain reliable estimates, it is essential to utilize appropriate inference algorithms (e.g. Majority voting) coupled with structured redundancy through task assignment. Our goal is to obtain the best possible trade-off between reliability and redundancy. In this paper, we consider a general probabilistic model for noisy observations for crowd-sourcing systems and pose the problem of minimizing the total price (i.e. redundancy) that must be paid to achieve a target overall reliability. Concretely, we show that it is possible to obtain an answer to each task correctly with probability 1-Δ as long as the redundancy per task is O((K/q) log (K/Δ)), where each task can have any of the KK distinct answers equally likely, q is the crowd-quality parameter that is defined through a probabilistic model. Further, effectively this is the best possible redundancy-accuracy trade-off any system design can achieve. Such a single-parameter crisp characterization of the (order-)optimal trade-off between redundancy and reliability has various useful operational consequences. Further, we analyze the robustness of our approach in the presence of adversarial workers and provide a bound on their influence on the redundancy-accuracy trade-off. Unlike recent prior work [GKM11, KOS11, KOS11], our result applies to non-binary (i.e. K>2) tasks. In effect, we utilize algorithms for binary tasks (with inhomogeneous error model unlike that in [GKM11, KOS11, KOS11]) as key subroutine to obtain answers for K-ary tasks. Technically, the algorithm is based on low-rank approximation of weighted adjacency matrix for a random regular bipartite graph, weighted according to the answers provided by the workers.National Science Foundation (U.S.

    Analysis of time dynamics in wind records by means of multifractal detrended fluctuation analysis and Fisher-Shannon information plane

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    The time structure of more than 10 years of hourly wind data measured in one site in northern Italy from April 1996 to December 2007 is analysed. The data are recorded by the Sodar Rass system, which measures the speed and the direction of the wind at several heights above the ground level. To investigate the wind speed time series at seven heights above the ground level we used two different approaches: i) the Multifractal Detrended Fluctuation Analysis (MF-DFA), which permits the detection of multifractality in nonstationary series, and ii) the Fisher-Shannon (FS) information plane, which allows to discriminate dynamical features in complex time series. Our results point out to the existence of multifractal time fluctuations in wind speed and to a dependence of the results on the height of the wind sensor. Even in the FS information plane a height-dependent pattern is revealed, indicating a good agreement with the multifractality. The obtained results could contribute to a better understanding of the complex dynamics of wind phenomenon

    Minimizing efforts in validating crowd answers

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    In recent years, crowdsourcing has become essential in a wide range of Web applications. One of the biggest challenges of crowdsourcing is the quality of crowd answers as workers have wide-ranging levels of expertise and the worker community may contain faulty workers. Although various techniques for quality control have been proposed, a post-processing phase in which crowd answers are validated is still required. Validation is typically conducted by experts, whose availability is limited and who incur high costs. Therefore, we develop a probabilistic model that helps to identify the most beneficial validation questions in terms of both, improvement of result correctness and detection of faulty workers. Our approach allows us to guide the experts work by collecting input on the most problematic cases, thereby achieving a set of high quality answers even if the expert does not validate the complete answer set. Our comprehensive evaluation using both real-world and synthetic datasets demonstrates that our techniques save up to 50% of expert efforts compared to baseline methods when striving for perfect result correctness. In absolute terms, for most cases, we achieve close to perfect correctness after expert input has been sought for only 20% of the questions

    Rating crowdsourced annotations: evaluating contributions of variable quality and completeness

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    Crowdsourcing has become a popular means to acquire data about the Earth and its environment inexpensively, but the data-sets obtained are typically imperfect and of unknown quality. Two common imperfections with crowdsourced data are the contributions from cheats or spammers and missing cases. The effect of the latter two imperfections on a method to evaluate the accuracy of crowdsourced data via a latent class model was explored. Using simulated and real data-sets, it was shown that the method is able to derive useful information on the accuracy of crowdsourced data even when the degree of imperfection was very high. The practical potential of this ability to obtain accuracy information within the geospatial sciences and the realm of Digital Earth applications was indicated with reference to an evaluation of building damage maps produced by multiple bodies after the 2010 earthquake in Haiti. Critically, the method allowed data-sets to be ranked in approximately the correct order of accuracy and this could help ensure that the most appropriate data-sets are used

    Speaker localization using excitation source information in speech

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    This paper presents the results of simulation and real room studies for localization of a moving speaker using information about the excitation source of speech production. The first step in localization is the estimation of time-delay from speech collected by a pair of microphones. Methods for time-delay estimation generally use spectral features that correspond mostly to the shape of vocal tract during speech production. Spectral features are affected by degradations due to noise and reverberation. This paper proposes a method for localizing a speaker using features that arise from the excitation source during speech production. Experiments were conducted by simulating different noise and reverberation conditions to compare the performance of the time-delay estimation and source localization using the proposed method with the results obtained using the spectrum-based generalized cross correlation (GCC) methods. The results show that the proposed method shows lower number of discrepancies in the estimated time-delays. The bias, variance and the root mean square error (RMSE) of the proposed method is consistently equal or less than the GCC methods. The location of a moving speaker estimated using the time-delays obtained by the proposed method are closer to the actual values, than those obtained by the GCC method

    Position Calibration of Microphones And Loudspeakers In . . .

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    In this paper, we present a novel algorithm to automatically determine the relative three-dimensional (3-D) positions of audio sensors and actuators in an ad-hoc distributed network of heterogeneous general purpose computing platforms such as laptops, PDAs, and tablets. A closed form approximate solution is derived, which is further refined by minimizing a nonlinear error function. Our formulation and solution accounts for the lack of temporal synchronization among different platforms. We compare two different estimators, one based on the time of flight and the other based on time difference of flight. We also derive an approximate expression for the mean and covariance of the implicitly defined estimator using the implicit function theorem and approximate Taylors' series expansion. The theoretical performance limits for estimating the sensor 3-D positions are derived via the Cramr--Rao bound (CRB) and analyzed, with respect to the number of sensors and actuators, as well as their geometry. We report extensive simulation results and discuss the practical details of implementing our algorithms in a real-life system
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