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題名 目的性遊戲設計下具信賴驗證的行動景點資訊系統
A mobile GWAP design for POI information system with confidence verification作者 唐聖傑
Tang, Sheng Jie貢獻者 蔡子傑
Tsai, Tzu Chieh
唐聖傑
Tang, Sheng Jie關鍵詞 人智運算
目的性遊戲
景點資訊
Human Computation
Game with a Purpose
Point-of-Interest日期 2014 上傳時間 5-Jan-2015 11:22:28 (UTC+8) 摘要 人智運算是近年來熱門的研究領域之ㄧ,隨著科技快速的進步手機硬體之體積不斷減少,功能不斷增加情形下,手機已經成為人類日常生活不可或缺的要素。因此我們希望利用手機來幫助我們透過遊戲的方式來達到我們的目的。 在這篇論文中我們在基於目的性遊戲(Games with a Purpose)的設計概念,在手機上開發系統並且達到收集資訊的目的。此系統讓使用者們可以樂於分享景點的資訊,其他玩家也可以共同來驗證由玩家們所上傳的景點資訊;而我們的目的則是要產生出可以信任的景點資訊提供給玩家做參觀景點的參考。 然而如何選擇目前最適當的景點資訊分派給玩家做驗證,才能使系統快速產生可信任之資訊。為了探討這個議題,我們提出了三個不同的演算法來分派任務給玩家驗證。並且作了一系列的模擬實驗來證明,我們提出的演算法確實提升系統產生可信任資訊之效能。最後我們將系統實作於智慧型手機上(Android Phone),並驗證了其結果與模擬實驗是一致的。
Human Computation is one of the hottest research topics in recent years. At the same time, smart phones become indispensable with our daily life, due to advanced hardware technology. Therefore, to design a mobile game on smart phones to help us achieve the research purpose is our goal of this work. In this thesis, we adopt the approach of “Game with a Purpose “(GWAP) to collect the data that the system needs as users play a ”game”. The data here is Point-of-Interest (POI) information. Users share their POI information on the mobile system, and other players can verify it in order to come out with reliable POI information for further use. The research issue will be how to produce reliable information as quickly as possible, and also make sure the output is as correct as possible. The problem is how to assign appropriate information for a player to verify so as to improve the system performance. We proposed three different algorithms and went through a series of simulation experiments. The results showed that the Modify Lowest Disagree First and Highest Confidence Assignment (MLDF-HCA) algorithm performs best. We also implemented an Android App based on the algorithms. The real experiments did validate the simulation results.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] GWAP: http://www.gwap.com/gwap/ [4] 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. [5] E. Law and L. von Ahn. Input-agreement: A new mechanism for data collection using human computation games. In ACM CHI, 2009. [6] I. Celino , D. Cerizza , S. Contessa , M. Corubolo , D. Dell`Aglio , E. D. Valle and S. Fumeo "Urbanopoly¿¿¿A social and location-based game with a purpose to crowdsource yourUrban data", Proc. 4th Int. Conf. Soc. Comput., pp.910 -913 2012 [7] Google Maps. http://maps.google.com/ [8] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/ [9] M. Bell, S. Reeves, B. Brown, S. Sherwood, D. MacMillan, J. Ferguson, and M. 37 Chalmers. Eyespy: Supporting navigation through play. In ACM SIGCHI, 2009. [10] Ferguson, J., Bell, M., & Chalmers, M. (2010). Mutually reinforcing systems. In Proceedings of the acm sigkdd workshop on human computation (pp. 34–37). [11] 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. [12] 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. [13] 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 [14] T. C. Tsai, and T. R. Yang, “GWAP Design for a Mobile Geo-Tagging System with Confident Verification,” Proceedings of CSE, Dalian, China, pp. 302-307, 2011. 描述 碩士
國立政治大學
資訊科學學系
101753017
103資料來源 http://thesis.lib.nccu.edu.tw/record/#G1017530171 資料類型 thesis dc.contributor.advisor 蔡子傑 zh_TW dc.contributor.advisor Tsai, Tzu Chieh en_US dc.contributor.author (Authors) 唐聖傑 zh_TW dc.contributor.author (Authors) Tang, Sheng Jie en_US dc.creator (作者) 唐聖傑 zh_TW dc.creator (作者) Tang, Sheng Jie en_US dc.date (日期) 2014 en_US dc.date.accessioned 5-Jan-2015 11:22:28 (UTC+8) - dc.date.available 5-Jan-2015 11:22:28 (UTC+8) - dc.date.issued (上傳時間) 5-Jan-2015 11:22:28 (UTC+8) - dc.identifier (Other Identifiers) G1017530171 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/72555 - 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) 101753017 zh_TW dc.description (描述) 103 zh_TW dc.description.abstract (摘要) 人智運算是近年來熱門的研究領域之ㄧ,隨著科技快速的進步手機硬體之體積不斷減少,功能不斷增加情形下,手機已經成為人類日常生活不可或缺的要素。因此我們希望利用手機來幫助我們透過遊戲的方式來達到我們的目的。 在這篇論文中我們在基於目的性遊戲(Games with a Purpose)的設計概念,在手機上開發系統並且達到收集資訊的目的。此系統讓使用者們可以樂於分享景點的資訊,其他玩家也可以共同來驗證由玩家們所上傳的景點資訊;而我們的目的則是要產生出可以信任的景點資訊提供給玩家做參觀景點的參考。 然而如何選擇目前最適當的景點資訊分派給玩家做驗證,才能使系統快速產生可信任之資訊。為了探討這個議題,我們提出了三個不同的演算法來分派任務給玩家驗證。並且作了一系列的模擬實驗來證明,我們提出的演算法確實提升系統產生可信任資訊之效能。最後我們將系統實作於智慧型手機上(Android Phone),並驗證了其結果與模擬實驗是一致的。 zh_TW dc.description.abstract (摘要) Human Computation is one of the hottest research topics in recent years. At the same time, smart phones become indispensable with our daily life, due to advanced hardware technology. Therefore, to design a mobile game on smart phones to help us achieve the research purpose is our goal of this work. In this thesis, we adopt the approach of “Game with a Purpose “(GWAP) to collect the data that the system needs as users play a ”game”. The data here is Point-of-Interest (POI) information. Users share their POI information on the mobile system, and other players can verify it in order to come out with reliable POI information for further use. The research issue will be how to produce reliable information as quickly as possible, and also make sure the output is as correct as possible. The problem is how to assign appropriate information for a player to verify so as to improve the system performance. We proposed three different algorithms and went through a series of simulation experiments. The results showed that the Modify Lowest Disagree First and Highest Confidence Assignment (MLDF-HCA) algorithm performs best. We also implemented an Android App based on the algorithms. The real experiments did validate the simulation results. en_US dc.description.tableofcontents 摘要 iii Abstract iv 誌謝辭 v TABLE OF CONTENTS vi LIST OF TABLE viii LIST OF FIGURE ix CHAPTER 1 1 1.1 Background 1 1.1.1 Games with a Purpose (GWAP) 1 1.1.2 Increase Player Enjoyment 5 1.2 Motivation 6 1.3 Organization 7 CHAPTER 2 8 2.1 GWAP-based System 8 2.1.1 The Urbanopoly 8 2.1.2: Eyespy: Supporting Navigation through Play 10 2.2 Play GWAP with Strategies 12 CHAPTER 3 13 3.1 Game Description 13 3.2 Task assignment strategies 14 3.2.1 Confidence Index Calculate 14 CHAPTER 4 Simulation Results 33 4.1 Simulation Parameters 33 4.2 Simulation Results 34 4.2.1 Scenario 1 34 4.2.2 Scenario 2 38 CHAPTER 5 40 5.1 System Architecture 40 5.2 Experimental Setup 42 5.3 Experimental Results 46 CHAPTER 6 Conclusions and Future Work 48 Reference 49 zh_TW dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G1017530171 en_US dc.subject (關鍵詞) 人智運算 zh_TW dc.subject (關鍵詞) 目的性遊戲 zh_TW dc.subject (關鍵詞) 景點資訊 zh_TW dc.subject (關鍵詞) Human Computation en_US dc.subject (關鍵詞) Game with a Purpose en_US dc.subject (關鍵詞) Point-of-Interest en_US dc.title (題名) 目的性遊戲設計下具信賴驗證的行動景點資訊系統 zh_TW dc.title (題名) A mobile GWAP design for POI information system with confidence verification en_US dc.type (資料類型) thesis en dc.relation.reference (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] GWAP: http://www.gwap.com/gwap/ [4] 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. [5] E. Law and L. von Ahn. Input-agreement: A new mechanism for data collection using human computation games. In ACM CHI, 2009. [6] I. Celino , D. Cerizza , S. Contessa , M. Corubolo , D. Dell`Aglio , E. D. Valle and S. Fumeo "Urbanopoly¿¿¿A social and location-based game with a purpose to crowdsource yourUrban data", Proc. 4th Int. Conf. Soc. Comput., pp.910 -913 2012 [7] Google Maps. http://maps.google.com/ [8] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/ [9] M. Bell, S. Reeves, B. Brown, S. Sherwood, D. MacMillan, J. Ferguson, and M. 37 Chalmers. Eyespy: Supporting navigation through play. In ACM SIGCHI, 2009. [10] Ferguson, J., Bell, M., & Chalmers, M. (2010). Mutually reinforcing systems. In Proceedings of the acm sigkdd workshop on human computation (pp. 34–37). [11] 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. [12] 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. [13] 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 [14] T. C. Tsai, and T. R. Yang, “GWAP Design for a Mobile Geo-Tagging System with Confident Verification,” Proceedings of CSE, Dalian, China, pp. 302-307, 2011. zh_TW