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Gaming as a Gateway: Ensuring Quality Control for Crowdsourced Data

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Cooperative Design, Visualization, and Engineering (CDVE 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10451))

Abstract

Crowdsourcing is a growing topic that has proved to be capable and cost effective solution for various tasks. Over the last decade it has been applied to numerous domains, both in research and enterprise contexts. Though there are several issues that remain open and challenging in crowdsourcing, here we address the issues of quality control and motivation. In this paper we present an ongoing work which explores the use of gamification in crowdsourcing settings, as means to: improve the task assignment and performance, incentivize people to participate and control the quality of their work. The developed crowdsourcing hybrid mobile application is applied to data within cultural heritage domain.

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Notes

  1. 1.

    http://www.mediatheque.ch/.

  2. 2.

    http://www.valais-digital.ch/.

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Acknowledgement

This work was partly funded by the Hasler Foundation in the context of the project City-Stories. We are grateful to “Médiathèque Valais”, “Digital Valais Wallis” and “Archives de l’Etat du Valais” for providing the data.

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Correspondence to Shaban Shabani or Maria Sokhn .

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Shabani, S., Sokhn, M. (2017). Gaming as a Gateway: Ensuring Quality Control for Crowdsourced Data. In: Luo, Y. (eds) Cooperative Design, Visualization, and Engineering. CDVE 2017. Lecture Notes in Computer Science(), vol 10451. Springer, Cham. https://doi.org/10.1007/978-3-319-66805-5_9

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  • DOI: https://doi.org/10.1007/978-3-319-66805-5_9

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-66804-8

  • Online ISBN: 978-3-319-66805-5

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