Crowdsourcing and Gamification with Applications to Computer Vision (IN0014, IN2107)
- For organizational requests please write an e-mail using this link. Please do not alter the predefined subject!
- It is crucial to participate in the introductory meeting.
- The list of topics will be announced soon!
Criteria for passing the seminar
- Attendance is mandatory: If you cannot attend one of the dates, you have to send a notification to me until 9:00 am at the latest (same day). Furthermore you have to provide evidence, e.g. an attestation, justifying that you were not able to come. If this criterion is not fulfilled, the course is graded as not passed.
- Presentation: Every student has to give a presentation on the chosen topic. The duration is 40 min. presentation + 10. min. "freestyle" + 10 min. discussion and feedback. Furthermore, please *bring your own device: You have to organize all the material which is necessary for conducting your presentation including notebook, VGA-adapter, laser pointer, etc.
- Freestyle part: During the freestyle part, students are encouraged to extend their presentation with a contribution that augments the presented topic in any kind of way. Such contributions include ideas, concepts, pieces of software, demos, etc.
- Discussion part: Active participation in the discussions is absolutely necessary for achieving a good grade.
- Presentation preview: Each student can discuss his or her presentation one week before the actual presentation. Slots for obtaining feedback are Thursday 1:00pm - 1:45pm and 1:45pm - 2:30pm .
Guidelines for the Presentation
- Please use the official TUM Power Point template in standard format which can be obtained from here!
- Do not forget to include references in your presentation!
- Avoid cluttered slides with a lot of text. Not everything that you want to say should be written on the slides, or vice versa, your talk should provide more information than just the content of the slides.
- The provided material is only a seed point for your presentation. We will always prefer an interesting and vivid presentation which brings up novel insights over a boring one which just copies the content of the provided material. If you find additional material which you regard as a good extension of the topic, please feel free to adjust your presentation accordingly. Of course, these changes have to be approved by us!
- Send us both the final version (both as .pptx and as .pdf) of your talk at least one hour in advance of your presentation.
- You are cordially invited to make your presentation more interesting by including handouts, games (either digital or analog ones), videos, etc.
Crowdsourcing has gained a considerable interest during the last decade, mainly facilitated by a drastic increase in
available computing power as well as the increasing availability of digital communication such as the internet or mobile communication in general. Inspired by the term outsourcing, crowdsourcing refers to the process of the outsourcing of a specified task to a group of people (the crowd) performing the this task on a (mostly) voluntary basis. Amazon for instance, as one of the largest service providers in this area, refers with its mechanical Turk platform to the fulfillment of so-called human intelligence tasks (HITs), where crowd-users receive provisions for each fulfilled HIT. Recently, there have been the first attempts to use crowdsourcing also in the area of computer vision and pattern recognition.
In order to provide an additional incentive or even avoid paying clickworkers, the concept of gamification, i.e., the usage of games or game elements in non-game contexts, has been exploited a lot in this domain. This particular form of crowdsourcing is called playsourcing. Playsourcing refers to the usage of games with high numbers
of players - such as online and smartphone games - for solving real world problems. Probably the most popular examples for the application of playsourcing to scientific problems so far are the games "FoldIt", "nanocrafter", and "play to cure". Recently, there have been the first attempts to use crowdsourcing also in the area of computer vision and pattern recognition.
In this seminar we will discuss several principles as well as application examples of gamification in the context of crowdsourcing - with a particular focus on computer vision.
Due to three students dropping out we might switch to this schedule which is still tentative. I will inform you about this topic in a separate e-mail.
Luis Von Ahn and Laura Dabbish. Designing games with a purpose. Communications of the ACM 51.8 (2008): 58-67.
Catherine Wah. Crowdsourcing and Its Applications in Computer Vision. technical report (2011).
(3) Gabe Zichermann and Christopher Cunningham. Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly (2011).
Greg Little, Lydia B. Chilton, Max Goldman, Robert C. Miller. TurKit?
: Human Computation Algorithms on Mechanical Turk. Proceedings of the 23nd annual ACM symposium on User interface software and technology (2010).
Richard Souvenir et al. Gamesourcing to acquire labeled human pose estimation data. Computer Vision and Pattern Recognition Workshops (CVPRW), 2012 IEEE Computer Society Conference on , vol., no., pp.1-6, 16-21 June 2012.
Michael Wilber, Sam Kwak, Serge Belongie. Cost-Effective HITs for Relative Similarity Comparisons. Workshop on Computer Vision and Human Computation at CVPR (2014).
Carl Vondrick, Hamed Pirsiavash, Aude Oliva, Antonio Torralba. Acquiring Visual Classfiers from Human Imagination. Workshop on Computer Vision and Human Computation at CVPR (2014).
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(9) Lafourcade, Mathieu , and Joubert, Alain and Le Brun, Nathalie. Games with a Purpose (Gwaps). Wiley (2015)
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Ferran Cabezas, Axel Carlier, Amaia Salvador, Xavier Giró-i-Nieto, Vincent Charvillat. Quality Control in Crowdsourced Object Segmentation. Preprint (2015).
Play to cure: Genes in space
Ejaz Ahmed, Subhransu Maji, Gregory Shakhnarovich, Larry Davis. Using Human Knowledge to Judge Part Goodness: Interactive Part Selection. Workshop on Computer Vision and Human Computation at CVPR (2014).
Catherine Wah, Grant Van Horn, Steven Branson, Subhransu Maji, Pietro Perona, Serge Belongie. Similarity Comparisons for Interactive Fine-Grained Categorization. Workshop on Computer Vision and Human Computation at CVPR (2014).
Emmanouil Giannisakis, Henrik Hautop Lund. Combining playware exergaming with a mobile fitness app. Journal of Robotics, Networks and Artificial Life (2015)
Mateusz Malinowski, Marcus Rohrbach, Mario Fritz. Ask Your Neurons: A Neural-based Approach to Answering Questions about Images. ICCV (2015)
Rob Tieben, Janienke Sturm, Tilde Bekker, Ben Schouten.
Playful persuasion : designing for ambient playful interactions in public spaces. Journal of Ambient Intelligence and Smart Environments (2014)
Ashwinkumar Badanidiyuru, Robert Kleinberg, Aleksandrs Slivkins. Bandits with Knapsacks: Dynamic procurement for crowdsourcing. The 3rd Workshop on Social Computing and User Generated Content, NIPS (2013)
Tilde Bekker, Ben Schouten, Mark de Graaf. Designing interactive tangible games for diverse forms of play. In M.C. Angelides (Ed.), Handbook of digital games (2014)
Nicole Immorlica, Greg Stoddard, and Vasilis Syrgkanis. Social Status and the Design of Optimal Badges. The 3rd Workshop on Social Computing and User Generated Content, NIPS (2013)