000 06441nam a2200793 i 4500
001 6813489
003 IEEE
005 20200413152903.0
006 m eo d
007 cr cn |||m|||a
008 110723s2011 caua foab 000 0 eng d
020 _a9781608455171 (electronic bk.)
020 _z9781608455164 (pbk.)
024 7 _a10.2200/S00371ED1V01Y201107AIM013
_2doi
035 _a(CaBNVSL)gtp00548852
035 _a(OCoLC)743307093
040 _aCaBNVSL
_cCaBNVSL
_dCaBNVSL
050 4 _aQ320
_b.L284 2011
082 0 4 _a001.532
_222
100 1 _aLaw, Edith.
245 1 0 _aHuman computation
_h[electronic resource] /
_cEdith Law and Luis von Ahn.
260 _aSan Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :
_bMorgan & Claypool,
_cc2011.
300 _a1 electronic text (xi, 105 p.) :
_bill., digital file.
490 1 _aSynthesis lectures on artificial intelligence and machine learning,
_x1939-4616 ;
_v# 13
538 _aMode of access: World Wide Web.
538 _aSystem requirements: Adobe Acrobat Reader.
500 _aPart of: Synthesis digital library of engineering and computer science.
500 _aSeries from website.
504 _aIncludes bibliographical references (p. 77-103).
505 0 _aPreface -- Acknowledgments --
505 8 _a1. Introduction -- 1.1 Computation: now and then -- 1.2 What is human computation? -- 1.2.1 Explicit control -- 1.3 Tackling AI problems: from vision to biology -- 1.3.1 A matter of perception -- 1.3.2 The language barrier -- 1.3.3 Intuition into computationally intensive problems -- 1.4 Overview --
505 8 _aPart I. Solving computational problems -- 2. Human computation algorithms -- 2.1 A definition of algorithms -- 2.2 Building blocks of algorithms -- 2.2.1 Operations, controls and program synthesis -- 2.3 Programming frameworks -- 2.4 Evaluating human computation algorithms -- 2.4.1 Correctness -- 2.4.2 Efficiency -- 2.5 Summary --
505 8 _a3. Aggregating outputs -- 3.1 Objective versus cultural truth -- 3.2 Classification -- 3.2.1 Latent class models -- 3.2.2 Learning from imperfect data -- 3.3 Beyond classification -- 3.3.1 Ranking and voting -- 3.3.2 Clustering -- 3.3.3 Structured outputs -- 3.3.4 Beliefs -- 3.4 Summary --
505 8 _a4. Task routing -- 4.1 Push versus pull approaches -- 4.2 Push approach -- 4.2.1 Allocation -- 4.2.2 Matching -- 4.2.3 Inference -- 4.3 Pull approacH -- 4.3.1 Search and visualization -- 4.3.2 Task recommendation -- 4.3.3 Peer routing -- 4.4 Evaluation criteria -- 4.5 Summary --
505 8 _aPart II. Design -- 5. Understanding workers and requesters -- 5.1 Markets -- 5.1.1 Mechanical Turk and paid crowdsourcing -- 5.1.2 Security and access -- 5.1.3 Gamers -- 5.1.4 Citizen science -- 5.1.5 Learners -- 5.1.6 Temporary markets -- 5.2 Supporting end users -- 5.2.1 Workers -- 5.2.2 Requesters -- 5.3 Summary --
505 8 _a6. The art of asking questions -- 6.1 Designing tasks -- 6.1.1 Information -- 6.1.2 Granularity -- 6.1.3 Independence -- 6.1.4 Incentives -- 6.1.5 Quality control -- 6.2 Eliciting truthful responses -- 6.2.1 Human computation games -- 6.2.2 Leveraging communication -- 6.2.3 Explicitly preventing bad outputs -- 6.2.4 A brief survey of games and mechanisms -- 6.3 Summary -- Part III. Conclusion --
505 8 _a7. The future of human computation -- 7.1 Research directions -- 7.1.1 Interweaving human and machine intelligence -- 7.1.2 Fostering long-term relationships -- 7.1.3 Designing organizations and task markets -- 7.2 Conclusion --
505 8 _aBibliography -- Authors' biographies.
506 1 _aAbstract freely available; full-text restricted to subscribers or individual document purchasers.
510 0 _aCompendex
510 0 _aINSPEC
510 0 _aGoogle scholar
510 0 _aGoogle book search
520 3 _aHuman computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation.There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoyable game. Crowdsourcing marketplaces (e.g., Amazon Mechanical Turk) are human computation systems that coordinate workers to perform tasks in exchange for monetary rewards. In identity verification tasks, users perform computation in order to gain access to some online content; an example is reCAPTCHA, which leverages millions of users who solve CAPTCHAs every day to correct words in books that optical character recognition (OCR) programs fail to recognize with certainty. This book is aimed at achieving four goals: (1) defining human computation as a research area; (2) providing a comprehensive review of existing work; (3) drawing connections to a wide variety of disciplines, including AI, Machine Learning, HCI, Mechanism/Market Design and Psychology, and capturing their unique perspectives on the core research questions in human computation; and (4) suggesting promising research directions for the future.
530 _aAlso available in print.
588 _aTitle from PDF t.p. (viewed on July 23, 2011).
650 0 _aBionics.
650 0 _aHuman-computer interaction.
650 0 _aMachine learning.
650 0 _aArtificial intelligence.
650 0 _aSocial media
_xEconomic aspects.
653 _ahuman computation
653 _ahuman-in-the-loop algorithms
653 _aoutput aggregation
653 _aactive learning
653 _alatent class models
653 _atask routing
653 _alabor markets
653 _agames with a purpose
653 _atask design
653 _acrowdsourcing
653 _amechanism design
653 _aincentives
700 1 _aAhn, Luis von.
776 0 8 _iPrint version:
_z9781608455164
830 0 _aSynthesis digital library of engineering and computer science.
830 0 _aSynthesis lectures on artificial intelligence and machine learning,
_x1939-4616 ;
_v# 13.
856 4 2 _3Abstract with links to resource
_uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=6813489
999 _c561861
_d561861