134 resultados para crowdsourcing


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L'obiettivo di questa Tesi di laurea è di creare un applicativo che informi gli utenti sulle reti circostanti, in particolare sulla qualità del segnale, sulle zone in cui la rete mobile è carente e sui punti d'accesso aperti. Per l'implementazione del servizio, è stato adottato un modello di business, il Crowdsourcing, per raccogliere informazioni sui sistemi di connessione, affinché qualsiasi utente dotato di Smartphone possa aggiungere elementi al dataset.

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Questa tesi descrive un sistema Client Server che ricava dagli smartphone, tramite modello crowdsourcing e crowdsensing, posizioni che successivamente verranno georeferenziate sulla mappa con lo scopo di favorire l'accessibilità urbana.

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Lo scopo che questa tesi ha è di inserirsi nell’ambito della Smart Mobility, in particolare nell'ambito dell’accessibilità urbana. Obiettivo primario è di offrire un software capace di adattarsi alle capacità dell’utente nel muoversi nell’ambiente urbano, in particolare riguardo alle barriere architettoniche che lo ostacolano. Quello che il programma deve fare è offrire percorsi per l’utente, personalizzati rispetto alle sue richieste. Affinché sia possibile tutto ciò, sono necessarie delle fondamenta, nella fattispecie una fonte di dati geografici e uno strumento che permetta di ricercare percorsi da essi e di essere modificato per includere le modifiche volute. La fonte di dati geografici scelta è stata OpenStreetMap, un progetto di crowdsourcing che punta a creare una mappa globale completamente accessibile fino al suo livello più basso e utilizzabile da chiunque, purché sia rispettata la sua licenza. Da questa scelta, derivano i software utilizzabili per calcolare i percorsi: la tesi ne esplorerà in particolare due GraphHopper e OpenTripPlanner, entrambi progetti open source. L’ultimo, ma non meno importante, scopo della tesi è effettivamente implementare un algoritmo di routing capace di considerare le preferenze degli utenti. Queste preferenze, infatti, non devono solo permettere di escludere percorsi con una barriera/architettonica cui l’utente non può accedere, ma anche di favorire percorsi con le facility che l’utente preferisce e di sfavorire quelli con facility che l’utente non preferisce.

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Crowdsourcing linguistic phenomena with smartphone applications is relatively new. In linguistics, apps have predominantly been developed to create pronunciation dictionaries, to train acoustic models, and to archive endangered languages. This paper presents the first account of how apps can be used to collect data suitable for documenting language change: we created an app, Dialäkt Äpp (DÄ), which predicts users’ dialects. For 16 linguistic variables, users select a dialectal variant from a drop-down menu. DÄ then geographically locates the user’s dialect by suggesting a list of communes where dialect variants most similar to their choices are used. Underlying this prediction are 16 maps from the historical Linguistic Atlas of German-speaking Switzerland, which documents the linguistic situation around 1950. Where users disagree with the prediction, they can indicate what they consider to be their dialect’s location. With this information, the 16 variables can be assessed for language change. Thanks to the playfulness of its functionality, DÄ has reached many users; our linguistic analyses are based on data from nearly 60,000 speakers. Results reveal a relative stability for phonetic variables, while lexical and morphological variables seem more prone to change. Crowdsourcing large amounts of dialect data with smartphone apps has the potential to complement existing data collection techniques and to provide evidence that traditional methods cannot, with normal resources, hope to gather. Nonetheless, it is important to emphasize a range of methodological caveats, including sparse knowledge of users’ linguistic backgrounds (users only indicate age, sex) and users’ self-declaration of their dialect. These are discussed and evaluated in detail here. Findings remain intriguing nevertheless: as a means of quality control, we report that traditional dialectological methods have revealed trends similar to those found by the app. This underlines the validity of the crowdsourcing method. We are presently extending DÄ architecture to other languages.

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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.

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Idea Management Systems are an implementation of open innovation notion in the Web environment with the use of crowdsourcing techniques. In this area, one of the popular methods for coping with large amounts of data is duplicate de- tection. With our research, we answer a question if there is room to introduce more relationship types and in what degree would this change affect the amount of idea metadata and its diversity. Furthermore, based on hierarchical dependencies between idea relationships and relationship transitivity we propose a number of methods for dataset summarization. To evaluate our hypotheses we annotate idea datasets with new relationships using the contemporary methods of Idea Management Systems to detect idea similarity. Having datasets with relationship annotations at our disposal, we determine if idea features not related to idea topic (e.g. innovation size) have any relation to how annotators perceive types of idea similarity or dissimilarity.

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El presente trabajo se centra en la investigación del modelo de crowdsourcing y su relación con la Información Geográfica Voluntaria y otras actividades participativas para la creación de conocimiento geográfico de forma colaborativa. Primero se expone una introducción al concepto y distintos ámbitos de aplicación y uso en la adquisición,visualización y análisis de datos geográficos, presentándose las herramientas, tecnologías web y móviles que han hecho posible su implementación. Después se hace una breve revisión de algunas plataformas de código abierto que faciliten la creación de contenido geolocalizado por el usuario y proporcionen funcionalidades para el análisis básico y manipulación de información mediante la implementación de estrategias de crowdsourcing. En los apartados siguientes, se hace un breve análisis de requisitos para el caso de uso específico de una aplicación móvil de crowdsourcing para el mantenimiento urbano, sirviendo este, como base en el desarrollo de una plataforma Web-móvil que facilite la gestión de este tipo de infraestructura. El diseño de la plataforma propuesta permite consultar y actualizar información por medio de etiquetas NFC (Near Field Communications o comunicación de campo cercano) utilizadas en el mobiliario urbano inventariado y empleando dispositivos inteligentes habilitados con la misma tecnología y conexión a Internet, para dar seguimiento y reportar el estado de la infraestructura. También, es posible generar reportes geolocalizados sobre problemas en instalaciones urbanas no inventariadas, así como crear eventos geolocalizados que convoquen a tareas participativas para la mejora de la ciudad. Además, integra entradas de conversación de redes sociales para contribuir a la participación activa de los ciudadanos en la vigilancia y mantenimiento urbano. Por último, el trabajo presenta algunas conclusiones y líneas futuras.

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In order to cater for user's quality of experience (QoE) requirements, HTTP adaptive streaming (HAS) based solutions of video services have become popular recently. User QoE feedback can be instrumental in improving the capabilities of such services. Perceptual quality experiments that involve humans are considered to be the most valid method of the assessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual preferences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment.

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Acknowledgment This research is supported by an award made by the RCUK Digital Economy program to the University of Aberdeen’s dot.rural Digital Economy Hub (ref. EP/G066051/1).

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The goal of this work was to provide professional and amateur writers with a new way of enhancing their productivity and mental well-being, by helping them overcoming writers block and being able to achieve a state of optimal experience while writing. Our approach is based on bringing together different components to create what we call a creative moment. A creative moment is composed by an image, a text, a mood, a location and a color. The color presented in the creative moment varied according to the mood that was associated to the creative moment. With the creative moments we hoped that our users could have a way to easily trigger their creativity and have a kick start in their work. The prototyping of a web crowdsourcing platform, named CreativeWall, and a Microsoft Word Add-In, that was used on the user study performed, is described and their implementations are discussed. The user study reveals that our approach does have a positive influence in the productivity of the participants when compared with another existing approach. The study also revealed that our approach can ease the process of achieving a state of optimal experience by enhancing one of the dimensions presented on the Flow Theory. At the end we present what we consider would be some possible future developments for the concept created during the development of this work.

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Questa tesi si propone di investigare sul rapporto che Wikipedia ha con la traduzione dei suoi articoli. Nella tesi si osserva il fenomeno Wikipedia come paradosso e metodo globale efficiente di diffusione delle informazioni grazie al NPOV, del crowdsourcing con le sue implicazioni etiche per i volontari, i professionisti e i clienti, e della traduzione degli articoli del sito da parte di volontari. Si tratterà del rapporto del traduttore con la grande rete di Wikipedia e con le 280 lingue in cui il sito si può consultare, con una proposta di traduzione del paragrafo “Recursos Humanos” della pagina Wikipedia “El Corte Inglés” spagnola tradotta verso l’italiano.

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The goal of this work was to provide professional and amateur writers with a new way of enhancing their productivity and mental well-being, by helping them overcoming writers block and being able to achieve a state of optimal experience while writing. Our approach is based on bringing together different components to create what we call a creative moment. A creative moment is composed by an image, a text, a mood, a location and a color. The color presented in the creative moment varied according to the mood that was associated to the creative moment. With the creative moments we hoped that our users could have a way to easily trigger their creativity and have a kick start in their work. The prototyping of a web crowdsourcing platform, named CreativeWall, and a Microsoft Word Add-In, that was used on the user study performed, is described and their implementations are discussed. The user study reveals that our approach does have a positive influence in the productivity of the participants when compared with another existing approach. The study also revealed that our approach can ease the process of achieving a state of optimal experience by enhancing one of the dimensions presented on the Flow Theory. At the end we present what we consider would be some possible future developments for the concept created during the development of this work.

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Technological advancements enable new sourcing models in software development such as cloud computing, software-as-a-service, and crowdsourcing. While the first two are perceived as a re-emergence of older models (e.g., ASP), crowdsourcing is a new model that creates an opportunity for a global workforce to compete with established service providers. Organizations engaging in crowdsourcing need to develop the capabilities to successfully utilize this sourcing model in delivering services to their clients. To explore these capabilities we collected qualitative data from focus groups with crowdsourcing leaders at a large technology organization. New capabilities we identified stem from the need of the traditional service provider to assume a "client" role in the crowdsourcing context, while still acting as a "vendor" in providing services to the end client. This paper expands the research on vendor capabilities and IS outsourcing as well as offers important insights to organizations that are experimenting with, or considering, crowdsourcing.

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Crowdsourcing platforms that attract a large pool of potential workforce allow organizations to reduce permanent staff levels. However managing this "human cloud" requires new management models and skills. Therefore, Information Technology (IT) service providers engaging in crowdsourcing need to develop new capabilities to successfully utilize crowdsourcing in delivering services to their clients. To explore these capabilities we collected qualitative data from focus groups with crowdsourcing leaders at a large multinational technology organization. New capabilities we identified stem from the need of the traditional service provider to assume a "client" role in the crowdsourcing context, while still acting as a "vendor" in providing services to the end-client. This paper expands the research on vendor capabilities and IT outsourcing as well as offers important insights to organizations that are experimenting with, or considering, crowdsourcing. © 2014 Elsevier B.V. All rights reserved.