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* (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 |url=https://www.cs.cmu.edu/~biglou/reCAPTCHA_Science.pdf |title=reCAPTCHA: Human-Based Character Recognition via Web Security Measures |author=von Ahn, Luis; Benjamin Maurer, Colin McMillen, David Abraham, and Manuel Blum |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 |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 |url=https://www.cs.cmu.edu/~biglou/Verbosity.pdf |title=Verbosity: A Game for Collecting Common-Sense Facts |author=von Ahn, Luis; Mihir Kedia, and Manuel Blum |access-date=12 May 2022}}</ref><ref>{{cite web |url=https://www.cs.cmu.edu/~biglou/Phetch.pdf |title=Improving Accessibility of the Web with a Computer Game |author=von Ahn, Luis; Shiri Ginosar, Mihir Kedia, Ruoran Liu, and Manuel Blum |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}}{{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 |url=http://sites.lsa.umich.edu/collectiveintelligence/wp-content/uploads/sites/176/2015/05/Rosenberg-CI-2015-Abstract.pdf |title=Human Swarms: a real-time paradigm for Collective intelligence |author=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 URL PDF |date=March 2022}}</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 |url=https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1381502 |title=Harnessing Crowds: Mapping the Genome of Collective Intelligence |author=Malone, Thomas W.; Robert Laubacher, and Chrysanthos Dellarocas |date=February 3, 2009 |doi=10.2139/ssrn.1381502 |hdl=1721.1/66259 |ssrn=1381502 |s2cid=110848079 |access-date=12 May 2022|hdl-access=free }}</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.
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