Human-based computation: Difference between revisions

Content deleted Content added
minor sentence structure
Tags: Visual edit Mobile edit Mobile web edit
Citation bot (talk | contribs)
Removed URL that duplicated identifier. Removed access-date with no URL. | Use this bot. Report bugs. | Suggested by Headbomb | Linked from Wikipedia:WikiProject_Academic_Journals/Journals_cited_by_Wikipedia/Sandbox | #UCB_webform_linked 207/990
 
(12 intermediate revisions by 7 users not shown)
Line 1:
{{Short description|Computer science technique}}
{{lead too short|date=October 2022}}
'''Human-based computation''' ('''HBC'''), '''human-assisted computation''',<ref>{{cite web |urlauthor=https://commonsensereasoning.org/Shahaf |first1=Dafna |last2=Amir |first2=Eyal |date=28 March 2007/papers/shahaf-and-amir.pdf |title=Towards a Theory of AI Completeness |authorurl=Shahaf, Dafna; and Eyal Amir |date=28 March https://commonsensereasoning.org/2007/papers/shahaf-and-amir.pdf |access-date=12 May 2022}}</ref> '''ubiquitous human computing''' or '''distributed thinking''' (by analogy to [[distributed computing]]) is a [[computer science]] technique in which a machine performs its function by outsourcing certain steps to humans, usually as [[microwork]]. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human–computer interaction. For computationally difficult tasks such as image recognition, human-based computation plays a central role in training [[Deep Learning]]-based [[Artificial intelligence|Artificial Intelligence]] systems. In this case, human-based computation has been referred to as '''human-aided artificial intelligence'''.<ref>{{Cite journal|last=Mühlhoff|first=Rainer|date=2019-11-06|title=Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning |journal=New Media & Society |volume=22|issue=10|language=en|pages=1868–1884|doi=10.1177/1461444819885334|s2cid=209363848|issn=1461-4448|url=https://depositonce.tu-berlin.de/handle/11303/12510|doi-access=free}}</ref>
{{Use mdy dates|date=September 2017}}
'''Human-based computation''' ('''HBC'''), '''human-assisted computation''',<ref>{{cite web |url=https://commonsensereasoning.org/2007/papers/shahaf-and-amir.pdf |title=Towards a Theory of AI Completeness |author=Shahaf, Dafna; and Eyal Amir |date=28 March 2007 |access-date=12 May 2022}}</ref> '''ubiquitous human computing''' or '''distributed thinking''' (by analogy to [[distributed computing]]) is a [[computer science]] technique in which a machine performs its function by outsourcing certain steps to humans, usually as [[microwork]]. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human–computer interaction. For computationally difficult tasks such as image recognition, human-based computation plays a central role in training [[Deep Learning]]-based [[Artificial intelligence|Artificial Intelligence]] systems. In this case, human-based computation has been referred to as '''human-aided artificial intelligence'''.<ref>{{Cite journal|last=Mühlhoff|first=Rainer|date=2019-11-06|title=Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning |journal=New Media & Society |volume=22|issue=10|language=en|pages=1868–1884|doi=10.1177/1461444819885334|s2cid=209363848|issn=1461-4448|url=https://depositonce.tu-berlin.de/handle/11303/12510|doi-access=free}}</ref>
In traditional computation, a human employs a computer<ref>the term "computer" is used the modern usage of computer, not the one of [[human computer]]</ref> to solve a problem; a human provides a formalized problem description and an algorithm to a computer, and receives a solution to interpret.<ref>{{cite web|url=https://www.csee.umbc.edu/courses/471/papers/turing.pdf|author=Turing, Alan M.|title=Computer Machinery and Intelligence|date=1950|access-date=12 May 2022}}</ref> Human-based computation frequently reverses the roles; the computer asks a person or a large group of people to solve a problem,<ref>{{cite book|chapter-url=https://ieeexplore.ieee.org/document/1225961?section=abstract|chapter=Automatic concept evolution|author=Fogarty, Terence C.|title=The Second IEEE International Conference on Cognitive Informatics, 2003. Proceedings. |date=20 August 2003|page=89 |doi=10.1109/COGINF.2003.1225961 |isbn=0-7695-1986-5 |s2cid=30299981 |access-date=21 June 2021}}</ref> then collects, interprets, and integrates their solutions. This turns hybrid networks of humans and computers into "large scale distributed computing networks".<ref>{{Citation|last=von Ahn|first=Luis|title=Human Computation |date=22 August 2012 |url=https://www.youtube.com/watch?v=tx082gDwGcM |archive-url=https://ghostarchive.org/varchive/youtube/20211219/tx082gDwGcM |archive-date=2021-12-19 |url-status=live |volume=Google Tech Talk July 26, 2006 |access-date=2019-11-22}}{{cbignore}}. Cited after Mühlhoff, Rainer (2019). [https://journals.sagepub.com/doi/abs/10.1177/1461444819885334 "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning".] New Media & Society: 146144481988533. doi:10.1177/1461444819885334. ISSN 1461-4448.</ref><ref>{{cite web |urlauthor=http://fc05.ifca.ai/p26.pdfGentry |first1=Craig |last2=Ramzan |first2=Zulfikar |last3=Stubblebine |first3=Stuart |title=Secure Distributed ''Human'' Computation |authorurl=Gentry, Craig; Zulfikar Ramzan, and Stuart Stubblebinehttp://fc05.ifca.ai/p26.pdf |access-date=12 May 2022}}</ref><ref>{{cite book |chapter-url=https://link.springer.com/chapter/10.1007/11507840_28 |title=Secure Distributed ''Human'' Computation |chapter=Secure Distributed Human Computation |series=Lecture Notes in Computer Science |year=2005 |doi=10.1007/11507840_28 |access-date=12 May 2022|last1=Gentry |first1=Craig |last2=Ramzan |first2=Zulfikar |last3=Stubblebine |first3=Stuart |volume=3570 |pages=328–332 |isbn=978-3-540-26656-3 }}</ref> where code is partially executed in human brains and on silicon based processors.
 
==Early work==
 
Human-based computation (apart from the [[Computer (job description)|historical meaning of "computer]]") research has its origins in the early work on [[interactive evolutionary computation]] (EC).<ref>{{cite book |url=https://link.springer.com/chapter/10.1007/3-540-61723-X_966 |author=Herdy, Michael |title=Evolution strategies with subjective selection. Basic Concepts of Evolutionary Computation. Volumen 1141, pp. 22-31 |date=1996|pages=22–31 |doi=10.1007/3-540-61723-X_966 |isbn=9783540706687 |access-date=12 May 2022}}</ref> The idea behind interactive evolutionary algorithms has been attributed to [[Richard Dawkins]]; in the Biomorphs software accompanying his book ''[[The Blind Watchmaker]]'' (Dawkins, 1986)<ref>{{cite web|url=https://archive.org/stream/BlindWatchmakerTheRichardDawkins/Blind_Watchmaker_The_-_Richard_Dawkins_djvu.txt|title=''The Blind Watchmaker'' |access-date=12 May 2022|author=Dawkins, Richard}}</ref> the preference of a human experimenter is used to guide the evolution of two-dimensional sets of line segments. In essence, this program asks a human to be the fitness function of an evolutionary algorithm, so that the algorithm can use human visual perception and aesthetic judgment to do something that a normal evolutionary algorithm cannot do. However, it is difficult to get enough evaluations from a single human if we want to evolve more complex shapes. [[Victor Johnston]]<ref>{{cite web |url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=5375195.PN.&OS=PN/5375195&RS=PN/5375195 |archive-url=https://archive.today/20131014033059/http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=/netahtml/PTO/srchnum.htm&r=1&f=G&l=50&s1=5375195.PN.&OS=PN/5375195&RS=PN/5375195 |url-status=dead |archive-date=October 14, 2013 |title=''Method and apparatus for generating composites of human faces'' |access-date=12 May 2022 |author=Johnston, Victor }} {{US patent|5375195}}</ref> and [[Karl Sims]]<ref>{{cite web |url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=6088510.PN.&OS=PN/6088510&RS=PN/6088510 |archive-url=https://archive.today/20131014033111/http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=/netahtml/PTO/srchnum.htm&r=1&f=G&l=50&s1=6088510.PN.&OS=PN/6088510&RS=PN/6088510 |url-status=dead |archive-date=October 14, 2013 |title=''Computer system and method for generating and mutating objects by iterative evolution'' |access-date=12 May 2022 |author=Sims, Karl P. }} {{US patent|6088510}}</ref> extended this concept by harnessing the power of many people for fitness evaluation (Caldwell and Johnston, 1991; Sims, 1991). As a result, their programs could evolve beautiful faces and pieces of art appealing to the public. These programs effectively reversed the common interaction between computers and humans. In these programs, the computer is no longer an agent of its user, but instead, a coordinator aggregating efforts of many human evaluators. These and other similar research efforts became the topic of research in aesthetic selection or [[interactive evolutionary computation]] (Takagi, 2001), however the scope of this research was limited to outsourcing evaluation and, as a result, it was not fully exploring the full potential of the outsourcing.
 
A concept of the automatic [[Turing test]] pioneered by [[Moni Naor]] (1996)<ref>{{cite web |url=http://www.wisdom.weizmann.ac.il/~naor/PAPERS/human_abs.html |author=Naor, Moni |title=Verification of a human in the loop or Identification via the Turing Test |access-date=12 May 2021}}</ref> is another precursor of human-based computation. In Naor's test, the machine can control the access of humans and computers to a service by challenging them with a [[natural language processing]] (NLP) or [[computer vision]] (CV) problem to identify humans among them. The set of problems is chosen in a way that they have no algorithmic solution that is both effective and efficient at the moment. If it existed, such an algorithm could be easily performed by a computer, thus defeating the test. In fact, Moni Naor was modest by calling this an automated Turing test. The [[imitation game]] described by [[Alan Turing]] (1950) didn't propose using CV problems. It was only proposing a specific NLP task, while the Naor test identifies and explores a large [[AI-complete|class]] of problems, not necessarily from the ___domain of NLP, that could be used for the same purpose in both automated and non-automated versions of the test.
 
Finally, [[Human-based genetic algorithm]] (HBGA)<ref>{{cite book |chapter-url=https://ieeexplore.ieee.org/document/972056 |title=Human-based genetic algorithm |chapter=Human based genetic algorithm |year=2001 |doi=10.1109/ICSMC.2001.972056 |access-date=12 May 2022|last1=Kosorukoff |first1=A. |volume=5 |pages=3464–3469 |isbn=0-7803-7087-2 |s2cid=13839604 }}</ref> encourages human participation in multiple different roles. Humans are not limited to the role of evaluator or some other predefined role, but can choose to perform a more diverse set of tasks. In particular, they can contribute their innovative solutions into the evolutionary process, make incremental changes to existing solutions, and perform intelligent recombination.<ref>{{cite web |urlauthor=http://gpbibFogarty |first1=Terence C.cs.ucl.ac.uk/gecco2005lbp/papers/56-hammond.pdf |authorlast2=Hammond, |first2=Michelle O.; and Terence C. Fogarty|title=Co-operative OuLiPian (Ouvroir de littérature potentielle) Generative Literature Using Human-Based Evolutionary Computing |url=http://gpbib.cs.ucl.ac.uk/gecco2005lbp/papers/56-hammond.pdf |access-date=12 May 2022}}</ref> In short, HBGA allows humans to participate in all operations of a typical [[genetic algorithm]]. As a result of this, HBGA can process solutions for which there are no computational innovation operators available, for example, natural languages. Thus, HBGA obviated the need for a fixed representational scheme that was a limiting factor of both standard and interactive EC.<ref>{{cite journal |url=https://ieeexplore.ieee.org/document/949485 |title=Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation, pp.&nbsp;1275-1296 |author=Takagi, Hideyuki |journal=Proceedings of the IEEE |date=September 2001 |volume=89 |issue=9 |pages=1275–1296 |doi=10.1109/5.949485 |hdl=2324/1670053 |s2cid=16929436 |access-date=12 May 2022|hdl-access=free }}</ref> These algorithms can also be viewed as novel forms of social organization coordinated by a computer, according to Alex Kosorukoff and David Goldberg.<ref>{{cite web |url=http://research.3form.com/alex/pub/gecco-2002-18.pdf |title=Evolutionary Computation as a Form of Organization, pp.&nbsp;965-972 |access-date=12 May 2022 |archive-url=https://web.archive.org/web/20110707063732/http://research.3form.com/alex/pub/gecco-2002-18.pdf |archive-date=7 July 2011 |url-status=dead}}</ref>
 
==Classes of human-based computation==
 
Human-based computation methods combine computers and humans in different roles. Kosorukoff (2000) proposed a way to describe division of labor in computation, that groups human-based methods into three classes. The following table uses the evolutionary computation model to describe four classes of computation, three of which rely on humans in some role. For each class, a representative example is shown. The classification is in terms of the roles (innovation or selection) performed in each case by humans and computational processes. This table is a slice of a three-dimensional table. The third dimension defines if the organizational function is performed by humans or a computer. Here it is assumed to be performed by a computer.
 
{| class="wikitable" style="text-align:center; margin:auto"
Line 39 ⟶ 38:
==Methods of human-based computation==
* (HC) [[Darwin (programming game)|Darwin]] (Vyssotsky, Morris, McIlroy, 1961) and [[Core War]] (Jones, Dewdney 1984) These are games where several programs written by people compete in a tournament (computational simulation) in which fittest programs will survive. Authors of the programs copy, modify, and recombine successful strategies to improve their chances of winning.
* (CH) [[Interactive genetic algorithm|Interactive EC]] (Dawkins, 1986; Caldwell and Johnston, 1991; Sims, 1991) IEC enables the user to create an abstract drawing only by selecting his/her favorite images, so the human only performs fitness computation and software performs the innovative role. [Unemi 1998] Simulated breeding style introduces no explicit fitness, just selection, which is easier for humans.<ref>{{cite journal |url=https://www.koreascience.or.kr/article/CFKO199811920543230.page |author=Unemi, Tastsuo |title=A Design of Multi-Field User Interface for Simulated Breeding, pp.&nbsp;489-494 |journal=Proceedings of the Korean Institute of Intelligent Systems Conference |year=1998 |pages=489–494 |access-date=12 May 2022}}</ref>
* (HH<sub>2</sub>) [[Wiki]] ([[Ward Cunningham|Cunningham]], 1995) enabled editing the web content by multiple users, i.e. supported two types of human-based innovation (contributing new page and its incremental edits). However, the selection mechanism was absent until 2002, when wiki has been augmented with a revision history allowing for reversing of unhelpful changes. This provided means for selection among several versions of the same page and turned wiki into a [[The Wiki Way|tool]] supporting collaborative content evolution (would be classified as human-based evolution strategy in EC terms).
* (HH<sub>3</sub>) [[Human-based genetic algorithm]] (Kosorukoff, 1998) uses both human-based selection and three types of human-based innovation (contributing new content, mutation, and recombination). Thus, all operators of a typical [[genetic algorithm]] are outsourced to humans (hence the origin of '''human-based'''). This idea is extended to integrating crowds with genetic algorithm to study creativity in 2011.<ref>{{cite book |author=Yu |first1=Lixiu |url=https://dl.acm.org/doi/10.1145/1978942.1979147 |title=Cooks or cobblers?: Crowd creativity through combination |authorlast2=Yu, Lixiu; andNickerson |first2=Jeffrey V. Nickerson |date=May 7, 2011 |isbn=9781450302289 |pages=1393–1402 |doi=10.1145/1978942.1979147 |isbn=9781450302289 |s2cid=11287874 |access-date=12 May 2022 |s2cid=11287874}}</ref>
* (HH<sub>1</sub>) [[Social search]] applications accept contributions from users and attempt to use human evaluation to select the fittest contributions that get to the top of the list. These use one type of human-based innovation. Early work was done in the context of HBGA. [[Digg]] and [[Reddit]] are recently popular examples. See also [[Collaborative filtering]].
* (HC) Computerized tests. A computer generates a problem and presents it to evaluate a user. For example, [[CAPTCHA]] tells human users from computer programs by presenting a problem that is supposedly easy for a human and difficult for a computer. While CAPTCHAs are effective security measures for preventing automated abuse of online services, the human effort spent solving them is otherwise wasted. The [[reCAPTCHA]] system makes use of these human cycles to help digitize books by presenting words from scanned old books that optical character recognition cannot decipher.<ref>{{cite web |urlauthor=https://www.cs.cmu.edu/~biglou/reCAPTCHA_Science.pdfvon Ahn |first1=Luis |last2=Maurer |first2=Benjamin |last3=McMillen |first3=Colin |last4=Abraham |first4=David |last5=Blum |first5=Manuel |date=12 September 2008 |title=reCAPTCHA: Human-Based Character Recognition via Web Security Measures |authorurl=von Ahn, Luis; Benjamin Maurer, Colin McMillen, David Abraham, and Manuel Blumhttps://www.cs.cmu.edu/~biglou/reCAPTCHA_Science.pdf |access-date=12 May 2022}}</ref>
* (HC) Interactive online games: These are programs that extract knowledge from people in an entertaining way.<ref>{{cite web |url=http://www.20q.net/index.html |author=Burgener, Robin |title=20Q . net. Twenty Questions. The neural-net on the Internet. Play Twenty Questions |access-date=12 May 2022 |archive-url=https://web.archive.org/web/20000229091147/http://www.20q.net/index.html |archive-date=29 February 2000 |url-status=dead}}</ref><ref>{{cite web |author=von Ahn |first1=Luis |last2=Dabbish |first2=Laura |title=Labeling Images with a Computer Game |url=https://www.cs.cmu.edu/~biglou/ESP.pdf |title=Labeling Images with a Computer Game |author=von Ahn, Luis, and Laura Dabbish |access-date=12 May 2022}}</ref><ref>{{cite web |urlauthor=https://www.cs.cmu.edu/~biglou/Verbosity.pdfvon Ahn |first1=Luis |last2=Kedia |first2=Mihir |last3=Blum |first3=Manuel |title=Verbosity: A Game for Collecting Common-Sense Facts |authorurl=von Ahn, Luis; Mihir Kedia, and Manuel Blumhttps://www.cs.cmu.edu/~biglou/Verbosity.pdf |access-date=12 May 2022}}</ref><ref>{{cite web |urlauthor=https://www.cs.cmu.edu/~biglou/Phetch.pdfvon Ahn |first1=Luis |last2=Ginosar |first2=Shiri |last3=Kedia |first3=Mihir |last4=Liu |first4=Ruoran |last5=Blum |first5=Manuel |title=Improving Accessibility of the Web with a Computer Game |authorurl=von Ahn, Luis; Shiri Ginosar, Mihir Kedia, Ruoran Liu, and Manuel Blumhttps://www.cs.cmu.edu/~biglou/Phetch.pdf |access-date=12 May 2022}}</ref><ref>{{cite web |url=https://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=7980953.PN.&OS=PN/7980953&RS=PN/7980953 |title=Method for labeling images through a computer game |author=von Ahn, Luis |date=19 July 2011 |access-date=12 May 2022 }}{{Dead link|date=August 2024 |bot=InternetArchiveBot |fix-attempted=yes }}{{US patent|7980953}}</ref>
* (HC) "Human Swarming" or "Social Swarming". The UNU platform for human swarming establishes real-time closed-loop systems around groups of networked users molded after biological swarms, enabling human participants to behave as a unified [[collective intelligence]].<ref>{{cite web |urlauthor=http://sites.lsa.umich.edu/collectiveintelligence/wp-content/uploads/sites/176/2015/05/Rosenberg-CI-2015-Abstract, Louis B.pdf |title=Human Swarms: a real-time paradigm for Collective intelligence |authorurl=Rosenberg, Louis B.|access-date=12 May 2021}}</ref><ref>http://sites.lsa.umich.edu/collectiveintelligence/wp-content/uploads/sites/176/2015/05/Rosenberg-CI-2015-Abstract.pdf {{Bare|access-date=12 URLMay PDF2021 |datewebsite=March[[University 2022of Michigan College of Literature, Science, and the Arts | University of Michigan College of LSA]]}}</ref><ref>{{cite web |url=https://mitpress.mit.edu/sites/default/files/titles/content/ecal2015/ch117.html |title=Swarms: a real-time paradigm for Collective intelligence |access-date=12 May 2022 |archive-url=https://web.archive.org/web/20151027132802/https://mitpress.mit.edu/sites/default/files/titles/content/ecal2015/ch117.html |archive-date=27 October 2015 |url-status=dead}}</ref><ref>{{cite web |url=https://papers.ssrn.com/sol3/papers.cfm?abstract_id=924249 |title=Infotopia: How Many Minds Produce Knowledge |author=Sunstein, Cass R. |date=August 16, 2006 |ssrn=924249 |access-date=12 May 2022}}</ref><ref>{{cite journal |urlauthor=https://papersMalone |first1=Thomas W.ssrn.com/sol3/papers.cfm?abstract_id |last2=1381502Laubacher |first2=Robert |last3=Dellarocas |first3=Chrysanthos |date=February 3, 2009 |title=Harnessing Crowds: Mapping the Genome of Collective Intelligence |authorurl=Malone, Thomas Whttps://papers.; Robert Laubacher, and Chrysanthos Dellarocasssrn.com/sol3/papers.cfm?abstract_id=1381502 |datejournal=February 3, 2009 |doi=10.2139/ssrn.1381502 |hdls2cid=1721.1/66259110848079 |ssrn=1381502 |s2cid=110848079 |access-date=12 May 2022 |hdl-access=free |hdl=1721.1/66259}}</ref><ref>{{cite web |url=https://mitpress.mit.edu/sites/default/files/titles/content/ecal2015/ch117.html |title=Human Swarms, a real-time method for collective intelligence |access-date=October 12, 2015 |archive-url=https://web.archive.org/web/20151027132802/https://mitpress.mit.edu/sites/default/files/titles/content/ecal2015/ch117.html |archive-date=October 27, 2015 |url-status=dead |df=mdy-all }}</ref><ref>{{Cite web |url=http://news.discovery.com/human/life/swarms-of-humans-power-a-i-platform-150603.htm |title=Swarms of Humans Power A.I. Platform : Discovery News |access-date=June 21, 2015 |archive-date=June 21, 2015 |archive-url=https://web.archive.org/web/20150621165834/http://news.discovery.com/human/life/swarms-of-humans-power-a-i-platform-150603.htm |url-status=dead }}</ref>
* (NHC) Natural Human Computation involves leveraging existing human behavior to extract computationally significant work without disturbing that behavior.<ref>[https://arxiv.org/abs/1306.6376 Estrada, Daniel, and Jonathan Lawhead, "Gaming the Attention Economy" in ''The Springer Handbook of Human Computation'', Pietro Michelucci (ed.), (Springer, 2014)]</ref> NHC is distinguished from other forms of human-based computation in that rather than involving outsourcing computational work to human activity by asking humans to perform novel computational tasks, it involves taking advantage of previously unnoticed computational significance in existing behavior.
 
Line 55 ⟶ 54:
* Direct monetary compensation (e.g. in [[Amazon Mechanical Turk]], [[ChaCha (search engine)|ChaCha]] Search guide, [[Mahalo.com]] Answers members)
* Opportunity to participate in the global information economy<ref>{{cite journal | date=2014 |title=No Really, (Crowd) Work is the Silver Bullet |journal=Procedia Engineering |volume=78 |issue=2014 |pages=224–228 |doi=10.1016/j.proeng.2014.07.060 |last1=Schriner |first1=Andrew |last2=Oerther |first2=Daniel |doi-access=free}}</ref>
* Desire to diversify their activity (e.g. "people aren't asked in their daily lives to be creative"<ref>[https://www.wired.com/techbiz/media/news/2007/07/crowd_captain (Q&A) Your Assignment: Art]</ref> )
* Esthetic satisfaction
* Curiosity, desire to test if it works
Line 64 ⟶ 63:
* Desire to share a user innovation to see if someone else can improve on it
* Desire to [[game the system]] and influence the final result
* Enjoyment
* Fun
* Increasing online reputation/recognition
 
Many projects had explored various combinations of these incentives. See more information about motivation of participants in these projects in Kosorukoff,<ref>{{cite web |url=http://research.3form.com/alex/pub/classtre.pdf |title=Social classification structures. Optimal decision making in an organization |author=Kosorukoff, Alexander |access-date=12 May 2022 |archive-url=https://web.archive.org/web/20110707063544/http://research.3form.com/alex/pub/classtre.pdf |archive-date=7 July 2011 |url-status=dead}}</ref> and Von Hippel.<ref>{{cite web |url=http://web.mit.edu/evhippel/www/democ1.htm |title=Democratizing Innovation |author=Von Hippel, Eric |access-date=12 May 2022}}</ref><ref name="j625">{{cite book |last=von Hippel |first=Eric |url=https://books.google.com/books?id=BvCvxqxYAuAC |title=Democratizing Innovation |publisher=[[MIT Press]] |year=2005 |isbn=978-0-262-00274-5 |series=Book collections on Project MUSE |page= |access-date=17 June 2024}}</ref>
 
==Human-based computation as a form of social organization==
 
Viewed as a form of social organization, human-based computation often surprisingly turns out to be more robust and productive than traditional organizations.<ref>{{cite web |author=Kosorukoff |first1=Alexander |last2=Goldberg |first2=David |date=2002 |title=Evolutionary Computation as a Form of Organization |url=http://research.3form.com/alex/pub/gecco-2002-18.pdf |title=Evolutionary Computation as a Form of Organization |author=Kosorukoff, Alexander, and David Goldberg |date=2002 |accessurl-datestatus=12 May 2022dead |archive-url=https://web.archive.org/web/20110707063732/http://research.3form.com/alex/pub/gecco-2002-18.pdf |archive-date=7 July 2011 |urlaccess-statusdate=dead12 May 2022}}</ref> The latter depend on obligations to maintain their more or less fixed structure, be functional and stable. Each of them is similar to a carefully designed mechanism with humans as its parts. However, this limits the freedom of their human employees and subjects them to various kinds of stresses. Most people, unlike mechanical parts, find it difficult to adapt to some fixed roles that best fit the organization. Evolutionary human-computation projects offer a natural solution to this problem. They adapt organizational structure to human spontaneity, accommodate human mistakes and creativity, and utilize both in a constructive way. This leaves their participants free from obligations without endangering the functionality of the whole, making people happier. There are still some challenging research problems that need to be solved before we can realize the full potential of this idea.
 
The algorithmic outsourcing techniques used in human-based computation are much more scalable than the manual or automated techniques used to manage outsourcing traditionally. It is this scalability that allows to easily distribute the effort among thousands (or more) of participants. It was suggested recently that this mass outsourcing is sufficiently different from traditional small-scale outsourcing to merit a new name: [[crowdsourcing]].<ref>{{cite magazine |url=https://www.wired.com/2006/06/crowds/ |title=The Rise of Crowdsourcing |author=Howe, Jeff |magazine=Wired |date=June 2006|access-date=12 May 2022}}</ref> However, others have argued that crowdsourcing ought to be distinguished from true human-based computation.<ref>{{cite book |url=https://www.springer.com/gp/book/9781461488057 |title=Handbook of Human Computation |author=Michelucci, Pietro |access-date=12 May 2022}}</ref> Crowdsourcing does indeed involve the distribution of computation tasks across a number of human agents, but Michelucci argues that this is not sufficient for it to be considered human computation. Human computation requires not just that a task be distributed across different agents, but also that the set of agents across which the task is distributed be ''mixed:'' some of them must be humans, but others must be traditional computers. It is this mixture of different types of agents in a computational system that gives human-based computation its distinctive character. Some instances of crowdsourcing do indeed meet this criterion, but not all of them do.
 
Human Computation organizes workers through a task market with APIs, task prices, and software-as-a-service protocols that allow employers / requesters to receive data produced by workers directly in to IT systems. As a result, many employers attempt to manage worker automatically through algorithms rather than responding to workers on a case-by-case basis or addressing their concerns. Responding to workers is difficult to scale to the employment levels enabled by human computation microwork platforms.<ref name="mw-cw">{{cite journal | last1 = Irani | first1 = Lilly|author1-link=Lilly Irani | year = 2015 | title = The Cultural Work of Microwork | journal = New Media & Society | volume = 17 | issue = 5 | pages = 720–739 | doi = 10.1177/1461444813511926| s2cid = 377594 }}</ref> Workers in the system Mechanical Turk, for example, have reported that human computation employers can be unresponsive to their concerns and needs<ref name="to-acm">{{cite book | last1= Irani|first1=Lilly|last2 = Silberman | first2 = Six |title=Proceedings of the SIGCHI Conference on Human Factors in Computing Systems |chapter=Turkopticon | year=2013|series=Chi '13|pages=611–620|chapter-url=http://dl.acm.org/citation.cfm?id=2470742|doi=10.1145/2470654.2470742|isbn=9781450318990|s2cid=207203679|url=https://escholarship.org/uc/item/10c125z3 }}</ref>
 
==Applications==
 
{{Further|List of crowdsourcing projects}}
 
Human assistance can be helpful in solving any [[AI-complete]] problem, which by definition is a task which is infeasible for computers to do but feasible for humans. Specific practical applications include:
Line 89 ⟶ 90:
** [[Zooniverse (citizen science project)]]
** [[Berkeley Open System for Skill Aggregation]], by analogy with the [[distributed computing]] project [[Berkeley Open Infrastructure for Network Computing]]
 
{{Further|List of crowdsourcing projects}}
 
==Criticism==
Line 107 ⟶ 106:
* [[Human computer]]
* [[Human Computer Information Retrieval]]
* [[Simulated reality]]
* [[Social software]]
* [[Social computing]]