Linguistic resources can be populated with data through the use of such approaches as crowdsourcing and gamification when motivated people are involved. However, current crowdsourcing genre taxonomies lack the concept of cooperation, which is the principal element of modern video games and may potentially drive the annotators’ interest. This survey on crowdsourcing taxonomies and cooperation in linguistic resources provides recommendations on using cooperation in existent genres of crowdsourcing and an evidence of the efficiency of cooperation using a popular Russian linguistic resource created through crowdsourcing as an example.
In the same year also presented @cite_3 another taxonomy of five crowdsourcing genres: initiatory human computation, distributed human computation, social game-based human computation with volunteers, paid engineers and online players, which is similar to the previously mentioned.
@cite_3
2793871201 1982914465 2108216421 1601808502
Crowdsourcing through human-computing games is an increasingly popular practice for classifying and analyzing scientific data. Early contributions such as Phylo have now been running for several years. The analysis of the performance of these systems enables us to identify patterns that contributed to their successes, but also possible pitfalls. In this paper, we review the results and user statistics collected since 2010 by our platform Phylo, which aims to engage citizens in comparative genome analysis through a casual tile matching computer game. We also identify features that allow predicting a task difficulty, which is essential for channeling them to human players with the appropriate skill level. Finally, we show how our platform has been used to quickly improve a reference alignment of Ebola virus sequences. Human computation is a computing approach that draws upon human cognitive abilities to solve computational tasks for which there are so far no satisfactory fully automated solutions even when using the most advanced computing technologies available. Human computation for citizen science projects consists in designing systems that allow large crowds of volunteers to contribute to scientific research by executing human computation tasks. Examples of successful projects are Galaxy Zoo and FoldIt. A key feature of this kind of project is its capacity to engage volunteers. An important requirement for the proposal and evaluation of new engagement strategies is having a clear understanding of the typical engagement of the volunteers; however, even though several projects of this kind have already been completed, little is known about this issue. In this paper, we investigate the engagement pattern of the volunteers in their interactions in human computation for citizen science projects, how they differ among themselves in terms of engagement, and how those volunteer engagement features should be taken into account for establishing the engagement encouragement strategies that should be brought into play in a given project. To this end, we define four quantitative engagement metrics to measure different aspects of volunteer engagement, and use data mining algorithms to identify the different volunteer profiles in terms of the engagement metrics. Our study is based on data collected from two projects: Galaxy Zoo and The Milky Way Project. The results show that the volunteers in such projects can be grouped into five distinct engagement profiles that we label as follows: hardworking, spasmodic, persistent, lasting, and moderate. The analysis of these profiles provides a deeper understanding of the nature of volunteers' engagement in human computation for citizen science projects. Human computation is a technique that makes use of human abilities for computation to solve problems. The human computation problems are the problems those computers are not good at solving but are trivial for humans. In this paper, we give a survey of various human computation systems which are categorized into initiatory human computation, distributed human computation and social game-based human computation with volunteers, paid engineers and online players. For the existing large number of social games, some previous works defined various types of social games, but the recent developed social games cannot be categorized based on the previous works. In this paper, we define the categories and the characteristics of social games which are suitable for all existing ones. Besides, we present a survey on the performance aspects of human computation system. This paper gives a better understanding on human computation system. Crowdsourcing systems allocate tasks to a group of workers over the Internet, which have become an effective paradigm for human-powered problem solving such as image classification, optical character recognition and proofreading. In this paper, we focus on incentivizing crowd workers to label a set of binary tasks under strict budget constraint. We properly profile the tasks' difficulty levels and workers' quality in crowdsourcing systems, where the collected labels are aggregated with sequential Bayesian approach. To stimulate workers to undertake crowd labeling tasks, the interaction between workers and the platform is modeled as a reverse auction. We reveal that the platform utility maximization could be intractable, for which an incentive mechanism that determines the winning bid and payments with polynomial-time computation complexity is developed. Moreover, we theoretically prove that our mechanism is truthful, individually rational and budget feasible. Through extensive simulations, we demonstrate that our mechanism utilizes budget efficiently to achieve high platform utility with polynomial computation complexity.