Experiments using gamification, social incentives and contests in the context of paid microtask crowdsourcing, presentation at Data Science with Human in the Loop in Amsterdam, 09/2017
Benefits and struggles of Lean Game DevelopmentBitCake Studio
Our talk is about how to use Lean Development and apply it to Game Development.
BitCake Studio has been developing Project Tilt since before Steam ever had the Early Access program and we've gathered lots of know how on how to build a community from scratch and use them to help us build a better experience.
Portuguese version: http://pt.slideshare.net/BitCake/benefcios-e-dificuldades-da-metodologia-lean-aplicada-jogos-eletrnicos
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Analytics is more than "slap on the google analytics tag and we're done". Any good Digital project starts out with a good set of Goals & Objectives...but when was the last time that you measured the result of those goals & objectives? Lean Analytics is about integrating the analytics in the whole process...from the start. In a LEAN way
Competing for the inbox is tough. That's why, we're constantly evolving our process to challenge the perception of best practices. To move beyond what the experts say, you'll have to embrace the creative and the tech.
Is striving for best practices enough? If everyone is following best practices, isn't that average or the benchmark? Bulldog's own Chief Creative Officer, Brian Maschler, provides his suggestion on how to achieve above average results and shares some of Bulldog's key strategies to make your outbound efforts more effective and more relevant to your customer.
Benefits and struggles of Lean Game DevelopmentBitCake Studio
Our talk is about how to use Lean Development and apply it to Game Development.
BitCake Studio has been developing Project Tilt since before Steam ever had the Early Access program and we've gathered lots of know how on how to build a community from scratch and use them to help us build a better experience.
Portuguese version: http://pt.slideshare.net/BitCake/benefcios-e-dificuldades-da-metodologia-lean-aplicada-jogos-eletrnicos
Delivered at Casual Connect Europe 2016
Have you ever seen an amazing product become stagnant? A great game followed by rubbish sequels? Ever worked on something for 6+ months only to see "meh" reviews and poor metrics? Misunderstanding your customer is the shortest route to self-destruction, and it's becoming easier in a more mature market. Over the years, we've experienced amazing success and periods of crisis and self-reflection. I will share some techniques we've developed that help us maintain focus, stay in touch with the players and convert feedback into design and business decisions.
Analytics is more than "slap on the google analytics tag and we're done". Any good Digital project starts out with a good set of Goals & Objectives...but when was the last time that you measured the result of those goals & objectives? Lean Analytics is about integrating the analytics in the whole process...from the start. In a LEAN way
Competing for the inbox is tough. That's why, we're constantly evolving our process to challenge the perception of best practices. To move beyond what the experts say, you'll have to embrace the creative and the tech.
Is striving for best practices enough? If everyone is following best practices, isn't that average or the benchmark? Bulldog's own Chief Creative Officer, Brian Maschler, provides his suggestion on how to achieve above average results and shares some of Bulldog's key strategies to make your outbound efforts more effective and more relevant to your customer.
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
A quick & dirty intro to UX strategy & design. Some context, some fundamentals, some current & emerging trends, and some useful resources for the absolute beginner.
First delivered @ the NDRC Launchpad startup accelerator in Dublin, Ireland, 16/10/2014. (www.ndrc.ie)
Gamification is transforming the way businesses engage customers and motivate employees. By applying the same principles that inspire people to play games (achievements, status, and rewards) to websites and other online experiences, businesses can dramatically increase the size of their audience, boost engagement, and increase revenue.
This month, Kasey McCurdy, Director of Engineering at Bunchball, will discuss how game mechanics can engage your fans and users, increase customer loyalty and sales, and motivate employees and partners.
Bunchball is the industry leader in gamification and has provided solutions for customers like Warner Bros., Comcast, NBC Universal, ABC Television, Stella & Dot and LiveOps.
Kasey will cover the history of gamification, why it works and sometimes doesn’t, and how the combination of data, motivation, and gamification can strengthen loyalty. He’ll also discuss customer and employee engagement, how to motivate the unmotivated, and what the future of human motivation looks like.
Tcea 2014 Video Game Design for New TEKSMike Ploor
Presented by at TCEA 2014 conference. Details why video game design classes are important, simple software tools, integrated industry certifications and flipped classroom model.
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
Dominica argues the need for more creative tension in order to make incredible change and walks through how LeanKit built a case to fix architecture issues.
Seen differently, best practices are a race to an average. Maybe it's time to rethink your email strategy and challenge the status quo. Because, innovation happens when you try new things.
TalkingData is a Mobile App Marketplace company based in China that has the largest independent big data service platform. Our objective is to explore and analyze data provided by TalkingData based on our hypothesis about users’ demographic characteristics to provide useful insights to support the company’s decision-making in R&D and Branding purposes.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
Corporate Serious Games Are Changing The Rules Of Product DevelopmentTom Grant
For software developers, serious games provide new ways to gain insights into customers and make smarter decisions faster. In many respects, serious games complement Agile, Lean, and other process improvements. While serious games have general application in innovation, we are using software development as a starting point for understanding their potential.
MISY 3331 Advanced Database Concepts
Assignment 3
Dr. Sotirios Zygiaris
[email protected]
Room:F084, tel. ext 5471
10% of your final grade (Covers chapters 7,8,10,11)
1. In Exercise 2.6, related to sales forecasting, the following business requirements were set. A-Oil & Chemical is chemical company that plans to create a database to forecast sales.
· A salesperson is responsible for a lead to sales. Each lead consists of the responsible salesperson, the customer targeted, date occur, projected date, projected sale amount and possibility of the sale to occur.
· Each Salesperson is specified by : First name, last name, telephone, date of hire
· Each customer is specified by title, address, telephone
· Leads that became sales are marked as “s” for success. Leads that fail are marked as “F” for fail. Leads that not have a final outcome yet are marked as “I” for idle.
The following diagram reflects the design for the database.
Guidelines
1. Attend and participate in assignment labs
2, . For each of the questions above create a clear screen shot that will include the database name, the SQL command and the produced results. Make sure that you have tested the results for correctness
3. show your work to your professor and get green light allowing you to submit assignment 1. Instructor will sign the evaluation rubric allowing you to submit.
7. Submit report on line on BB and print the report and hand it to your instructor. For late submissions 2 marks off for late submission penalty applies.
Exercises (chapter 7-10)
1. Create a view VE1 that will customer_id, cust_title and the total amount for each customer.
2. You want the same group results as in 1 but only for customers with total amount more than 25,000 (HAVING). Can you do it with a consecutive view VE2 from VE1, if not why? If cannot do it as consecutive do it as new view VE3.
3. Create a view VV4 to list customer_id, amount, possibility, cust_title. Create a consecutive view from VV4, named High_Possibility, for leads with possibility >80. Create a consecutive view from VV4 called TX_CUST_LIST to list the same three attributes for only the Texas customers. Why you cannot do It?
4. Using the ROUND function create an SQL query that will COUNT LEADS in possibilities in 10S. Show only 10s with that counted more than three possibilities. Shorted by 10s.
5. Using the FLOOR function show create an SQL query that will COUNT LEADS in AMOUNTS IN EVERY 5000 but with only for leads with amount more than the average amount. Shorted by 5000s.
6. Write an SQL query that will display the customers as customer title in capital, underscore, City with first letter in Capital and the rest in lower characters, dot, state in capital,dot, and zip code inside brackets [], dot , telephone the first three character in parenthesis followed by a dash . Example:
NCR_Houston.TX.[55120].(345)-99345625
7. Write an SQL query that will lead list all leads with expected day 2000 days before today.
8. Us ...
Healthy Business Models? A Framework for Business Model Design and How it May...Joost Rietveld
Designing and operating a business model is a non-trivial task for any entrepreneurial firm. The choice of business model is important because (a) it is consequential for the organization of the firm and its production processes, and (b) because it impacts the revenue structure of the firm (e.g., volume, timing, and distribution). Furthermore, while a business model rarely provides a source of sustained competitive advantage, it can be a risk-mitigation tool and thus affect the firm’s chances for survival. A firm’s business model can be analyzed along two dimensions that look at how the firm transacts with external actors in the value system, and how it transacts with customers. Using these dimensions, a framework of four ideal type business models and how they affect a firm’s chances for survival is presented. Strategic implications for each business model ideal type are discussed and placed in a context where creative freedom and firm survival need to be balanced against profits and quick turnarounds. It is for these reasons that the framework is specifically relevant for project-based e-businesses such as video game developers, creative agencies, movie producers, and app creators. Illustrations of how the four business models apply to serious games in healthcare will be presented.
Presentation presented at the Sino-Dutch Serious Games in Healthcare Symposion 2015 (November, 23, 2015, Groningen, Netherlands)
UX 101: A quick & dirty introduction to user experience strategy & designMorgan McKeagney
A quick & dirty intro to UX strategy & design. Some context, some fundamentals, some current & emerging trends, and some useful resources for the absolute beginner.
First delivered @ the NDRC Launchpad startup accelerator in Dublin, Ireland, 16/10/2014. (www.ndrc.ie)
Gamification is transforming the way businesses engage customers and motivate employees. By applying the same principles that inspire people to play games (achievements, status, and rewards) to websites and other online experiences, businesses can dramatically increase the size of their audience, boost engagement, and increase revenue.
This month, Kasey McCurdy, Director of Engineering at Bunchball, will discuss how game mechanics can engage your fans and users, increase customer loyalty and sales, and motivate employees and partners.
Bunchball is the industry leader in gamification and has provided solutions for customers like Warner Bros., Comcast, NBC Universal, ABC Television, Stella & Dot and LiveOps.
Kasey will cover the history of gamification, why it works and sometimes doesn’t, and how the combination of data, motivation, and gamification can strengthen loyalty. He’ll also discuss customer and employee engagement, how to motivate the unmotivated, and what the future of human motivation looks like.
Tcea 2014 Video Game Design for New TEKSMike Ploor
Presented by at TCEA 2014 conference. Details why video game design classes are important, simple software tools, integrated industry certifications and flipped classroom model.
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
Dominica argues the need for more creative tension in order to make incredible change and walks through how LeanKit built a case to fix architecture issues.
Seen differently, best practices are a race to an average. Maybe it's time to rethink your email strategy and challenge the status quo. Because, innovation happens when you try new things.
TalkingData is a Mobile App Marketplace company based in China that has the largest independent big data service platform. Our objective is to explore and analyze data provided by TalkingData based on our hypothesis about users’ demographic characteristics to provide useful insights to support the company’s decision-making in R&D and Branding purposes.
GetHelp UI Interface and Interaction Design Case StudySu Yuen Chin
This is a case study I wrote as a handout to accompany a presentation I gave about User Interface and Interaction Design. The presentation slides are at http://www.slideshare.net/suyuen/get-help-ui-and-interaction-design-presentation
Corporate Serious Games Are Changing The Rules Of Product DevelopmentTom Grant
For software developers, serious games provide new ways to gain insights into customers and make smarter decisions faster. In many respects, serious games complement Agile, Lean, and other process improvements. While serious games have general application in innovation, we are using software development as a starting point for understanding their potential.
MISY 3331 Advanced Database Concepts
Assignment 3
Dr. Sotirios Zygiaris
[email protected]
Room:F084, tel. ext 5471
10% of your final grade (Covers chapters 7,8,10,11)
1. In Exercise 2.6, related to sales forecasting, the following business requirements were set. A-Oil & Chemical is chemical company that plans to create a database to forecast sales.
· A salesperson is responsible for a lead to sales. Each lead consists of the responsible salesperson, the customer targeted, date occur, projected date, projected sale amount and possibility of the sale to occur.
· Each Salesperson is specified by : First name, last name, telephone, date of hire
· Each customer is specified by title, address, telephone
· Leads that became sales are marked as “s” for success. Leads that fail are marked as “F” for fail. Leads that not have a final outcome yet are marked as “I” for idle.
The following diagram reflects the design for the database.
Guidelines
1. Attend and participate in assignment labs
2, . For each of the questions above create a clear screen shot that will include the database name, the SQL command and the produced results. Make sure that you have tested the results for correctness
3. show your work to your professor and get green light allowing you to submit assignment 1. Instructor will sign the evaluation rubric allowing you to submit.
7. Submit report on line on BB and print the report and hand it to your instructor. For late submissions 2 marks off for late submission penalty applies.
Exercises (chapter 7-10)
1. Create a view VE1 that will customer_id, cust_title and the total amount for each customer.
2. You want the same group results as in 1 but only for customers with total amount more than 25,000 (HAVING). Can you do it with a consecutive view VE2 from VE1, if not why? If cannot do it as consecutive do it as new view VE3.
3. Create a view VV4 to list customer_id, amount, possibility, cust_title. Create a consecutive view from VV4, named High_Possibility, for leads with possibility >80. Create a consecutive view from VV4 called TX_CUST_LIST to list the same three attributes for only the Texas customers. Why you cannot do It?
4. Using the ROUND function create an SQL query that will COUNT LEADS in possibilities in 10S. Show only 10s with that counted more than three possibilities. Shorted by 10s.
5. Using the FLOOR function show create an SQL query that will COUNT LEADS in AMOUNTS IN EVERY 5000 but with only for leads with amount more than the average amount. Shorted by 5000s.
6. Write an SQL query that will display the customers as customer title in capital, underscore, City with first letter in Capital and the rest in lower characters, dot, state in capital,dot, and zip code inside brackets [], dot , telephone the first three character in parenthesis followed by a dash . Example:
NCR_Houston.TX.[55120].(345)-99345625
7. Write an SQL query that will lead list all leads with expected day 2000 days before today.
8. Us ...
Healthy Business Models? A Framework for Business Model Design and How it May...Joost Rietveld
Designing and operating a business model is a non-trivial task for any entrepreneurial firm. The choice of business model is important because (a) it is consequential for the organization of the firm and its production processes, and (b) because it impacts the revenue structure of the firm (e.g., volume, timing, and distribution). Furthermore, while a business model rarely provides a source of sustained competitive advantage, it can be a risk-mitigation tool and thus affect the firm’s chances for survival. A firm’s business model can be analyzed along two dimensions that look at how the firm transacts with external actors in the value system, and how it transacts with customers. Using these dimensions, a framework of four ideal type business models and how they affect a firm’s chances for survival is presented. Strategic implications for each business model ideal type are discussed and placed in a context where creative freedom and firm survival need to be balanced against profits and quick turnarounds. It is for these reasons that the framework is specifically relevant for project-based e-businesses such as video game developers, creative agencies, movie producers, and app creators. Illustrations of how the four business models apply to serious games in healthcare will be presented.
Presentation presented at the Sino-Dutch Serious Games in Healthcare Symposion 2015 (November, 23, 2015, Groningen, Netherlands)
Similar to Beyond monetary incentives: experiments with paid microtasks (20)
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We characterize the earliest galaxy population in the JADES Origins Field (JOF), the deepest
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. Our search finds no candidates
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ISI 2024: Application Form (Extended), Exam Date (Out), EligibilitySciAstra
The Indian Statistical Institute (ISI) has extended its application deadline for 2024 admissions to April 2. Known for its excellence in statistics and related fields, ISI offers a range of programs from Bachelor's to Junior Research Fellowships. The admission test is scheduled for May 12, 2024. Eligibility varies by program, generally requiring a background in Mathematics and English for undergraduate courses and specific degrees for postgraduate and research positions. Application fees are ₹1500 for male general category applicants and ₹1000 for females. Applications are open to Indian and OCI candidates.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
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Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
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Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
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Salas, V. (2024) "John of St. Thomas (Poinsot) on the Science of Sacred Theol...Studia Poinsotiana
I Introduction
II Subalternation and Theology
III Theology and Dogmatic Declarations
IV The Mixed Principles of Theology
V Virtual Revelation: The Unity of Theology
VI Theology as a Natural Science
VII Theology’s Certitude
VIII Conclusion
Notes
Bibliography
All the contents are fully attributable to the author, Doctor Victor Salas. Should you wish to get this text republished, get in touch with the author or the editorial committee of the Studia Poinsotiana. Insofar as possible, we will be happy to broker your contact.
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
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Exposé invité Journées Nationales du GDR GPL 2024
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
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Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
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be linked to genomics information for crop improvement at all growth stages have become as important as genotyping. Thus,
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during crop growing stages at the organism level, including the cell, tissue, organ, individual plant, plot, and field levels. With the rapid development of novel sensors, imaging technology,
and analysis methods, numerous infrastructure platforms have been developed for phenotyping.
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Beyond monetary incentives: experiments with paid microtasks
1. BEYOND MONETARY INCENTIVES:
EXPERIMENTS IN PAID MICROTASK
CROWDSOURCING
Elena Simperl
@esimperl
Data Science with Humans in the Loop
Amsterdam, September 14-15, 2017
1
2. THIS IS ME
Computer scientist (Web science,
Semantic Web, crowd computing)
Based at University of Southampton, UK
Working in
Web-based socio-technical systems
Crowdsourcing and human computation
Human data interaction
Open innovation
2
3. THEORY OF MOTIVATION
Love and glory keep costs down
Money and glory deliver faster
3
LOVE
MONEY
GLORY
5. EXPERIMENT 1
Make paid microtasks more
cost-effective w/ gamification
Workers will perform better if tasks are more
engaging
Increased accuracy through higher inter-annotator
agreement
Cost savings through reduced unit costs
Micro-targeting incentives when players
attempt to quit improves retention
5
6. MICROTASK DESIGN
Image labelling tasks, published on microtask
platform
Free-text labels, varying numbers of labels per image,
taboo words
Workers can skip images, play as much as they want
Baseline: ‘standard’ tasks w/ basic spam control
vs
Gamified: same requirements & rewards, but
crowd asked to complete tasks in Wordsmith
vs
Gamified & furtherance incentives: additional
rewards to stay (random, personalised)
6
7. LOVE & GLORY
Gamification
Levels – 9 levels from ‘newbie’ to ‘Wordsmith’,
function of # images tagged
Badges – function of number of images tagged
Bonus points – for new tags
Treasure points – for multiples of bonus points
Leaderboard - hourly scores and top 5 players
Feedback alerts - related to badges, points,
levels
Activities widget – real-time updates on other
players
Furtherance incentives
Leaderboard - ‘Global’ leaderboard
seen by everyone
Badges –’Ultimate’ badge and avatar
Levels – go straight to the next level
Access - quicker access to treasure points
Power – see how other players tag
Money – 5 cents extra
7
8. EVALUATION
ESP data set as gold standard
#labels, agreement, mean & max
#labels/worker
Three tasks
Nano: 1 image
Micro: 11 images
Small: up to 2000 images
Probabilistic reasoning to predict
worker exit and personalize furtherance
incentives
8
9. RESULTS (GAMIFICATION, 1 IMAGE)
BETTER, CHEAPER, BUT FEWER WORKERS
9
Metric CrowdFlower Wordsmith
Total workers 600 423
Total keywords 1,200 41,206
Unique keywords 111 5,708
Avg. agreement 5.72% 37.7%
Avg. images/person 1 32
Max images/person 1 200
10. RESULTS (GAMIFICATION, 11 IMAGES)
COMPARABLE QUALITY, HIGHER UNIT COSTS, FEWER DROPOUTS
10
Metric CrowdFlower Wordsmith
Total workers 600 514
Total keywords 13,200 35,890
Unique keywords 1,323 4,091
Avg. agreement 6.32% 10.9%
Avg. images/person 11 27
Max images/person 1 351
11. RESULTS (WITH FURTHERANCE INCENTIVES)
MORE ENGAGEMENT, TARGETING WORKS
Increased participation
People come back (20 times) and play longer (43 hours vs 3 hours without incentives)
Financial incentives play important role
Targeted incentives work
77% players stayed vs. 27% in the randomised condition
19% more labels compared to no incentives condition
11
12. EXPERIMENT 2
Make paid microtasks more cost-effective w/ social
incentives
Working in pairs is more effective than the baseline
Increased higher inter-annotator agreement
Higher output
Social incentives improve retention past payment
threshold
12
13. MICROTASK DESIGN
Image labelling tasks published on microtask platform
Free-text labels, varying numbers of labels per image,
taboo words
Baseline: ‘standard’ tasks w/ basic spam control
vs
Pairs: Wordsmith-based, randomly formed pairs, people
join and leave all the time, in time more partner switches
vs
Pairs & social incentives: let’s play vs please stay
offered to worker when we expect their partner to leave
13
15. EVALUATION
ESP data set as gold standard
Evaluated #labels, agreement, avg/max
#labels/worker
Two tasks
Low threshold: 1 image
High threshold: 11 images
Probabilistic reasoning to predict worker
exit* and offer social incentive
* [Kobren et al, 2015] extended w/ utility
features
15
18. SUMMARY OF FINDINGS
Social incentives generate more tags and improve
retention
Social dynamics: different responses if partner has
been paid or not
Paid worker 76% more likely to stay after social
pressure, unpaid worker: 95% more likely to stay
Paid workers annotate more if they decide to stay
than unpaid workers
Social flow more effective than social pressure in
generating more tags: 99% of unpaid workers are
likely to stay
Social pressure works more often overall
18
19. EXPERIMENT 3
Make real-time
crowdsourcing affordable
Workers compete against each other
in a live contest
Contest produces accurate answers
faster
Task thresholds and reward spreads
affect volume of work and retention
19
20. MICROTASK DESIGN
Twitter labelling tasks published on
microtask platform
NER (people, places, organisations
etc.)
Baseline: ‘standard’ task w/ basic
spam control
vs
Live contest: Wordsmith-based,
different reward spreads, different
task thresholds.
20
21. EVALUATION
Four Twitter datasets w/ gold standard
Compared to baseline from [Feyisetan et al,
2015]
Evaluated F1, time/entity, #labels,
#labels/worker, #labels/top-10, exit
prediction, #workers
Two tasks
Low threshold: 1 tweet
High: 10 tweets
Probabilistic reasoning to predict worker
exit
21
22. SUMMARY OF FINDINGS
With twice the task speed, contests could
potentially serve as a real-time task model
An increase in reward spread leads to more
tasks completed by the best workers
Increasing the task threshold within a reward
spread reduces the number of tasks completed
Workers exit a task when they perceive an
overall loss of utility accrued by remaining
Tasks with high rewards and low task thresholds attract
workers to stay on longer
22
23. CONCLUSIONS
Monetary incentives are just the tip of the
iceberg
Layering other incentives on top of
payments works
How do workers assess the utility of a
task?
Does time change any of the findings
and how?
23
24. E.SIMPERL@SOTON.AC.UK
@ESIMPERL
QROWD-PROJECT.EU WDAQUA.EU
9/15/2017 24
Improving paid microtasks through gamification and adaptive
furtherance incentives. O Feyisetan, E Simperl, M Van Kleek, N Shadbolt.
24th International Conference on World Wide Web, 333-343, 2015
Social Incentives in Paid Collaborative Crowdsourcing. O Feyisetan, E
Simperl. ACM Transactions on Intelligent Systems and Technology (TIST), 8
(6), to appear, 2017