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
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
Citizen noise pollution monitoring
Proceedings of the 10th Annual International Conference on Digital Government Research: Social Networks: Making Connections between Citizens, Data and Government
A Survey of Human Computation Systems
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
Crowdsourcing service-level network event monitoring
Proceedings of the ACM SIGCOMM 2010 conference
An Enhanced Ant Colony System for the Team Orienteering Problem with Time Windows
ISCCS '11 Proceedings of the 2011 International Symposium on Computer Science and Society
Automatic tag generation and ranking for sensor-rich outdoor videos
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Task Matching in Crowdsourcing
ITHINGSCPSCOM '11 Proceedings of the 2011 International Conference on Internet of Things and 4th International Conference on Cyber, Physical and Social Computing
SOS: A Distributed Mobile Q&A System Based on Social Networks
ICDCS '12 Proceedings of the 2012 IEEE 32nd International Conference on Distributed Computing Systems
An approximation algorithm of orienteering problems for mobile computing
Proceeding of the 11th annual international conference on Mobile systems, applications, and services
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Crowdsourcing is a popular paradigm that outsources tasks to general publics. In crowdsourcing systems, requesters submit requests and workers perform selective requests for rewards. We propose a crowdsourcing system for multimedia content gathering, which is a new class of crowdsourcing systems with requests that must be performed at specific locations and time. The workers in our systems gather multimedia content using their smartphones and share the collected content over the Internet. Our system computes a detour path for each worker, who supplies his/her destination with a deadline to the system, and do not mind to take detour paths and perform some requests for profits. More precisely, we develop a detour planning algorithm to produce the optimal detour paths for individual workers. Using extensive trace-driven simulations, we demonstrate the effectiveness and efficiency of our algorithm: for example, it helps workers to achieve optimal profits (up to ~ 100% improvement compared to baseline solutions) and runs in real-time (