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Garrett Eastman

Guess Who?: A game to crowdsource the labeling of affective facial expressions is compa... - 0 views

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    Abstract: "This paper demonstrates the use of a crowdsourced human computation game to accumulate annotations from non-experts as a means to provide labels for an affective facial expression database. To do so, a human computation game is played, in which players are encouraged to ask each other related facial expression questions. These questions are based on the Facial Action Coding System. Emphasis is placed on the participant's overall understanding of the task and on the ease-of-use of the game so that labeling accuracy is reinforced. Additional game mechanics can be used in future work to encourage players to keep playing the game. This crowdsourced labeling of an affective facial expressions database is important because the manual labeling of an affective database can be relatively expensive and time consuming. Our game shows that non-experts are comparable in labeling our affective database based on the ground truth."
Garrett Eastman

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

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    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

What Can 135 Million Video Gamers Add to Our Collective IQ? | MindShift - 0 views

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    In a new book, Howard Rheingold describes crowdsourcing efforts such as FoldIt involving gamers as "supercollaborators"
Garrett Eastman

Digitalkoot - 0 views

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    A project run by the National Library of Finland and Microtask crowdsources error correction by encouraging visitors to play online games via Facebook
Garrett Eastman

Honoring the Code: Conversations With Great Game Designers - 1 views

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    Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Garrett Eastman

Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re- search eld. We present a system that automatically gen- erates an interactive ction (IF) by learning from crowd- sourced corpora of example stories. We ask crowd workers from Amazon Mechanical Turk to write short stories about a given situation with simple language, from which a plot graph is learned, containing plot events, temporal prece- dence and mutual exclusion relations between the events. The plot graph describes an IF where players and non-player characters choose from executable events as determined by the plot graph. We demonstrate an IF learned from the domain of bank robbery"
Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

Maximizing the Usefulness of Data Gathered Though Crowdsourcing Methods Using Gamification - 0 views

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    Abstract: "This literature review describes gamification and how it can be used in a crowdsour cing context. It relates motivations for participating in such activity as more intrinsic than conventional methods, and as such provides numerous benefits. Such benefits include more accurate work, better retention rates, and a more cost effective solutio n. Elements of gamification are examined, as well as how it can be applied to existing applications."
Garrett Eastman

A very serious game that can cure the orphan diseases - 0 views

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    Fit2Cure, using a crowdsourcing model similar to projects like FoldIT, aims at cures for less-researched diseases affecting impoverished regions
Garrett Eastman

Crowd-sourced BioGames: Managing The Big Data Problem for Next- Generation Lab-on-a-Chi... - 0 views

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    A game designed to handle large datasets to speed up disease diagnosis through crowdsourcing
Garrett Eastman

Crowd-sourced biotech: gamers tweak protein, give it big activity boost - 0 views

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    via FoldIt and video-game interface, players engage in protein engineering
Garrett Eastman

Behind the Scenes of Foldit, Pioneering Science Gamification - 0 views

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    "Seth Cooper is the lead designer of Foldit, and one of the original creators of the game. He is currently the creative director for the Center for Game Science at the University of Washington. In a recent Science Observer, American Scientist associate editor Katie Burke discussed Foldit and other citizen science games. The following is an extended version of her conversation with Cooper"
Garrett Eastman

Data Quality In Purposeful Games - 0 views

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    Abstract: "A key problem for crowd - sourced systems is motivating contributions from participants and ensuring the quality of these contributions. Games have been suggested as a motivational approach but there are concerns about data quality , particularly when the data are to be used for scientific research . To address these concerns, w e compare the quality of data obtained from two citizen science games, one a "gamified" version of a species classificatio n task and one a fantasy game that used the classification task only as a way to advance in the game play. Surprisingly, though we did observe cheating in the fantasy game, data quality from the two games was not significantly different . As well, the quali ty of data from short - time contributors was at a usable level. These findings suggest that games can be a useful way to motivate contributions to citizen science projects. "
Garrett Eastman

From information consuming to participating: game-design supporting learning experience... - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

Game Theory - 0 views

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    "Last Halloween, while his friends were out reveling, Otavio Good stayed home to design a computer program to reconstruct shredded documents. The military's research arm had issued a call for people to decipher messages that had been torn to bits, much the way someone might destroy evidence of a paper trail."
Garrett Eastman

Distributed Medical Image Analysis and Diagnosis through Crowd-Sourced Games: A Malaria... - 0 views

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    Abstract: "In this work we investigate whether the innate visual recognition and learning capabilities of untrained humans can be used in conducting reliable microscopic analysis of biomedical samples toward diagnosis. For this purpose, we designed entertaining digital games that are interfaced with artificial learning and processing back-ends to demonstrate that in the case of binary medical diagnostics decisions (e.g., infected vs. uninfected), with the use of crowd-sourced games it is possible to approach the accuracy of medical experts in making such diagnoses. Specifically, using non-expert gamers we report diagnosis of malaria infected red blood cells with an accuracy that is within 1.25% of the diagnostics decisions made by a trained medical professional."
Garrett Eastman

1.2 Billion People Live in Poverty - Rockefeller Foundation and Institute for the Futur... - 0 views

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    "Impact Game Launches to Find Solutions to Solve Global Poverty" designed by Jane McGonigal called "Catalysts for Change"
Garrett Eastman

Let's Play! Turning Serious Business Issues Into Games - Forbes - 0 views

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    Phaedra Boinodiris, serious games program manager at IBM, touts the potential of games beyond academia
Garrett Eastman

Purposeful Gaming & Socio-Computational Systems: A Citizen Science Design Case - 0 views

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    Abstract: "Citizen science is a form of social computation where members of the public are recruited to contribute to scientific investigations. Citizen-science projects often use web-based systems to support collaborative scientific activities, making them a form of computer-supported cooperative work. However, finding ways to attract participants and confirm the veracity of the data they produce are key issues in making such systems successful. We describe a series of web-based tools and games currently under development to support taxonomic classification of organisms in photographs collected by citizen-science projects. In the design science tradition, the systems are purpose-built to test hypotheses about participant motivation and techniques for ensuring data quality. Findings from preliminary evaluation and the design process itself are discussed."
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