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Putting Humans in the Loop:
Human Computation for Natural
  Resources Management
  New Developments in IT & Water
       Amsterdam, Nov 5 2012
             Piero Fraternali
       Politecnico di Milano, Italy
        piero.fraternali@polimi.it
Outline
• Human Computation
  – Origins
  – Forms
     •   Crowdsourcing
     •   Games with a purpose
     •   Solution space exploration
     •   Social Mobilization
     •   Examples in Natural Resource & Water Management
  – Open Issues
  – Research Projects
  – Conclusions and outlook
Human Computation: a definition
• According to Von Ahn
• Combine humans and computers to solve large-scale problems
  that neither can solve alone taking advantage of the human
  cycles


• According to Wikipedia:
• Human-based computation is a computer science technique in
  which a computational process performs its function by
  outsourcing certain steps to humans. This approach uses
  differences in abilities and alternative costs between humans and
  computer agents to achieve symbiotic human-computer
  interaction.
Early example: CAPTCHA
• Stands for “Completely Automated Public
  Turing test to tell Computers and Humans
  Apart”
• Luis von Ahn et al. coined the term in 2000
• A Program that can tell
  whether a user is a human
  or a computer
• Humans and machines
  have complementary
  skills
4
The disciplines of HC
Forms of HC: crowdsourcing
• Crowdsourcing is a distributed model that
  assigns tasks traditionally undertaken by
  employees or contractors to an undefined
  crowd


  – Split the task into micro-tasks
  – Assign them to performers in the crowd
  – Collect partial results into the final one
Paid Crowdsourcing: Amazon Mechanical Turk
Forms of HC: GWAPS
• Games with a Purpose (GWAPs)
  – Exploiting the billions of hours that people spend
    online playing with computer games to solve complex
    problems that involve human intelligence
    [vA06,LvA09].
  – Useful tasks are embedded in a playful experience
    where human judgment is exploited consciously or
    unconsciously
Types of Games
    [Luis von Ahn and Laura Dabbish, CACM 2008]


Three generic game structures

• Output agreement:
  – Type same output
• Input agreement:
  – Decide if having same input
• Inversion problem:
  – P1 generates output from input
  – P2 looks at P1-output and guesses P1-input
Output Agreement: ESP Game
• Players look at common input
• Need to agree on output
Input Agreement: TagATune
• Sometimes difficult to type identical output
  (e.g., “describe this song”)
• Show same or different input, let users
  describe, ask players if they have same
  input
Inversion Problem: Peekaboom
•   Non-symmetric players
•   Input: Image with word
•   Player 1 slowly reveals pic
•   Player 2 tries to guess word
Sketchness
• Puzzle Game, Guess and
  Draw (Pictionary,
  iSketch…)
• Players take turns
  drawing the shapes of
  objects inside an image
  to make the other players
  guess the object
• Two roles: Sketcher &
  Guesser
• Objectives: Object
  detection, garment
  segmentation and tagging
Forms of HC: space exploration
• Combinatorial problems with
  intractable solutions spaces, in
  which humans can help the
  heuristic core in pruning
    – Protein folding: Proteins fold
      from long chains into small
      balls, each in a very specific
      shape
    – Shape is the lower-energy
      setting, which the most stable
    – Fold shape is very important
      to understand interactions with
      out molecules
    – Extremely expensive
      computationally! (too many
      degrees of freedom)
• A Mason-Pfizer monkey virus
  retroviral protease was
  modeled by FoldIT gamers in
  just three weeks
Forms of HC: social mobilization
• Social Mobilization
  – Problems with time constraints, where the
    efficiency of task spreading and of solution
    finding is essential
  – An example of the problem and of the
    techniques employed to face it is the Darpa
    Network Challenge [PRP+10]
  – The solution comes from the
    nature of the reward
    mechanism and social
    ties of humans
HC & Natural Resource
                Management
• Objectives
   –   Collect and validate data
   –   Extract information from data
   –   Involve people in resource usage planning and management
   –   Change people’s behavior
• Approaches
   – Passive: mine information from existing user’s activity traces
   – Active: engage people in ad hoc tasks
• Ultimate goals
   – Obtain “better data” for predictive models, planning and
     management tool: more accurate, at finer time/space resolution,
     in real time …
   – Take “better decisions”: more participative, less conflicting,
     capable of promoting social change
Monitoring waterways: CreekWatch
• Problem: obtain simple yet useful parameters on water shed
  conditions in a vast territory at low cost
• Solution: geo localized mobile+Web application
   – Developed at IBM Research Almaden, 4000+ users, 25 countries
   – The city of San Jose, CA, uses it to prioritize pollution cleanup efforts
• Collected data are found to have good quality
Predicting population dynamics
            with twitter data
• Problem: obtaining impact of population on territory at high temporal
  resolution
• Can be used to detect events, estimate water consumption bursts,
  waste production, etc
• Solution: using low cost geo-localized data sources (e.g., tweets)
  together with structured and high cost sources (e.g., mobile phone
  traces)



                       http://www.streamreasoning.org/demos/london2012
Predicting snow level with Flickr
              images
• Problem: predicting the incidence of natural
  phenomena using user generated content
• Solution: using Flickr photos tagged with “snow”
  to estimate snow fall (precision 100% with 7
  snow photos)
  – H Zhang, M Korayem, DJ Crandall, G LeBuhn: Mining
    photo-sharing websites to study ecological
    phenomena. WWW 2012
Using social deliberation tools for
        partipatory planning
• Problem: letting a large
  crowd of citizens propose
  solutions or deliberate on
  proposals about public
  goods
• Solution: large scale
  deliberation and idea
  management tools
   – IdeaScale.com,
     MIT’s Deliberatorium
     …
Open problems
• Humans, like machines, can make errors
  – Cognitive bias, fatigue
• Unlike machines humans can cheat
  – Classification of attacks
  – Spammer detection
• Quality of output improvement techniques are in
  use
     • Voting schemes
     • Workers quality modeling and vote weighing (requires ground
       truth or machine learning models and iterative / selective
       labeling of data)
     • Micro-flows, worker’s pre-task testing
     • Task to worker assignment, active learning
Example of ongoing projects

      Politecnico di Milano
The CrowdSearcher crowd
 engagement framework
Human task design:
Tips on workplaces from friends
Human task execution with
  Facebook & Doodle
27

                CUbRIK Project
• FP7 Integrating Project
• Goals:
  – Advance the architecture
    of multimedia search
  – Exploit the human
    contribution in
    multimedia search
  – Use open-source
    components provided by
    the community
  – Start up a search
    business ecosystem
• http://www.cubrikproject.eu/
28
Multimedia processing with crowd

        Detecting logo images in videos
29

     Experimental evaluation

• Three experimental settings:
 –No human intervention
 –Logo validation performed by domain experts
 –Non-expert crowd on FaceBook
• Experiment size
 –40 people involved
 –50 task instances generated
 –70 collected answers
30

                   Experimental evaluation

          1

         0.9

         0.8
                                    Crowd
         0.7
                                                                             Experts
         0.6
                                                                          Experts
Recall




                                      Experts
         0.5                                                                                     Aleve
         0.4                    Crowd                                                            Chunky
         0.3
                        No Crowd                                                                 Shout
         0.2                                      Crowd             No Crowd
         0.1

          0        No Crowd
               0      0.1     0.2     0.3   0.4      0.5      0.6   0.7      0.8       0.9   1

                                                  Precision
31

                   Experimental evaluation

          1

         0.9

         0.8                                               Precision decreases
                                    Crowd
         0.7
                                                                          Experts
         0.6                                               Reasons for the wrong inclusion
                                                                  Experts
Recall




                                      Experts              • Geographical location of the users
         0.5                                                                             Aleve
                                                           • Expertise of the involved users
         0.4                    Crowd                                                         Chunky
         0.3
                        No Crowd                                                              Shout
         0.2                                      Crowd             No Crowd
         0.1

          0        No Crowd
               0      0.1     0.2     0.3   0.4      0.5      0.6   0.7   0.8       0.9   1

                                                  Precision
32

                   Experimental evaluation

          1
                                                                    Precision decreases
                                                                    • Similarity between two
         0.9
                                                                       logos in the data set
         0.8
                                    Crowd
         0.7
                                                                             Experts
         0.6
                                                                          Experts
Recall




                                      Experts
         0.5                                                                                     Aleve
         0.4                    Crowd                                                            Chunky
         0.3
                        No Crowd                                                                 Shout
         0.2                                      Crowd             No Crowd
         0.1

          0        No Crowd
               0      0.1     0.2     0.3   0.4      0.5      0.6   0.7      0.8       0.9   1

                                                  Precision
33

    Future directions & outlook
• Find problems where crowd support can be
  useful, e.g.,
  – Urban water demand prediction: smarter meters are
    costly and not deployed. Household data can be used
    to build models
• Design crowd interaction
  – Non only IT: engagement, incentives, ethical and
    legal issues
• Collect and clean-up data
• Integrate crowd model and data with (e.g.,
  water) system models
• Check validity
References
• Managing Crowdsourced Human Computation, Panos
  Ipeirotis, New York University Praveen
  Paritosh, Google
• [LvA09] Edith Law and Luis von Ahn. Input-agreement:
  a new mechanism for collecting data using human
  computation games. In Proc. CHI 2009, 2009.
• [vA06] Luis von Ahn. Games with a purpose.
  Computer, 39:92{94, 2006.
• [vAMM+08] Luis von Ahn, Ben Maurer, Colin
  McMillen, David Abraham, and Manuel Blum.
  recaptcha: Human-based character recognition via
  web security measures.
  Science, 321(5895):1465~1468, 2008.[
References
• Galen Pickard, Iyad Rahwan, Wei Pan, Manuel Cebrian, Riley
  Crane, Anmol Madan, and Alex Pentland. Time critical social
  mobilization: The darpa network challenge winning strategy. CoRR,
  abs/1008.3172, 2010.
• Trant J., Exploring the potential for social tagging and folksonomy in
  art museums: proof of concept. New Rev. Hypermed. Multimed.
  12(1), 83–105
• Firas Khatib et al, Crystal structure of a monomeric retroviral
  protease solved by protein folding game players, NATURE, 2011
• S. Kim, C. Robson, T. Zimmerman, J. Pierce, and E. M. Haber.
  Creek watch: pairing usefulness and usability for successful citizen
  science. In Proceedings of the 29th Int Conf on Human Factors in
  Computing Systems, pages 2125–2134, New York, NY, 2011.

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Human and social computation

  • 1. Putting Humans in the Loop: Human Computation for Natural Resources Management New Developments in IT & Water Amsterdam, Nov 5 2012 Piero Fraternali Politecnico di Milano, Italy piero.fraternali@polimi.it
  • 2. Outline • Human Computation – Origins – Forms • Crowdsourcing • Games with a purpose • Solution space exploration • Social Mobilization • Examples in Natural Resource & Water Management – Open Issues – Research Projects – Conclusions and outlook
  • 3. Human Computation: a definition • According to Von Ahn • Combine humans and computers to solve large-scale problems that neither can solve alone taking advantage of the human cycles • According to Wikipedia: • Human-based computation is a computer science technique in which a computational process performs its function by outsourcing certain steps to humans. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human-computer interaction.
  • 4. Early example: CAPTCHA • Stands for “Completely Automated Public Turing test to tell Computers and Humans Apart” • Luis von Ahn et al. coined the term in 2000 • A Program that can tell whether a user is a human or a computer • Humans and machines have complementary skills 4
  • 6. Forms of HC: crowdsourcing • Crowdsourcing is a distributed model that assigns tasks traditionally undertaken by employees or contractors to an undefined crowd – Split the task into micro-tasks – Assign them to performers in the crowd – Collect partial results into the final one
  • 7. Paid Crowdsourcing: Amazon Mechanical Turk
  • 8.
  • 9. Forms of HC: GWAPS • Games with a Purpose (GWAPs) – Exploiting the billions of hours that people spend online playing with computer games to solve complex problems that involve human intelligence [vA06,LvA09]. – Useful tasks are embedded in a playful experience where human judgment is exploited consciously or unconsciously
  • 10. Types of Games [Luis von Ahn and Laura Dabbish, CACM 2008] Three generic game structures • Output agreement: – Type same output • Input agreement: – Decide if having same input • Inversion problem: – P1 generates output from input – P2 looks at P1-output and guesses P1-input
  • 11. Output Agreement: ESP Game • Players look at common input • Need to agree on output
  • 12. Input Agreement: TagATune • Sometimes difficult to type identical output (e.g., “describe this song”) • Show same or different input, let users describe, ask players if they have same input
  • 13. Inversion Problem: Peekaboom • Non-symmetric players • Input: Image with word • Player 1 slowly reveals pic • Player 2 tries to guess word
  • 14. Sketchness • Puzzle Game, Guess and Draw (Pictionary, iSketch…) • Players take turns drawing the shapes of objects inside an image to make the other players guess the object • Two roles: Sketcher & Guesser • Objectives: Object detection, garment segmentation and tagging
  • 15. Forms of HC: space exploration • Combinatorial problems with intractable solutions spaces, in which humans can help the heuristic core in pruning – Protein folding: Proteins fold from long chains into small balls, each in a very specific shape – Shape is the lower-energy setting, which the most stable – Fold shape is very important to understand interactions with out molecules – Extremely expensive computationally! (too many degrees of freedom) • A Mason-Pfizer monkey virus retroviral protease was modeled by FoldIT gamers in just three weeks
  • 16. Forms of HC: social mobilization • Social Mobilization – Problems with time constraints, where the efficiency of task spreading and of solution finding is essential – An example of the problem and of the techniques employed to face it is the Darpa Network Challenge [PRP+10] – The solution comes from the nature of the reward mechanism and social ties of humans
  • 17. HC & Natural Resource Management • Objectives – Collect and validate data – Extract information from data – Involve people in resource usage planning and management – Change people’s behavior • Approaches – Passive: mine information from existing user’s activity traces – Active: engage people in ad hoc tasks • Ultimate goals – Obtain “better data” for predictive models, planning and management tool: more accurate, at finer time/space resolution, in real time … – Take “better decisions”: more participative, less conflicting, capable of promoting social change
  • 18. Monitoring waterways: CreekWatch • Problem: obtain simple yet useful parameters on water shed conditions in a vast territory at low cost • Solution: geo localized mobile+Web application – Developed at IBM Research Almaden, 4000+ users, 25 countries – The city of San Jose, CA, uses it to prioritize pollution cleanup efforts • Collected data are found to have good quality
  • 19. Predicting population dynamics with twitter data • Problem: obtaining impact of population on territory at high temporal resolution • Can be used to detect events, estimate water consumption bursts, waste production, etc • Solution: using low cost geo-localized data sources (e.g., tweets) together with structured and high cost sources (e.g., mobile phone traces) http://www.streamreasoning.org/demos/london2012
  • 20. Predicting snow level with Flickr images • Problem: predicting the incidence of natural phenomena using user generated content • Solution: using Flickr photos tagged with “snow” to estimate snow fall (precision 100% with 7 snow photos) – H Zhang, M Korayem, DJ Crandall, G LeBuhn: Mining photo-sharing websites to study ecological phenomena. WWW 2012
  • 21. Using social deliberation tools for partipatory planning • Problem: letting a large crowd of citizens propose solutions or deliberate on proposals about public goods • Solution: large scale deliberation and idea management tools – IdeaScale.com, MIT’s Deliberatorium …
  • 22. Open problems • Humans, like machines, can make errors – Cognitive bias, fatigue • Unlike machines humans can cheat – Classification of attacks – Spammer detection • Quality of output improvement techniques are in use • Voting schemes • Workers quality modeling and vote weighing (requires ground truth or machine learning models and iterative / selective labeling of data) • Micro-flows, worker’s pre-task testing • Task to worker assignment, active learning
  • 23. Example of ongoing projects Politecnico di Milano
  • 24. The CrowdSearcher crowd engagement framework
  • 25. Human task design: Tips on workplaces from friends
  • 26. Human task execution with Facebook & Doodle
  • 27. 27 CUbRIK Project • FP7 Integrating Project • Goals: – Advance the architecture of multimedia search – Exploit the human contribution in multimedia search – Use open-source components provided by the community – Start up a search business ecosystem • http://www.cubrikproject.eu/
  • 28. 28 Multimedia processing with crowd Detecting logo images in videos
  • 29. 29 Experimental evaluation • Three experimental settings: –No human intervention –Logo validation performed by domain experts –Non-expert crowd on FaceBook • Experiment size –40 people involved –50 task instances generated –70 collected answers
  • 30. 30 Experimental evaluation 1 0.9 0.8 Crowd 0.7 Experts 0.6 Experts Recall Experts 0.5 Aleve 0.4 Crowd Chunky 0.3 No Crowd Shout 0.2 Crowd No Crowd 0.1 0 No Crowd 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Precision
  • 31. 31 Experimental evaluation 1 0.9 0.8 Precision decreases Crowd 0.7 Experts 0.6 Reasons for the wrong inclusion Experts Recall Experts • Geographical location of the users 0.5 Aleve • Expertise of the involved users 0.4 Crowd Chunky 0.3 No Crowd Shout 0.2 Crowd No Crowd 0.1 0 No Crowd 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Precision
  • 32. 32 Experimental evaluation 1 Precision decreases • Similarity between two 0.9 logos in the data set 0.8 Crowd 0.7 Experts 0.6 Experts Recall Experts 0.5 Aleve 0.4 Crowd Chunky 0.3 No Crowd Shout 0.2 Crowd No Crowd 0.1 0 No Crowd 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Precision
  • 33. 33 Future directions & outlook • Find problems where crowd support can be useful, e.g., – Urban water demand prediction: smarter meters are costly and not deployed. Household data can be used to build models • Design crowd interaction – Non only IT: engagement, incentives, ethical and legal issues • Collect and clean-up data • Integrate crowd model and data with (e.g., water) system models • Check validity
  • 34. References • Managing Crowdsourced Human Computation, Panos Ipeirotis, New York University Praveen Paritosh, Google • [LvA09] Edith Law and Luis von Ahn. Input-agreement: a new mechanism for collecting data using human computation games. In Proc. CHI 2009, 2009. • [vA06] Luis von Ahn. Games with a purpose. Computer, 39:92{94, 2006. • [vAMM+08] Luis von Ahn, Ben Maurer, Colin McMillen, David Abraham, and Manuel Blum. recaptcha: Human-based character recognition via web security measures. Science, 321(5895):1465~1468, 2008.[
  • 35. References • Galen Pickard, Iyad Rahwan, Wei Pan, Manuel Cebrian, Riley Crane, Anmol Madan, and Alex Pentland. Time critical social mobilization: The darpa network challenge winning strategy. CoRR, abs/1008.3172, 2010. • Trant J., Exploring the potential for social tagging and folksonomy in art museums: proof of concept. New Rev. Hypermed. Multimed. 12(1), 83–105 • Firas Khatib et al, Crystal structure of a monomeric retroviral protease solved by protein folding game players, NATURE, 2011 • S. Kim, C. Robson, T. Zimmerman, J. Pierce, and E. M. Haber. Creek watch: pairing usefulness and usability for successful citizen science. In Proceedings of the 29th Int Conf on Human Factors in Computing Systems, pages 2125–2134, New York, NY, 2011.