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1.
This article reports on three case studies that explore the person-place relationships that occur on an ecoregional scale and whether and how those place connections relate to residents undertaking action on issues about which they report being concerned. The research was conducted in three ecoregions of high priority for conservation: the Galapagos Islands (Ecuador), the Klamath-Siskiyou (northern California/southern Oregon in the United States), and the Chesapeake Bay (eastern coast of the United States). Data were collected through surveys (n?=?330, n?=?248, and n?=?320, respectively), interviews (n?=?32, n?=?29, and n?=?21), and ethnographic study. Across the three ecoregions between one-fifth and one-quarter of residents indicated that their place connections occurred at an ecoregional scale. Among those who reported taking action—or when prompted to report at what scale they would take action—respondents indicated a scale of action roughly reflective of the scale at which their place connections occurred.  相似文献   

2.
The suffix -ome conveys “comprehensiveness” in some way. The idea of the Corpasome started half-jokingly, acknowledging the efforts to sequence five members of my family. After the unexpected response from many scientists from around the world, it has become clear how useful this approach could be for understanding the genomic information contained in our personal genomics tests.  相似文献   

3.
Online social networks offer unprecedented potential for rallying a large number of people to accomplish a given task. Here we focus on information gathering tasks where rare information is sought through “referral-based crowdsourcing”: the information request is propagated recursively through invitations among members of a social network. Whereas previous work analyzed incentives for the referral process in a setting with only correct reports, misreporting is known to be both pervasive in crowdsourcing applications, and difficult/costly to filter out. A motivating example for our work is the DARPA Red Balloon Challenge where the level of misreporting was very high. In order to undertake a formal study of verification, we introduce a model where agents can exert costly effort to perform verification and false reports can be penalized. This is the first model of verification and it provides many directions for future research, which we point out. Our main theoretical result is the compensation scheme that minimizes the cost of retrieving the correct answer. Notably, this optimal compensation scheme coincides with the winning strategy of the Red Balloon Challenge.  相似文献   

4.
Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users to play a game—so-called crowdsourced serious games. Our main objective was to verify whether such an approach could be successfully applied to the discovery of mathematical equations that explain experimental data gathered during the observation of a given dynamic system. Moreover, we wanted to compare it with an approach based on artificial intelligence that uses symbolic regression to find such formulae automatically. To achieve this, we designed and implemented an Internet game in which players attempt to design a spaceship representing an equation that models the observed system. The game was designed while considering that it should be easy to use for people without strong mathematical backgrounds. Moreover, we tried to make use of the collective intelligence observed in crowdsourced systems by enabling many players to collaborate on a single solution. The idea was tested on several hundred players playing almost 10,000 games and conducting a user opinion survey. The results prove that the proposed solution has very high potential. The function generated during weeklong tests was almost as precise as the analytical solution of the model of the system and, up to a certain complexity level of the formulae, it explained data better than the solution generated automatically by Eureqa, the leading software application for the implementation of symbolic regression. Moreover, we observed benefits of using crowdsourcing; the chain of consecutive solutions that led to the best solution was obtained by the continuous collaboration of several players.  相似文献   

5.
We perform a large-scale analysis of language diatopic variation using geotagged microblogging datasets. By collecting all Twitter messages written in Spanish over more than two years, we build a corpus from which a carefully selected list of concepts allows us to characterize Spanish varieties on a global scale. A cluster analysis proves the existence of well defined macroregions sharing common lexical properties. Remarkably enough, we find that Spanish language is split into two superdialects, namely, an urban speech used across major American and Spanish citites and a diverse form that encompasses rural areas and small towns. The latter can be further clustered into smaller varieties with a stronger regional character.  相似文献   

6.

Background

Dying at home and dying at the preferred place of death are advocated to be desirable outcomes of palliative care. More insight is needed in their usefulness as quality indicators. Our objective is to describe whether “the percentage of patients dying at home” and “the percentage of patients who died in their place of preference” are feasible and informative quality indicators.

Methods and Findings

A mortality follow-back study was conducted, based on data recorded by representative GP networks regarding home-dwelling patients who died non-suddenly in Belgium (n = 1036), the Netherlands (n = 512), Italy (n = 1639) or Spain (n = 565). “The percentage of patients dying at home” ranged between 35.3% (Belgium) and 50.6% (the Netherlands) in the four countries, while “the percentage of patients dying at their preferred place of death” ranged between 67.8% (Italy) and 86.0% (Spain). Both indicators were strongly associated with palliative care provision by the GP (odds ratios of 1.55–13.23 and 2.30–6.63, respectively). The quality indicator concerning the preferred place of death offers a broader view than the indicator concerning home deaths, as it takes into account all preferences met in all locations. However, GPs did not know the preferences for place of death in 39.6% (the Netherlands) to 70.3% (Italy), whereas the actual place of death was known in almost all cases.

Conclusion

GPs know their patients’ actual place of death, making the percentage of home deaths a feasible indicator for collection by GPs. However, patients’ preferred place of death was often unknown to the GP. We therefore recommend using information from relatives as long as information from GPs on the preferred place of death is lacking. Timely communication about the place where patients want to be cared for at the end of life remains a challenge for GPs.  相似文献   

7.
Crowdsourcing linguistic phenomena with smartphone applications is relatively new. In linguistics, apps have predominantly been developed to create pronunciation dictionaries, to train acoustic models, and to archive endangered languages. This paper presents the first account of how apps can be used to collect data suitable for documenting language change: we created an app, Dialäkt Äpp (DÄ), which predicts users’ dialects. For 16 linguistic variables, users select a dialectal variant from a drop-down menu. DÄ then geographically locates the user’s dialect by suggesting a list of communes where dialect variants most similar to their choices are used. Underlying this prediction are 16 maps from the historical Linguistic Atlas of German-speaking Switzerland, which documents the linguistic situation around 1950. Where users disagree with the prediction, they can indicate what they consider to be their dialect’s location. With this information, the 16 variables can be assessed for language change. Thanks to the playfulness of its functionality, DÄ has reached many users; our linguistic analyses are based on data from nearly 60,000 speakers. Results reveal a relative stability for phonetic variables, while lexical and morphological variables seem more prone to change. Crowdsourcing large amounts of dialect data with smartphone apps has the potential to complement existing data collection techniques and to provide evidence that traditional methods cannot, with normal resources, hope to gather. Nonetheless, it is important to emphasize a range of methodological caveats, including sparse knowledge of users’ linguistic backgrounds (users only indicate age, sex) and users’ self-declaration of their dialect. These are discussed and evaluated in detail here. Findings remain intriguing nevertheless: as a means of quality control, we report that traditional dialectological methods have revealed trends similar to those found by the app. This underlines the validity of the crowdsourcing method. We are presently extending DÄ architecture to other languages.  相似文献   

8.

Crowdsourcing

Crowdsourcing is the practice of obtaining needed ideas, services, or content by requesting contributions from a large group of people. Amazon Mechanical Turk is a web marketplace for crowdsourcing microtasks, such as answering surveys and image tagging. We explored the limits of crowdsourcing by using Mechanical Turk for a more complicated task: analysis and creation of wind simulations.

Harnessing Crowdworkers for Engineering

Our investigation examined the feasibility of using crowdsourcing for complex, highly technical tasks. This was done to determine if the benefits of crowdsourcing could be harnessed to accurately and effectively contribute to solving complex real world engineering problems. Of course, untrained crowds cannot be used as a mere substitute for trained expertise. Rather, we sought to understand how crowd workers can be used as a large pool of labor for a preliminary analysis of complex data.

Virtual Wind Tunnel

We compared the skill of the anonymous crowd workers from Amazon Mechanical Turk with that of civil engineering graduate students, making a first pass at analyzing wind simulation data. For the first phase, we posted analysis questions to Amazon crowd workers and to two groups of civil engineering graduate students. A second phase of our experiment instructed crowd workers and students to create simulations on our Virtual Wind Tunnel website to solve a more complex task.

Conclusions

With a sufficiently comprehensive tutorial and compensation similar to typical crowd-sourcing wages, we were able to enlist crowd workers to effectively complete longer, more complex tasks with competence comparable to that of graduate students with more comprehensive, expert-level knowledge. Furthermore, more complex tasks require increased communication with the workers. As tasks become more complex, the employment relationship begins to become more akin to outsourcing than crowdsourcing. Through this investigation, we were able to stretch and explore the limits of crowdsourcing as a tool for solving complex problems.  相似文献   

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We consider a computing system where a master processor assigns a task for execution to worker processors that may collude. We model the workers’ decision of whether to comply (compute the task) or not (return a bogus result to save the computation cost) as a game among workers. That is, we assume that workers are rational in a game-theoretic sense. We identify analytically the parameter conditions for a unique Nash Equilibrium where the master obtains the correct result. We also evaluate experimentally mixed equilibria aiming to attain better reliability-profit trade-offs. For a wide range of parameter values that may be used in practice, our simulations show that, in fact, both master and workers are better off using a pure equilibrium where no worker cheats, even under collusion, and even for colluding behaviors that involve deviating from the game.  相似文献   

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13.
The notion that cooperation can aid a group of agents to solve problems more efficiently than if those agents worked in isolation is prevalent in computer science and business circles. Here we consider a primordial form of cooperation – imitative learning – that allows an effective exchange of information between agents, which are viewed as the processing units of a social intelligence system or collective brain. In particular, we use agent-based simulations to study the performance of a group of agents in solving a cryptarithmetic problem. An agent can either perform local random moves to explore the solution space of the problem or imitate a model agent – the best performing agent in its influence network. There is a trade-off between the number of agents and the imitation probability , and for the optimal balance between these parameters we observe a thirtyfold diminution in the computational cost to find the solution of the cryptarithmetic problem as compared with the independent search. If those parameters are chosen far from the optimal setting, however, then imitative learning can impair greatly the performance of the group.  相似文献   

14.
Senses of Place     
Senses of Place. Steven Feld and Keith H. Basso. eds. Santa Fe, NM: School of American Research Press, 1996. 293 pp.  相似文献   

15.
A Small Corner of Hell: Dispatches from Chechnya . Anna Politkovskaya. Alexander Burry and Tatiana Tulchinsky, trans., with an introduction by Georgi Derluguian. Chicago: University of Chicago Press, 2003. 232 pp.
Bourdieu's Secret Admirer in the Caucasus:. World-System Biography . Georgi M. Derluguian. Chicago: University of Chicago Press, 2005. 416 pp.
Chechnya: Life in. War-Torn Society . Valery Tishkov. Tatiana Sokolova, trans., with. foreword by Mikhail Gorbachev. Berkeley: University of California Press, 2004. 284 pp.  相似文献   

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《BMJ (Clinical research ed.)》1966,1(5486):493-494
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19.
Accurate species identification is fundamental to biodiversity science, but the natural history skills required for this are neglected in formal education at all levels. In this paper we describe how the web application ispotnature.org and its sister site ispot.org.za (collectively, “iSpot”) are helping to solve this problem by combining learning technology with crowdsourcing to connect beginners with experts. Over 94% of observations submitted to iSpot receive a determination. External checking of a sample of 3,287 iSpot records verified > 92% of them. To mid 2014, iSpot crowdsourced the identification of 30,000 taxa (>80% at species level) in > 390,000 observations with a global community numbering > 42,000 registered participants. More than half the observations on ispotnature.org were named within an hour of submission. iSpot uses a unique, 9-dimensional reputation system to motivate and reward participants and to verify determinations. Taxon-specific reputation points are earned when a participant proposes an identification that achieves agreement from other participants, weighted by the agreers’ own reputation scores for the taxon. This system is able to discriminate effectively between competing determinations when two or more are proposed for the same observation. In 57% of such cases the reputation system improved the accuracy of the determination, while in the remainder it either improved precision (e.g. by adding a species name to a genus) or revealed false precision, for example where a determination to species level was not supported by the available evidence. We propose that the success of iSpot arises from the structure of its social network that efficiently connects beginners and experts, overcoming the social as well as geographic barriers that normally separate the two.  相似文献   

20.
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