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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/9515
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor許永真
dc.contributor.authorLi-Hui Chenen
dc.contributor.author陳麗徽zh_TW
dc.date.accessioned2021-05-20T20:26:21Z-
dc.date.available2008-09-02
dc.date.available2021-05-20T20:26:21Z-
dc.date.copyright2008-09-02
dc.date.issued2008
dc.date.submitted2008-08-26
dc.identifier.citation[1] T. H. Chang, C. J. Ho, and J. Hsu. The photoslap game: Play to annotate. In Intelligent System Demonstration, Twenty-Second Conference on Artificial Intelligence (AAAI-07), Vancouver, British Columbia, July 2007. AAAI Press.
[2] C. Dellarocas. The digitization of word-of-mouth: Promise and challenges of online feedback mechanisms. In MIT Sloan Working Paper No. 4296-03, March 2003.
[3] C. J. Ho, T. H. Chang, and J. Hsu. Photoslap: A multi-player online game for semantic annotation. In Twenty-Second Conference on Artificial Intelligence (AAAI-07), Vancouver, British Columbia, July 2007. AAAI Press.
[4] T. H. Huang and J. Hsu. Beyond memories: Weaving photos into personal social networks. In G. Kaminka, D. Pynadath, and C. Geib, editors, Modeling Others from Observations: Papers from the 2006 AAAI Workshop, volume Technical Report WS-06-13, pages 29-36.
The AAAI Press, Menlo Park, California, 2006.
[5] D. B. Lenat. Cyc: a large-scale investment in knowledge infrastructure. Communications of the ACM, 38(11):33-38, 1995.
[6] D. B. Lenat, R. V. Guha, K. Pittman, D. Pratt, and M. Shepherd. Cyc: toward programs with common sense. Communications of the ACM, 33(8):30-49, 1990.
[7] H. Lieberman, D. Smith, and A. Teeters. Common consensus: a web-based game for collecting commonsense goals. In In Workshop on Common Sense for Intelligent Interfaces ACM International Conference on Intelligent User Interfaces (IUI 2007), Honolulu, Hawaii, January 28 2007.
[8] T. W. Malone. What makes things fun to learn? heuristics for designing instructional computer games. In SIGSMALL ’80: Proceedings of the 3rd ACM SIGSMALL Symposium and the First SIGPC Symposium on Small Systems, pages 162-169, New York, NY, USA, 1980. ACM.
[9] T. W. Malone. Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 Conference on Human Factors in Computing Systems, pages 63-68, New York, NY, USA, 1982. ACM.
[10] D. L. McGuinness, H. Zeng, P. Pinheiro da Silva, L. Ding, D. Narayanan, and M. Bhaowal. Investigations into trust for collaborative information repositories: A wikipedia case study. In Proceedings of the Workshop on Models of Trust for the Web, May 2006.
[11] P. Resnick, K. Kuwabara, R. Zeckhauser, and E. Friedman. Reputation systems. Communications of the ACM, 43(12):45-48, 2000.
[12] B. Thomas Adler and L. de Alfaro. A content-driven reputation system for the wikipedia. In Proceedings of the 16th International World Wide Web Conference(WWW2007), Banff, Alberta, Canada, May 2007.
[13] D. Turnbull, L. Barrington, and G. Lanckriet. A game-based approach for collecting semantic annotations of music. In Proceedings of the 8th International Conference on Music Information Retrieval, Vienna, Austria, 2007.
[14] L. von Ahn, M. Blum, N. Hopper, and J. Langford. Captcha: Using hard ai problems for security. In Proceedings of Eurocrypt, pages 294-311, 2003.
[15] L. von Ahn and L. Dabbish. Labeling images with a computer game. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2004), pages 319-326, New York, NY, USA, 2004. ACM.
[16] L. von Ahn, S. Ginosar, M. Kedia, R. Liu, and M. Blum. Improving accessibility of the web with a computer game. In CHI ’06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 79-82, New York, NY, USA, 2006. ACM Press.
[17] L. von Ahn, M. Kedia, and M. Blum. Verbosity: a game for collecting common-sense facts. In CHI ’06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 75-78, New York, NY, USA, 2006. ACM Press.
[18] L. von Ahn, R. Liu, and M. Blum. Peekaboom: a game for locating objects in images. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2006), pages 55-64, New York, NY, USA, 2006. ACM.
[19] H. Zeng, M. Alhossaini, L. Ding, R. Fikes, and D. L. McGuinness. Computing trust from revision history. In Proceedings of the 2006 International Conference on Privacy, Security and Trust, October 2006.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/9515-
dc.description.abstract儘管電腦科學已有了相當長遠的發展,還是存在著一些問題是人們可以輕易解決,但是電腦卻沒有辦法的,像是圖片辨識(image recognition)和圖片標註(image annotation)。而人力計算(human computation)是專門在研究這類問題的一個新的研究領域,本篇論文即是利用人力計算的方法,讓人們來幫助解決這些電腦沒有辦法有效解決的問題。
在這裡我們提出了一個兩人網路線上遊戲Image Hunter來幫助完成網路上建築地標圖片的標註(landmark image annotation)。除此之外,我們著重在分析遊戲中收集到的資料的品質分析。我們提出信任值估算(confidence evaluation)的方法取代了次數累積(times accumulation)的方法來評估資料收集的正確性。我們請來了28位受測者來進行實驗,實驗結果驗證了遊戲機制的合理性,以及信任值估算的方法可以有效地提升收集到的資料的正確性。
zh_TW
dc.description.abstractDespite impressive advancement in computer technology, there are still some problems that humans can solve efficiently but current computer programs can not. Image recognition and annotation are examples. Human computation is a new research area that focuses on this kind of problems. This thesis aims to explore the power of human computation and shows how humans could help solve problems that are hard for computers. We propose a two-player online human computation game, Image Hunter, to achieve the task of annotating for a collection of landmark images on the Internet. Moreover, we address on the quality analysis for the data collected by the game. We propose confidence evaluation instead of times accumulation to estimate the accuracy of the data. Experiments involving 28 players have been conducted. The preliminary results demonstrate that the game mechanism is reasonable and with confidence evaluation mechanism the accuracy improves effectively.en
dc.description.provenanceMade available in DSpace on 2021-05-20T20:26:21Z (GMT). No. of bitstreams: 1
ntu-97-R95922054-1.pdf: 664219 bytes, checksum: 0608a6f0c46cde2f454f5bd9015df128 (MD5)
Previous issue date: 2008
en
dc.description.tableofcontentsAcknowledgments iii
Abstract v
List of Figures xi
List of Tables xiii
Chapter 1 Introduction 1
1.1 Background 1
1.2 Research Objectives 2
1.3 Thesis Structure 3
Chapter 2 Related Work 5
2.1 Collaborative Information Repositories 5
2.2 Human Computation 6
2.2.1 The ESP Game and Peekaboom 7
2.2.2 Other Applications 8
2.3 Quality Analysis for Collaborative Information Repositories 9
Chapter 3 Semantic Annotation 11
3.1 Annotating Landmark Images on the Web with their Proper Names 12
3.2 Problem Definition 12
3.3 Proposed Solution 13
3.3.1 A Human Computation Game: ImageHunter 14
3.3.2 Confidence Evaluation 15
Chapter 4 Human Computation Game Design 17
4.1 Game Mechanism 17
4.1.1 Game Rules 18
4.1.2 Scoring Mechanism 18
4.2 General Design Principles of Games 21
Chapter 5 Confidence Evaluation 25
5.1 Rationality of ImageHunter 25
5.1.1 Candidate Images 26
5.1.2 Scoring Mechanism 27
5.2 Confidence Evaluation Mechanism 29
5.2.1 Confidence Measurment 30
Chapter 6 Experiment 35
6.1 Data Collection 35
6.2 Evaluation 36
6.2.1 Player’s Action 36
6.2.2 Confidence Measurement for Gaming Data 37
6.2.3 Performance among Different Mechanisms 38
Chapter 7 Conclusion 43
7.1 Summary of Contributions 43
7.2 Future Work 44
Bibliography 46
dc.language.isoen
dc.title具有生產力的遊戲正確率分析-以建築地標標註為例zh_TW
dc.titleAccuracy Analysis in Productivity Games: A Case Study on Landmark Annotationen
dc.typeThesis
dc.date.schoolyear96-2
dc.description.degree碩士
dc.contributor.oralexamcommittee徐宏民,許鈞南,李育杰
dc.subject.keywordHuman Computation Games,Productivity Games,Accuracy Analysis,Confidence,Confidence Evaluation,zh_TW
dc.subject.keyword人機協力演算法,具有生產力的遊戲,正確性分析,信任值,信任值估算,en
dc.relation.page48
dc.rights.note同意授權(全球公開)
dc.date.accepted2008-08-27
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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