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題名 藉由遊戲設計以產出具信賴驗證的行動地理標籤系統
GWAP design for a mobile geo-tagging system with confident verification
作者 楊泰榮
Yang, Tai Rong
貢獻者 蔡子傑
Tsai, Tzu Chieh
楊泰榮
Yang, Tai Rong
關鍵詞 人智運算
適地性服務
手機地理標記
Game with a purpose
Location-Based Service
Mobile Geo-Tagging System
日期 2009
上傳時間 8-十二月-2010 02:00:31 (UTC+8)
摘要 人智運算(Human Computation)是近年來最熱門的研究領域之一,而適地性服務(Location-based service)也因此衍生出許多研究議題。由於傳統上在搜集資訊時往往會浪費過多的人力資源,所以我們希望使用者藉由玩遊戲的方式背後完成我們想要的事情。在此篇論文中,我們利用GWAP(Games with a Purpose)的概念設計一套行動地理標籤系統,系統採用玩家分享自身附近景點資訊再透過其他玩家來到相同地點做驗證的方式,讓玩家在一邊玩遊戲的過程中搜集相關地理資訊,另一方面達到景點資訊是可信賴的目的。
      然而,對系統而言要如何選題給玩家驗證才能提升整體效能,為了解決這些問題,我們在選題策略上提出三種不同的任務分配演算法,再透過一連串的實驗模擬來證明我們所設計的系統確實能夠在選題上達到好的效能,最後我們考慮到現實生活中可能的情形後將此系統實作在智慧型手機上(Android Phone)。
Human Computation is popular recently and have become one of the hottest research topics, therefore Location-based service also drives a lot of issues. Due to collect information always cause too many manpower- wasted in tradition , so we hoped that the users to complete the things which we want by play game’s way .In this thesis, we based on the concept of ‘Games with a Purpose’(GWAP) to develop a mobile geospatial tagging system, system adopt player share self nearby scenic spots information and then through another players come the same place do the verification, allowing the player to play the game in the side of the process of collecting the relevant geographic information, on the other hand to achieve the purpose of scenic spots information is reliable.
     However, how to choose topics for player verification can effectively evaluate the system performance, to solve these problems we propose three different selection strategies on the task assignment algorithms, then through a series of simulation experiments designed to prove that our system can indeed achieve good performance on the topics, finally we take into account real life situations and implement in the smart phone (Android Phone).
參考文獻 [1] L. von Ahn. Games with a Purpose. IEEE Computer, 39(6):92–94, June 2006.
[2] L. von Ahn, and L. Dabbish. Designing games with a purpose. Communications of the ACM, 51(8):58–67, August 2008.
[3] M.-C. Yuen, L.-J. Chen, and I. King. A survey of human computation systems. In the 2009 International Conference on Computational Science and Engineering, 2009.
[4] E. Law and L. von Ahn. Input-agreement: A new mechanism for data collection using human computation games. In ACM CHI, 2009.
[5] GWAP: http://www.gwap.com/gwap/
[6] Google Maps. http://maps.google.com/
[7] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/
[8] Panoramio http://www.panoramio.com/
[9] S. Casey, B. Kirman, and D. Rowland. The gopher game: a social, mobile, locative game with user generated content and peer review. In International Conference on Advances in Computer Entertainment Technology, pages 9–16, 2007.
[10]M. Bell, S. Reeves, B. Brown, S. Sherwood, D. MacMillan, J. Ferguson, and M. Chalmers. Eyespy: Supporting navigation through play. In ACM SIGCHI, 2009.
[11]L. Grant, H. Daanen, S. Benford, A. Hampshire, A. Drozd, and C. Greenhalgh. MobiMissions: the game of missions for mobile phones. In ACM SIGGRAPH, 2007.
[12]Ling-Jyh Chen, Yu-Song Syu, Bo-Chun Wang, and Wang-Chien Lee. An Analytical Study of GWAP-based Geospatial Tagging Systems. IEEE International Conference on Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom`09), Washington D.C., USA, 2009.
[13]Ling-Jyh Chen, Bo-Chun Wang, and Kuan-Ta Chen. The Design of Puzzle Selection Strategies for GWAP Systems. Journal of Concurrency and Computation: Practice and Experience, John Wiley & Sons Ltd., volume 22, number 7, pp. 890-908, May, 2010.
[14]Ling-Jyh Chen, Bo-Chun Wang, and Wen-Yuan Zhu. The Design of Puzzle Selection Strategies for ESP-like GWAP Systems. IEEE Transactions on Computational Intelligence and AI in Games, volume 2, number 2, pp.120-130, June, 2010
[15]Shun-Ching Huang.A Study on Taiwan’s Consumer Confidence Index and Private Consumption Expenditure.
描述 碩士
國立政治大學
資訊科學學系
97753025
98
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0097753025
資料類型 thesis
DOI http://dx.doi.org/10.1109/CSE.2011.61
dc.contributor.advisor 蔡子傑zh_TW
dc.contributor.advisor Tsai, Tzu Chiehen_US
dc.contributor.author (作者) 楊泰榮zh_TW
dc.contributor.author (作者) Yang, Tai Rongen_US
dc.creator (作者) 楊泰榮zh_TW
dc.creator (作者) Yang, Tai Rongen_US
dc.date (日期) 2009en_US
dc.date.accessioned 8-十二月-2010 02:00:31 (UTC+8)-
dc.date.available 8-十二月-2010 02:00:31 (UTC+8)-
dc.date.issued (上傳時間) 8-十二月-2010 02:00:31 (UTC+8)-
dc.identifier (其他 識別碼) G0097753025en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/49166-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 資訊科學學系zh_TW
dc.description (描述) 97753025zh_TW
dc.description (描述) 98zh_TW
dc.description.abstract (摘要) 人智運算(Human Computation)是近年來最熱門的研究領域之一,而適地性服務(Location-based service)也因此衍生出許多研究議題。由於傳統上在搜集資訊時往往會浪費過多的人力資源,所以我們希望使用者藉由玩遊戲的方式背後完成我們想要的事情。在此篇論文中,我們利用GWAP(Games with a Purpose)的概念設計一套行動地理標籤系統,系統採用玩家分享自身附近景點資訊再透過其他玩家來到相同地點做驗證的方式,讓玩家在一邊玩遊戲的過程中搜集相關地理資訊,另一方面達到景點資訊是可信賴的目的。
      然而,對系統而言要如何選題給玩家驗證才能提升整體效能,為了解決這些問題,我們在選題策略上提出三種不同的任務分配演算法,再透過一連串的實驗模擬來證明我們所設計的系統確實能夠在選題上達到好的效能,最後我們考慮到現實生活中可能的情形後將此系統實作在智慧型手機上(Android Phone)。
zh_TW
dc.description.abstract (摘要) Human Computation is popular recently and have become one of the hottest research topics, therefore Location-based service also drives a lot of issues. Due to collect information always cause too many manpower- wasted in tradition , so we hoped that the users to complete the things which we want by play game’s way .In this thesis, we based on the concept of ‘Games with a Purpose’(GWAP) to develop a mobile geospatial tagging system, system adopt player share self nearby scenic spots information and then through another players come the same place do the verification, allowing the player to play the game in the side of the process of collecting the relevant geographic information, on the other hand to achieve the purpose of scenic spots information is reliable.
     However, how to choose topics for player verification can effectively evaluate the system performance, to solve these problems we propose three different selection strategies on the task assignment algorithms, then through a series of simulation experiments designed to prove that our system can indeed achieve good performance on the topics, finally we take into account real life situations and implement in the smart phone (Android Phone).
en_US
dc.description.tableofcontents 摘要 i
     Abstract ii
     Acknowledgements iv
     TABLE OF CONTENTS v
     LIST OF TABLE vii
     LIST OF FIGURE viii
     CHAPTER 1 1
     1.1 Background 1
     1.1.1 Games with a Purpose (GWAP) 1
     1.1.2 Mobile Geospatial tagging 4
     1.1.3 Online Human Computation V.S. Mobile Human Computation 4
     1.2 Motivation 5
     1.3 Organization 6
     CHAPTER 2 7
     2.1 GWAP-based Geospatial Tagging System 7
     2.1.1 The EyeSpy 7
     2.1.2: MobiMissions 9
     2.1.3 The Gopher Game 11
     2.2 Play GWAP with Strategies 13
     CHAPTER 3 15
     3.1 Game Description 15
     3.2 Task assignment strategies 16
     3.2.1 Confidence Index Calculate 16
     3.2.2 System Misjudgment 22
     CHAPTER 4 Simulation Results 24
     4.1 Simulation Setup 24
     4.2 Simulation Results 25
     4.2.1 Scenario 1 25
     4.2.2 Scenario 2 29
     CHAPTER 5 33
     5.1 System Architecture 33
     5.2 Experimental Setup 35
     5.3 Experimental Results 39
     CHAPTER 6 Conclusions and Future Work 41
     Reference 42
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0097753025en_US
dc.subject (關鍵詞) 人智運算zh_TW
dc.subject (關鍵詞) 適地性服務zh_TW
dc.subject (關鍵詞) 手機地理標記zh_TW
dc.subject (關鍵詞) Game with a purposeen_US
dc.subject (關鍵詞) Location-Based Serviceen_US
dc.subject (關鍵詞) Mobile Geo-Tagging Systemen_US
dc.title (題名) 藉由遊戲設計以產出具信賴驗證的行動地理標籤系統zh_TW
dc.title (題名) GWAP design for a mobile geo-tagging system with confident verificationen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) [1] L. von Ahn. Games with a Purpose. IEEE Computer, 39(6):92–94, June 2006.zh_TW
dc.relation.reference (參考文獻) [2] L. von Ahn, and L. Dabbish. Designing games with a purpose. Communications of the ACM, 51(8):58–67, August 2008.zh_TW
dc.relation.reference (參考文獻) [3] M.-C. Yuen, L.-J. Chen, and I. King. A survey of human computation systems. In the 2009 International Conference on Computational Science and Engineering, 2009.zh_TW
dc.relation.reference (參考文獻) [4] E. Law and L. von Ahn. Input-agreement: A new mechanism for data collection using human computation games. In ACM CHI, 2009.zh_TW
dc.relation.reference (參考文獻) [5] GWAP: http://www.gwap.com/gwap/zh_TW
dc.relation.reference (參考文獻) [6] Google Maps. http://maps.google.com/zh_TW
dc.relation.reference (參考文獻) [7] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/zh_TW
dc.relation.reference (參考文獻) [8] Panoramio http://www.panoramio.com/zh_TW
dc.relation.reference (參考文獻) [9] S. Casey, B. Kirman, and D. Rowland. The gopher game: a social, mobile, locative game with user generated content and peer review. In International Conference on Advances in Computer Entertainment Technology, pages 9–16, 2007.zh_TW
dc.relation.reference (參考文獻) [10]M. Bell, S. Reeves, B. Brown, S. Sherwood, D. MacMillan, J. Ferguson, and M. Chalmers. Eyespy: Supporting navigation through play. In ACM SIGCHI, 2009.zh_TW
dc.relation.reference (參考文獻) [11]L. Grant, H. Daanen, S. Benford, A. Hampshire, A. Drozd, and C. Greenhalgh. MobiMissions: the game of missions for mobile phones. In ACM SIGGRAPH, 2007.zh_TW
dc.relation.reference (參考文獻) [12]Ling-Jyh Chen, Yu-Song Syu, Bo-Chun Wang, and Wang-Chien Lee. An Analytical Study of GWAP-based Geospatial Tagging Systems. IEEE International Conference on Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom`09), Washington D.C., USA, 2009.zh_TW
dc.relation.reference (參考文獻) [13]Ling-Jyh Chen, Bo-Chun Wang, and Kuan-Ta Chen. The Design of Puzzle Selection Strategies for GWAP Systems. Journal of Concurrency and Computation: Practice and Experience, John Wiley & Sons Ltd., volume 22, number 7, pp. 890-908, May, 2010.zh_TW
dc.relation.reference (參考文獻) [14]Ling-Jyh Chen, Bo-Chun Wang, and Wen-Yuan Zhu. The Design of Puzzle Selection Strategies for ESP-like GWAP Systems. IEEE Transactions on Computational Intelligence and AI in Games, volume 2, number 2, pp.120-130, June, 2010zh_TW
dc.relation.reference (參考文獻) [15]Shun-Ching Huang.A Study on Taiwan’s Consumer Confidence Index and Private Consumption Expenditure.zh_TW
dc.identifier.doi (DOI) 10.1109/CSE.2011.61en_US
dc.doi.uri (DOI) http://dx.doi.org/10.1109/CSE.2011.61en_US