Assignment problems in parallel and distributed computing
Assignment problems in parallel and distributed computing
Heuristic Algorithms for Task Assignment in Distributed Systems
IEEE Transactions on Computers
A taxonomy of scheduling in general-purpose distributed computing systems
IEEE Transactions on Software Engineering
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Secure distributed human computation
Proceedings of the 6th ACM conference on Electronic commerce
Peekaboom: a game for locating objects in images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Verbosity: a game for collecting common-sense facts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving accessibility of the web with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer
WebInSight:: making web images accessible
Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility
The gopher game: a social, mobile, locative game with user generated content and peer review
Proceedings of the international conference on Advances in computer entertainment technology
MobiMissions: the game of missions for mobile phones
ACM SIGGRAPH 2007 educators program
GUIDE: Games with UML for interactive design exploration
Knowledge-Based Systems
LabelMe: A Database and Web-Based Tool for Image Annotation
International Journal of Computer Vision
Human-aided computing: utilizing implicit human processing to classify images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
An Analytical Study of Puzzle Selection Strategies for the ESP Game
WI-IAT '08 Proceedings of the 2008 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology - Volume 01
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
A Game-Theoretic Analysis of Games with a Purpose
WINE '08 Proceedings of the 4th International Workshop on Internet and Network Economics
EyeSpy: supporting navigation through play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Input-agreement: a new mechanism for collecting data using human computation games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User-centered design of a social game to tag music
Proceedings of the ACM SIGKDD Workshop on Human Computation
KissKissBan: a competitive human computation game for image annotation
Proceedings of the ACM SIGKDD Workshop on Human Computation
Designing a feedback component of an intelligent tutoring system for foreign language
Knowledge-Based Systems
A Survey of Human Computation Systems
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
Explaining how to play real-time strategy games
Knowledge-Based Systems
Human computation: a survey and taxonomy of a growing field
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
The ESP game belongs to the genre called Games With A Purpose (GWAP), which leverage people's desire to be entertained and also outsource certain steps of the computational process to humans. The games have shown promise in solving a variety of problems, which computer computation has been unable to resolve completely thus far. In this study, we consider generalized ESP games with two objectives. First, we propose an analytical model for computing the utility of generalized ESP games, where the number of players, the consensus threshold, and the stopping condition are variable. We show that our model can accurately predict the stopping condition that will yield the optimal utility of a generalized ESP game under a specific game setting. A service provider can therefore utilize the model to ensure that the hosted generalized ESP games produce high-quality labels efficiently. Second, we propose a metric, called system gain, for evaluating the performance of ESP-like GWAP systems, and also use analysis to study the properties of generalized ESP games. We believe that GWAP systems should be designed and played with strategies. To this end, we implement an optimal puzzle selection strategy (OPSA) based on our analysis. Using a comprehensive set of simulations, we demonstrate that the proposed OPSA approach can effectively improve the system gain of generalized ESP games, as long as the number of puzzles in the system is sufficiently large.