Feelbook: A Social Media App for Teens Designed to Foster Positive Online
Behavior and Prevent Cyberbullying
Late-Breaking Works: Collaborative Technologies
/
Fan, Mingyue
/
Yu, Liyue
/
Bowler, Leanne
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1187-1192
© Copyright 2016 ACM
Summary: This project presents a prototype for a stand-alone social media application
designed for teenage users in order to prevent and mitigate mean and cruel
online behavior. The purpose of the app is to create a nurturing environment
where teenagers use a variety of features designed to help raise self-awareness
of their own online behavior, seek support when needed, and learn to control
and, when possible, correct aggressive behavior. The prototype is framed by
four design principles: design for reflection, design for empathy, design for
empowerment, and design for the whole. We conclude by outlining the next steps
in our project to develop an application that helps to improve the online
experiences of young people. This work has implications for the CHI community
because it applies software solutions to tackle a critical social problem that
can affect the health and well being of young people.
Encouraging "Outside-the-box" Thinking in Crowd Innovation Through
Identifying Domains of Expertise
Crowd Innovation and Crowdfunding
/
Yu, Lixiu
/
Kittur, Aniket
/
Kraut, Robert E.
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1214-1222
© Copyright 2016 ACM
Summary: People are more creative at solving difficult design problems when they use
relevant examples from outside of the problem's domain as inspirations.
However, finding such "outside-the-box" inspirations is difficult, particularly
in large idea repositories such as the web, because without guidance people
select domains to search based on surface similarity to the problem's domain.
In this paper, we demonstrate an approach in which non-experts identify domains
that have the potential to yield useful and non-obvious inspirations for
solutions. We report an empirical study demonstrating how crowds can generate
domains of expertise and that showing people an abstract representation rather
than the original problem helps them identify more distant domains. Crowd
workers drawing inspirations from the distant domains produced more creative
solutions to the original problem than did those who sought inspiration on
their own, or drew inspiration from domains closer to or not sharing structural
correspondence with the original problem.
Distributed Analogical Idea Generation with Multiple Constraints
Crowd Innovation and Crowdfunding
/
Yu, Lixiu
/
Kraut, Robert E.
/
Kittur, Aniket
Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative
Work and Social Computing
2016-02-27
v.1
p.1236-1245
© Copyright 2016 ACM
Summary: Previous work has shown the promise of crowdsourcing analogical idea
generation, where distributing the stages of analogical processing across many
people can reduce fixation, identify inspirations from more diverse domains,
and lead to more creative ideas. However, prior work has only considered
problems with a single constraint, while many real-world problems involve
multiple constraints. This paper contributes a systematic crowdsourcing
approach for eliciting multiple constraints inherent in a problem and using
those constraints to find inspirations useful in solving it. To do so we
identify methods to elicit useful constraints at different levels of
abstraction, and empirical results that identify how the level of abstraction
influences creative idea generation. Our results show that crowds find the most
useful inspirations when the problem domain is represented abstractly and
constraints are represented more concretely.
Combining Multimodal Features within a Fusion Network for Emotion
Recognition in the Wild
Grand Challenge 2: Emotion Recognition in the Wild Challenge 2015
/
Sun, Bo
/
Li, Liandong
/
Zhou, Guoyan
/
Wu, Xuewen
/
He, Jun
/
Yu, Lejun
/
Li, Dongxue
/
Wei, Qinglan
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.497-502
© Copyright 2015 ACM
Summary: In this paper, we describe our work in the third Emotion Recognition in the
Wild (EmotiW 2015) Challenge. For each video clip, we extract MSDF, LBP-TOP,
HOG, LPQ-TOP and acoustic features to recognize the emotions of film
characters. For the static facial expression recognition based on video frame,
we extract MSDF, DCNN and RCNN features. We train linear SVM classifiers for
these kinds of features on the AFEW and SFEW dataset, and we propose a novel
fusion network to combine all the extracted features at decision level. The
final achievement we gained is 51.02% on the AFEW testing set and 51.08% on the
SFEW testing set, which are much better than the baseline recognition rate of
39.33% and 39.13%.
Calibration-free fusion of step counter and wireless fingerprints for indoor
localization
Indoor localization
/
He, Suining
/
Chan, S.-H. Gary
/
Yu, Lei
/
Liu, Ning
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.897-908
© Copyright 2015 ACM
Summary: In order to improve the accuracy of fingerprint-based localization, one may
fuse step counter measurement with location estimation. Previous works on this
often require a pre-calibrating the step counter with training sequence or
explicit user input, which is inconvenient for practical deployment. Some
assume conditional independence on successive sensor readings, which achieves
unsatisfactory accuracy in complex and noisy environment. Some other works need
a calibration process for RSSI measurement consistency if different devices are
used for offline fingerprint collection and online location query.
We propose SLAC, a fingerprint positioning framework which simultaneously
localizes the target and calibrates the system. SLAC is calibration-free, and
works transparently for heterogeneous devices and users. It is based on a novel
formulation embedded with a specialized particle filter, where location
estimations, wireless signals and user motion are jointly optimized with
resultant consistent and correct model parameters. Extensive experimental
trials at HKUST campus and Hong Kong International Airport further confirm that
SLAC accommodates device heterogeneity, and achieves significantly lower errors
compared with other state-of-the-art algorithms.
Exiting the Design Studio: Leveraging Online Participants for Early-Stage
Design Feedback
Teamwork Challenges
/
Ma, Xiaojuan
/
Yu, Li
/
Forlizzi, Jodi L.
/
Dow, Steven P.
Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative
Work and Social Computing
2015-02-28
v.1
p.676-685
© Copyright 2015 ACM
Summary: Online collaboration tools enable developers of interactive systems to
quickly reach potential users for usability testing. Can these technologies
serve designers who seek feedback on user needs during the earliest stages of
design? Online needfinding may help designers create products and services that
can target a more diverse user population. To explore this, we conducted a
feasibility study to compare face-to-face methods with online needfinding
sessions. We found that video can sufficiently capture nuanced reactions to
preliminary concept storyboards, but that feedback providers need guidance and
structure. We then introduce a tool for collecting early-stage design feedback
from online participants and conduct a case study with a professional design
team. The team conducted needfinding activities with local participants, as
well as a cost-equivalent number of online participants The case study
demonstrates that combining online crowdsourcing with a video survey tool
provides a simple and cost-efficient way to collect early-stage feedback.
Searching for analogical ideas with crowds
Crowds and creativity
/
Yu, Lixiu
/
Kittur, Aniket
/
Kraut, Robert E.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1225-1234
© Copyright 2014 ACM
Summary: Seeking solutions from one domain to solve problems in another is an
effective process of innovation. This process of analogy searching is difficult
for both humans and machines. In this paper, we present a novel approach for
re-presenting a problem in terms of its abstract structure, and then allowing
people to use this structural representation to find analogies. We propose a
crowdsourcing process that helps people navigate a large dataset to find
analogies. Through two experiments, we show the benefits of using abstract
structural representations to search for ideas that are analogous to a source
problem, and that these analogies result in better solutions than alternative
approaches. This work provides a useful method for finding analogies, and can
streamline innovation for both novices and professional designers.
Distributed analogical idea generation: inventing with crowds
Crowds and creativity
/
Yu, Lixiu
/
Kittur, Aniket
/
Kraut, Robert E.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1245-1254
© Copyright 2014 ACM
Summary: Harnessing crowds can be a powerful mechanism for increasing innovation.
However, current approaches to crowd innovation rely on large numbers of
contributors generating ideas independently in an unstructured way. We
introduce a new approach called distributed analogical idea generation, which
aims to make idea generation more effective and less reliant on chance. Drawing
from the literature in cognitive science on analogy and schema induction, our
approach decomposes the creative process in a structured way amenable to using
crowds. In three experiments we show that distributed analogical idea
generation leads to better ideas than example-based approaches, and investigate
the conditions under which crowds generate good schemas and ideas. Our results
have implications for improving creativity and building systems for distributed
crowd innovation.
A comparison of social, learning, and financial strategies on crowd
engagement and output quality
Promoting participation and engagement
/
Yu, Lixiu
/
André, Paul
/
Kittur, Aniket
/
Kraut, Robert
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.967-978
© Copyright 2014 ACM
Summary: A significant challenge for crowdsourcing has been increasing worker
engagement and output quality. We explore the effects of social, learning, and
financial strategies, and their combinations, on increasing worker retention
across tasks and change in the quality of worker output. Through three
experiments, we show that 1) using these strategies together increased workers'
engagement and the quality of their work; 2) a social strategy was most
effective for increasing engagement; 3) a learning strategy was most effective
in improving quality. The findings of this paper provide strategies for
harnessing the crowd to perform complex tasks, as well as insight into crowd
workers' motivation.
Stereotime: a wireless 2D and 3D switchable video communication system
Demos
/
Yang, You
/
Liu, Qiong
/
Gao, Yue
/
Xiong, Binbin
/
Yu, Li
/
Luan, Huanbo
/
Ji, Rongrong
/
Tian, Qi
Proceedings of the 2013 ACM International Conference on Multimedia
2013-10-21
p.473-474
© Copyright 2013 ACM
Summary: Mobile 3D video communication, especially with 2D and 3D compatible, is a
new paradigm for both video communication and 3D video processing. Current
techniques face challenges in mobile devices when bundled constraints such as
computation resource and compatibility should be considered. In this work, we
present a wireless 2D and 3D switchable video communication to handle the
previous challenges, and name it as Stereotime. The methods of Zig-Zag fast
object segmentation, depth cues detection and merging, and texture-adaptive
view generation are used for 3D scene reconstruction. We show the
functionalities and compatibilities on 3D mobile devices in WiFi network
environment.
Visualization and analysis of 3D time-varying simulations with time lines
Visualisation of Evolving Systems
/
Yu, Li
/
Lu, Aidong
/
Chen, Wei
Journal of Visual Languages & Computing
2013-10
v.24
n.5
p.402-418
Keywords: Time line
Keywords: Virtual words
Keywords: Feature description
Keywords: Time-varying data visualization
© Copyright 2013 Elsevier Ltd.
Summary: This paper presents a time line visualization approach, which allows users
to study temporal relationships through encoding their interested data
properties to time lines with different shapes and locations. Specifically, our
approach extracts key data features as virtual words and uses them to encode
various data properties. The distributions of virtual words across time are
further applied to study various temporal relationships by generating time
lines, which renders sampled time steps as points and temporal sequence as a
line. Our approach consists of the three following components. First, we select
feature points and collect feature descriptors to build a space of data
properties, where virtual words are extracted as representative vectors.
Second, the virtual words are applied to characterize feature points and their
distribution statistics are used to measure temporal relationships. Third, we
demonstrate several methods to visualize time lines flexibly for different data
visualization and analysis purposes. We present several case studies to
visualize time lines for different data visualization and analysis purposes.
Our time line visualization can be used for both summarization and exploration
of overall temporal relationships. We demonstrate with examples that time lines
can serve as effective exploration, comparison, and visualization tools to
study time-varying datasets.
A general conformance testing framework for IEEE 11073 PHD's communication
model
Networking and communication for assistive environments
/
Yu, Linbin
/
Lei, Yu
/
Kacker, Raghu N.
/
Kuhn, D. Richard
/
Sriram, Ram D.
/
Brady, Kevin
Proceedings of the 2013 International Conference on PErvasive Technologies
Related to Assistive Environments
2013-05-29
p.12
© Copyright 2013 ACM
Summary: ISO/IEEE 11073 Personal Health Data (IEEE 11073 PHD) is a set of standards
that addresses the interoperability of personal healthcare devices. As an
important part of IEEE 11073 PHD, ISO/IEEE 1107-20601 optimized exchange
protocol (IEEE 11073-20601) defines how personal healthcare devices communicate
with computing resources like PCs and set-top boxes. In this paper, we propose
a general conformance testing framework for IEEE 11073-20601 protocol stack.
This framework can be used to ensure that different implementations of the
protocol stack conform to the specification and are thus able to interoperate
with each other. We are developing a prototype research tool that applies the
proposed framework to Antidote, an open-sourced IEEE 11073-20601 protocol
stack. We report some preliminary testing results.
Play it by ear: a case for serendipitous discovery of places with musicons
Papers: visual perception
/
Ankolekar, Anupriya
/
Sandholm, Thomas
/
Yu, Louis
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2959-2968
© Copyright 2013 ACM
Summary: Current location-based services (LBS) typically allow users to locate points
of interest (POI) in their vicinity but can detract from the user's emotional
experience of exploring a new location. In this paper, we examine how cues in
the form of popular music (musicons) can emotionally engage users and enhance
their experience of discovering nearby POIs serendipitously in unfamiliar
places. The primary contribution of this paper is a field study, in which we
evaluate the performance and emotional engagement of different types of
audio-based cues for directing users' attention to specific POIs. Musicons and
mixed-modality cues performed close to visual and speech cues, and
significantly better than auditory icons, for POI identification while creating
a much more pleasant and engaging user experience. We conclude that cues for
POI discovery need not always be as explicit as the baseline visual cues.
Indeed, the most challenging cues, auditory icons, led to a heightened sense of
autonomy.
An internet-scale idea generation system
/
Yu, Lixiu
/
Nickerson, Jeffrey V.
ACM Transactions on Interactive Intelligent Systems
2013-04
v.3
n.1
p.2
© Copyright 2013 ACM
Summary: A method of organizing the crowd to generate ideas is described. It
integrates crowds using evolutionary algorithms. The method increases the
creativity of ideas across generations, and it works better than greenfield
idea generation. Specifically, a design space of internet-scale idea generation
systems is defined, and one instance is tested: a crowd idea generation system
that uses combination to improve previous designs. The key process of the
system is the following: A crowd generates designs, then another crowd combines
the designs of the previous crowd. In an experiment with 540 participants, the
combined designs were compared to the initial designs and to the designs
produced by a greenfield idea generation system. The results show that the
sequential combination system produced more creative ideas in the last
generation and outperformed the greenfield idea generation system. The design
space of crowdsourced idea generation developed here may be used to instantiate
systems that can be applied to a wide range of design problems. The work has
both pragmatic and theoretical implications: New forms of coordination are now
possible, and, using the crowd, it is possible to test existing and emerging
theories of coordination and participatory design. Moreover, it may be possible
for human designers, organized as a crowd, to codesign with each other and with
automated algorithms.
Generating time lines with virtual words for time-varying data visualization
Tools and Algorithms
/
Yu, Li
/
Lu, Aidong
/
Chen, Wei
Proceedings of the 2012 International Symposium on Visual Information
Communication and Interaction
2012-09-27
p.52-60
© Copyright 2012 ACM
Summary: This paper presents a time line visualization approach, which allows users
to study temporal relationships through encoding their interested data
properties to time lines with different shapes and locations. Specifically, our
approach extracts key data features as virtual words and uses them to encode
various data properties. The distributions of virtual words across time are
further applied to study various temporal relationships by generating time
lines, which renders sampled time steps as points and temporal sequence as a
line. Our approach consists of the three following components. First, we select
feature points and collect feature descriptors to build a space of data
properties, where virtual words are extracted as representative vectors.
Second, the virtual words are applied to characterize feature points and their
distribution statistics are used to measure temporal relationships. Third, we
present several case studies to visualize time lines for different data
visualization and analysis purposes. Our time line visualization can be used
for both summarization and exploration of overall temporal relationships. We
demonstrate with examples that time lines can serve as effective exploration,
comparison, and visualization tools to study time-varying datasets.
Evaluation of co-located and distributed collaborative visualization
Evaluation and Measurement
/
Hu, Xianlin
/
Harrison, Lane
/
Lu, Aidong
/
Yu, Li
/
Song, Huaguang
/
Gao, Jinzhu
Proceedings of the 2012 International Symposium on Visual Information
Communication and Interaction
2012-09-27
p.95-103
© Copyright 2012 ACM
Summary: Collaboration is prevalent for network security teams to protect networking
environments, yet few network visualization tools are designed for
collaborative analysis. With the increasing complexity and volume of dynamic
networks, it is important to adopt strategies of joint decision-making through
developing collaborative visualization approaches. In this paper, we present a
formal user study to evaluate how paired users collaborate under co-located and
distributed collaboration environments to tackle the problems of intrusion
detection. Ten paired participants are requested to use network visualization
patterns to identify attacks existed in the datasets. We observe participants
behaviors and collect their performances from the aspects of coordination and
communication, which include prioritizing goals and directions, dividing and
balancing workloads, and negotiating analysis decisions while maintaining
situational awareness. Based on the results, we conclude several coordination
strategies and summarize the values of communication for collaborative
detection. We also discuss human-related factors in the process of joint
decision-making. Our study provides useful information for future design and
development of collaborative visualization systems.
Combining concept maps to catalyze creativity
Learning
/
Yu, Lixiu
/
Nickerson, Jeffrey V.
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.13-20
© Copyright 2011 ACM
Summary: Combining concept maps aids creative problem solving. In two studies,
participants were presented with a story describing a problem and its solution.
They were then asked to read an analogous problem and provide a solution. In
order to facilitate transfer from the first story to the second, concept maps
of the stories were elicited and participants instructed to combine them. The
results show that participants were more likely to solve the problem when they
produced and combined concept maps, as compared to a condition in which concept
maps were used without combination, and compared to a condition in which no
maps were used, but instead summaries were created and combined.
Crowd creativity through combination
Graduate student symposium
/
Yu, Lixiu
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.471-472
© Copyright 2011 ACM
Summary: The goal of this research is to perform large-scale experiments to see if
the crowd, mediated by technology, produces creative designs by combining
designs. To fulfill this goal, a sequential combination system is built. The
system is a variant on a human based genetic algorithm, through which the crowd
participates in an iterative process of design, evaluation, and combination.
The study will provide a way of creatively solving problems in a number of
different domains. It will also shed light on the mechanisms of social
creativity: how individuals can build on each other's work and how technology
can facilitate design by encouraging collaboration through shared designs.
Adaptive social similarities for recommender systems
Poster session 2
/
Yu, Le
/
Pan, Rong
/
Li, Zhangfeng
Proceedings of the 2011 ACM Conference on Recommender Systems
2011-10-23
p.257-260
© Copyright 2011 ACM
Summary: Collaborative filtering (CF) is an effective recommendation technique, which
selects items for an individual user based on similar users' preferences.
However, CF may not fully reflect the procedure how people choose an item in
real life, for users are more likely to ask friends for opinions instead of
asking similar strangers. Recently, some recommendation methods based on social
network have been raised. These approaches incorporate social network into the
CF algorithms and users' preferences can be influenced by the favors of their
friends. These social approaches require the knowledge of similarities among
friends. There are two popular similarity functions: Vector Space Similarity
(VSS) and Pearson Correlation Coefficient (PCC). However, both friends
similarity functions are based on the item-sets they rated in common. In most
cases, these functions are impractical, i.e. if two friends do not share the
same items in common, the similarity between them will be zeros. To solve this
problem, we propose an Adaptive Social Similarity (ASS) function based on the
matrix factorization technique. We conduct our experiment on a large dataset:
Epinions, which is a widely-used dataset with social information. The
experiment results illustrate that our approach outperforms the baseline models
and achieves a better performance than social-based method in [4].
Believe What You Hear, Not What You See -- Vision Interferes with Auditory
Route Guidance in Complex Environment
Orientation and Navigation
/
Wang, Ying
/
Zhang, Huiting
/
Yu, Lu
/
Zhang, Kan
/
Sun, Xianghong
/
Plocher, Thomas
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part III: Towards Mobile and Intelligent Interaction Environments
2011-07-09
v.3
p.346-354
Keywords: auditory route guidance; vision; firefighter; human-computer interaction;
visual auditory interaction
Copyright © 2011 Springer-Verlag
Summary: Auditory route guidance has a potential use for sighted people who have to
conduct emergent real-world task during navigation. Despite its affordance in
assisting people in the absence of vision, it may receive interference from
vision under normal visual condition. The present study tested the effect of
vision on auditory route guidance using different display modes. Normal sighted
firefighters were instructed to navigate within a virtual building following
auditory commands from a navigation aid, either under normal (high-visibility)
or smoked (low-visibility) visual condition. Navigation in normal visual
condition was faster but less accurate than that under low-visibility, and was
characterized by unique walking patterns. Moreover, it resulted in worse
spatial memory and less positive experience toward the system. These results
suggest that the interaction mode of human and auditory route guidance system
could be modified by vision. Clear visual inputs boost risk-taking behaviors in
route following, which might lead to dangerous consequence in specific
navigation tasks. Furthermore, the interference from vision was not restricted
to specific display mode, indicating that it might be a general problem for
auditory route guidance. As a challenging and primary human factor issue, it
should attract more attention and caution in future research and design work.
Driving Distraction Analysis by ECG Signals: An Entropy Analysis
Culture and Usability
/
Yu, Lu
/
Sun, Xianghong
/
Zhang, Kan
IDGD 2011: 4th International Conference on Internationalization, Design and
Global Development
2011-07-09
p.258-264
Keywords: Entropy; Driving distraction; ECG signal
Copyright © 2011 Springer-Verlag
Summary: This paper presents a novel method in driving distraction analysis: entropy
analysis of ECG signals. ECG signals were recorded continuously while 15
drivers were driving with a simulator. Mental computation task was employed as
driving distraction. Sample entropy and power spectrum entropy of drivers. ECG
signals while they were driving with and without distraction were derived. The
result indicated that entropy of drivers ECG signals was sensitive to driving
distraction and were potential significant metrics in driving distraction
measurement.
The Crowdsourcing Design Space
Augmented Cognition, Social Computing and Collaboration
/
Sakamoto, Yasuaki
/
Tanaka, Yuko
/
Yu, Lixiu
/
Nickerson, Jeffrey V.
FAC 2011: 6th International Conference on Foundations of Augmented
Cognition. Directing the Future of Adaptive Systems
2011-07-09
p.346-355
Keywords: Crowdsourcing; distributed cognition; organizational design; peer
production; collective creativity; human computation
Copyright © 2011 Springer-Verlag
Summary: Crowdsourcing is a new kind of organizational structure, one that is
conducive to large amounts of short parallel work: thousands of individuals may
work for several minutes on tasks, their outputs aggregated into a useful
product or service. The dimensions of this new organizational form are
described. Areas for future research are identified, focusing on open-ended
tasks and the coordination structures that might foster collective creativity.
Feature Selection in Crowd Creativity
Augmented Cognition, Social Computing and Collaboration
/
Yu, Lixiu
/
Sakamoto, Yasuaki
FAC 2011: 6th International Conference on Foundations of Augmented
Cognition. Directing the Future of Adaptive Systems
2011-07-09
p.383-392
Keywords: Crowdsourcing; collective creativity; combination; feature selection
Copyright © 2011 Springer-Verlag
Summary: Crowdsourcing is emerging as a wellspring of creative designs. This paper
examines the mechanisms that support collective design. A sequential
combination system is described: one crowd generates designs, and another crowd
combines these designs. Previous experiments showed that the combined designs
were judged more creative than the initial designs. The current work extends
this previous research by examining the combination process of the designs more
closely, looking at how features of the designs were selected and integrated
into later designs. Participants preferred atypical features to typical ones
for integration, and given a choice, selected practical but less atypical
features over impractical but more atypical features. We conclude that crowds
attend to both novelty and practicality of the features, and that the presence
of atypical yet practical features contributes to the increased creativity of
the combined designs.
Cooks or cobblers?: crowd creativity through combination
Crowdsourcing
/
Yu, Lixiu
/
Nickerson, Jeffrey V.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1393-1402
© Copyright 2011 ACM
Summary: A sketch combination system is introduced and tested: a crowd of 1047
participated in an iterative process of design, evaluation and combination.
Specifically, participants in a crowdsourcing marketplace sketched chairs for
children. One crowd created a first generation of chairs, and then successive
crowds created new generations by combining the chairs made by previous crowds.
Other participants evaluated the chairs. The crowd judged the chairs from the
third generation more creative than those from the first generation. An
analysis of the design evolution shows that participants inherited and modified
presented features, and also added new features. These findings suggest that
crowd based design processes may be effective, and point the way toward
computer-human interactions that might further encourage crowd creativity.
Extended probabilistic HAL with close temporal association for psychiatric
query document retrieval
/
Yeh, Jui-Feng
/
Wu, Chung-Hsien
/
Yu, Liang-Chih
/
Lai, Yu-Sheng
ACM Transactions on Information Systems
2009
v.27
n.1
p.4
Keywords: Hyperspace Analog to Language (HAL) model, Information retrieval,
information flow, query documents
© Copyright 2009 ACM
Summary: Psychiatric query document retrieval can assist individuals to locate query
documents relevant to their depression-related problems efficiently and
effectively. By referring to relevant documents, individuals can understand how
to alleviate their depression-related symptoms according to recommendations
from health professionals. This work presents an extended probabilistic
Hyperspace Analog to Language (epHAL) model to achieve this aim. The epHAL
incorporates the close temporal associations between words in query documents
to represent word cooccurrence relationships in a high-dimensional context
space. The information flow mechanism further combines the query words in the
epHAL space to infer related words for effective information retrieval. The
language model perplexity is considered as the criterion for model
optimization. Finally, the epHAL is adopted for psychiatric query document
retrieval, and indicates its superiority in information retrieval over
traditional approaches.