Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A brief survey of computational approaches in social computing
IJCNN'09 Proceedings of the 2009 international joint conference on Neural Networks
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In this paper, we propose an analytical model for computing the utility of ESP games, i.e., the throughput rate of appropriate labels for given puzzles. The model targets generalized games, where the number of players, the consensus threshold, and the stopping condition are variable. Via extensive simulations, we show that our model can accurately predict the stopping condition that will yield the optimal utility of an ESP game under a specific setting. A service provider can therefore utilize the model to ensure that the hosted ESP games produce high-quality labels efficiently, given that the number of players willing to invest time and effort in the game is limited.