1. Crowd Computing
&
Gamification
Yefeng Liu (D1)
AmI Group
May, 2011
2. PhD Candidate, Waseda, Japan
HCI
2010 PhD Candidate, Titech, Japan
Distributed System
Research Intern, Sweden Defense Research Agency
2009 Web3.0
MSc, Chalmers University of Technology, Sweden
Networking
Liu Yefeng
劉 野楓
BSc, University of Electronic Science and Technology
2007 of China
EE
14. “Computer Room” @ NASA, 1949
“the
term
computer,
in
use
from
the
mid
17th
century,
meant
"one
who
computes":
a
person
performing
mathema9cal
calcula9ons.”
-‐-‐
Wikipedia.com
21. Crowdsourcing
Outsourcing tasks,
traditionally performed by an employee,
to an undefined, large group of people.
22. Community
Building
Open
Innovation Collective
Knowledge
Civic
Engagement
Cloud
Labor
Collective
Creativity Crowd
Funding
Source: Crowdsourcing.org
23. Human Computation
Intelligent system that
explicitly organizes human efforts
to carry out the process of computation.
24. Human Computation
Intelligent system that
explicitly organizes human efforts
to carry out the process of computation.
Artificial Artificial Intelligence
25. Make Use of the Wisdom of Crowds
(via Information and Communication Technologies)
26. Computer Social Science
Science
Collective
Intelligence
Design
27. Task Assigner Work User
Amazon Mechanical Turk Web Site
Amazon Mechanical Turk: Crowdsourcing Marketplace
31. Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
32. Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
33. Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
34. Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
35. OCR readable
Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
36. OCR readable
Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
37. OCR unreadable word from old New York Times
OCR readable
Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
38. OCR unreadable word from old New York Times
OCR readable
Prof. Luis von Ahn
computer science department
Carnegie Mellon University
reCAPTCHA: Digitizing Book One Word at a Time
39. Prof. Luis von Ahn
computer science department
Carnegie Mellon University
ESP Game: Game with a Purpose
40. Prof. Luis von Ahn
computer science department Rapid creating labeled images
Carnegie Mellon University (to solve the image recognition problem)
ESP Game: Game with a Purpose
41. Prof. Luis von Ahn
computer science department Rapid creating labeled images
Carnegie Mellon University (to solve the image recognition problem)
ESP Game: Game with a Purpose
42. Nathan Eagle, PhD
Media Lab, MIT
Txteagle: Tasks via SMS for workers in developing world
43. Nathan Eagle, PhD
Media Lab, MIT
2.1 billion mobile subscribers
Txteagle: Tasks via SMS for workers in developing world
44. Nathan Eagle, PhD
Media Lab, MIT
2.1 billion mobile subscribers
100+ developing countries
Txteagle: Tasks via SMS for workers in developing world
54. Time: summer 2010 - spring 2011
Results:
1-2 workshop papers, 1 conference
paper, (almost) 1 journal paper
UbiAsk: mobile Crowdsourcing via social medias
55. One of the Key Challenges
How to recruit qualified crowd-workers ?
67. But...
User may trend to cheat (for better pay)
68. and more...
“Crowding out effect”:
Money incentive can destroy other
pre-existing motivations
Quality & Quantity:
Money incentive only increase
Quantity, but not Quality.
72. Gamification
Add game play elements for non-game applications,
service, and systems.
Use Game Thinking and Game Mechanics
73. Gamification
Add game play elements for non-game applications,
service, and systems.
Use Game Thinking and Game Mechanics
to solve real world problems.
74. Gamification
Add game play elements for non-game applications,
service, and systems.
Use Game Thinking and Game Mechanics
to solve real world problems.
75. Gamification
Add game play elements for non-game applications,
service, and systems.
Use Game Thinking and Game Mechanics
to solve real world problems.
“save the cheerleader save the world!”
76. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
During last
12 months
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
77. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last
12 months
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
78. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
79. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
80. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
81. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
*Source: Venture Beat, Bloom
Business Week, M2 Research
82. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
$1.6 billion in gamification development
*Source: Venture Beat, Bloom
Business Week, M2 Research
83. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
$1.6 billion in gamification development
2016: $2.8 billion *Source: Venture Beat, Bloom
Business Week, M2 Research
84. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
$1.6 billion in gamification development
2016: $2.8 billion *Source: Venture Beat, Bloom
Business Week, M2 Research
“As Social was the last five years;
Gamification will be the next five years”
85. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
$1.6 billion in gamification development
2016: $2.8 billion *Source: Venture Beat, Bloom
Business Week, M2 Research
“As Social was the last five years;
Gamification will be the next five years”
86. Vision
Jesse
Schell's
talk
at
DICE
in
2010
Appear
$10+ million in seed capital for gamification startups
During last $25+ million in capital to traditional businesses betting
12 months big on gamification as a core customer strategy
$100 million funding dedicated to gamification
2015: 50% of companies that manage innovation and
research will use gamification
Forecasts
$1.6 billion in gamification development
2016: $2.8 billion *Source: Venture Beat, Bloom
Business Week, M2 Research
“As Social was the last five years;
Gamification will be the next five years”
Maybe
113. Post, find, vote, review an idea
Idea Street: on-line idea management platform
114. Post, find, vote, review an idea
Join idea team
Idea Street: on-line idea management platform
115. Post, find, vote, review an idea
Join idea team
Become expert (level up)
Idea Street: on-line idea management platform
116. Post, find, vote, review an idea
Join idea team
Become expert (level up)
Earn DW Peas (Rewards)
Idea Street: on-line idea management platform
117. Post, find, vote, review an idea
Join idea team
Become expert (level up)
Earn DW Peas (Rewards)
Share an idea
Idea Street: on-line idea management platform
118. Post, find, vote, review an idea
Join idea team
Become expert (level up)
Earn DW Peas (Rewards)
Share an idea
Check the leaderboard
Idea Street: on-line idea management platform
121. -18 months
- 4,500 users
Idea Street: on-line idea management platform
122. -18 months
- 4,500 users
- 1,400 new ideas
Idea Street: on-line idea management platform
123. -18 months
- 4,500 users
- 1,400 new ideas
- 63 were actually implemented
Idea Street: on-line idea management platform
124. Gamified
To-do List
http://www.youtube.com/watch?v=AmKwF_Si734
Epic Win: Turns Your Boring Daily Task into a RPG
125. Developed by
World Bank
Part of “Save-the-
world” Project
Gamification
to
learn (and solve)
global issues
http://vimeo.com/9094186 http://vimeo.com/9623387
Evoke: 10-weeks crash course in changing the world
126. Results:
- 10 weeks
- 19,893 participants (or, students)
- from more than 130 countries
Evoke: 10-weeks crash course in changing the world