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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>High Quality Photo Collection via Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anca Livia Radu</string-name>
          <email>ancalivia.radu@unitn.it</email>
          <email>ancalivia.radu@unitn.it Bogdan Ionescu LAPI, University Politehnica of Bucharest, Romania bionescu@imag.pub.ro</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aliaksandr Autayeu</string-name>
          <email>autayeu@disi.unitn.it</email>
          <email>autayeu@disi.unitn.it Fausto Giunchiglia DISI, University of Trento, Italy fausto@disi.unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder (eds.): Pro-</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>DISI, University of Trento</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ceedings of the GamifIR'15 Workshop</institution>
          ,
          <addr-line>Vienna, Austria, 29-March-2015, published at http://ceur-ws.org</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper addresses the issue of gathering high quality photographic representations of the world by acquiring representative and diverse images with locations. These locations refer to different public spaces such as parks, museums, administrations, monuments, etc. The representations should be clear and focused so anyone seeing them will easily understand what they depict. This work comes in the context when the typical users are interested in receiving accurate relevant-to-the-query and non-redundant images so they can build a correct exhaustive perception of the query. We propose to tackle this issue by combining two approaches previously considered disjoint: gamification, i.e., involving people for photo generation and media analysis techniques for participants reputation assessment and photo filtering. This paper presents our preliminary results achieved for implementing the gamification strategy.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The online image collections increased continuously and
the multimedia resources are various. As a global effort,
the web is already populated with many images of entities
in general and locations in particular. However, there are
not enough high quality images to represent the uniqueness
of these entities [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>Copyright c 2015 for the individual papers by the paper’s authors.
Copying permitted for private and academic purposes. This volume is
published and copyrighted by its editors.</p>
      <p>
        Further, the amount of low quality images on the
social online platforms like Panoramio1, Picasa2 or Flickr3
is overwhelming so that even effective retrieval techniques
have difficulties to filter them out. Furthermore, the current
retrieval techniques are also limited since they rely mainly
on text, image, or more recently on GPS coordinates.
Textual tags tend to be noisy or inaccurate, automatic content
descriptors fail to provide high-level understanding of the
scene while GPS coordinates capture the position of the
photographer and not necessarily the position of the query
object. This limits significantly the quality of the retrieval
results [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>The current solutions combine image retrieval from the
online platforms with media analysis techniques. These
techniques are limited since semantic notions cannot be
efficiently translated for media. Moreover, these solutions
aiming at improving the retrieval focused until recently
mainly on the relevance. However, an efficient system
should provide results that are relevant, but that also cover
different aspects of the query and not duplicates of the same
perspective, so the user can build a correct and complete
view of the query. In this paper we focus more on the
diversity issue.</p>
      <p>Research on media analysis reached the point where
quality photo collection requires the use of user expertise.
Thus, we try to overcome these shortcomings, by
proposing a new hybrid mechanism combining two fields:
gamification as human intelligence and proved-to-work media
analysis techniques.</p>
      <p>The remainder of the paper is organized as follows:
Section 2 summarises the related work. Section 3 details our
contribution as a hybrid mechanism which implies
gamification for image generation and then automated media
analysis techniques for computing the reputation of the
1http://panoramio.com
2http://picasaweb.google.com
3http://flickr.com
players. Section 4.1 presents the studies conducted for
evaluating the structure of the gamification part and also
the definition of representative and diverse images set. In
Section 4, the first pilot test of the photo hunting festival is
presented and the results we obtained. Section 5 concludes
the paper.
2</p>
    </sec>
    <sec id="sec-2">
      <title>State of the art</title>
      <p>
        Various approaches focused on improving search
capabilities on the current social media platforms and on providing
users both representative and diverse results. Some of the
most successful approaches on this direction are related to
re-ranking [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Re-ranking techniques attempt to refine the initial
results retrieved from the online platforms using the visual
content of the images. An example is the approach in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
The paper defines a retrieved image as being representative
and diverse if it is representative for a local group in the
set, it covers many distinct groups and incorporates an
arbitrary pre-specified ranking as prior knowledge. To
determine these properties, authors propose a unified framework
of absorbing Markov chain random walks. A different
approach [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] estimates the relevance scores of images with
respect to the query based on both the visual information
of images and the semantic information of associated tags.
Further, it estimates the semantic similarities of the images
based on their tags. Using the two estimations, the
ranking list is generated by a greedy ordering algorithm which
optimizes average diverse precision. However, these
techniques are limited, because they are not capable of
“understanding” the world and the content of the images, since
automatic content descriptors fail to provide high-level
understanding of images.
      </p>
      <p>
        Gamification is another field with potential, but
without concrete approaches in collecting representative and
diverse images. Games with a purpose are a narrow
example of gamified activities where humans become part
of collective computation. They are used in different
areas, including computer vision and Internet retrieval. For
example, ESP Game aims at collecting correct labels for
images. Two players are asked to provide the same word or
phrase without communicating while an image is the only
thing they have in common. The only modality of
providing the same output is to write down a correct label to the
image [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        In time, games evolved and now different location-based
games with a purpose are also used for content generation.
Urbanopoly [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is a social mobile and location-based game
with a purpose inspired from the famous Monopoly real
board game. It aims at collecting, verifying and correcting
data about “venues” in urban environment. As in the
original version, the players are landlords that aim to collect as
many venues as possible. But in the case of Urbanopoly,
the venues are real places in the surroundings of the
players, taken from Open Street Map4.
      </p>
      <p>Each user has an initial budget to buy venues. An
available venue can be bought by a user with enough money
by simply paying and providing some information about
the venue (name and category). If the venue is not
available, the user can spin a “wheel of fortune”. The possible
outcomes are: money, request to provide a poster for that
venue (picture and information) in exchange for money or
request to verify your own venue’s poster provided by
another player.</p>
      <p>
        Some location-based applications like Foursquare5 and
Brightkite have included the process of collecting urban
information and images with real world locations [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Users
can check-in to the service with a status and a location and
establish friend relationships to view each other’s updates.
These applications help people find out when friends are
nearby or to decide where to go out.
      </p>
      <p>A photographic marathon is a fun and challenging
competition organised for collecting images with locations and
events. For example, Maratona Fotografica6 attracts
people for collecting images of historical centres of different
Italian cities. Participants receive a list with locations to
reach and they are rewarded for the fastest tour or the most
interesting set of pictures.</p>
      <p>Photo contest sites became more and more popular due
to fast development of technology, when almost all of
us have a camera in our pocket. ViewBug7, Pixoto8 or
PHOTOBraniac9 are three examples of photo contest sites
where participants can win cash and organizers collect
images of different types.</p>
      <p>Re-ranking techniques are incapable of understanding
the content of the images and thus are limited in refining the
results retrieved from online platforms. In contrast, our
approach takes advantage of the collective human intelligence
through gamification for quality photo generation and
further applies only proven-to-work automated techniques.
4http://www.openstreetmap.org/
5http://www.foursquare.com
6http://www.disturbo.net/
7http://www.viewbug.com/
8http://www.pixoto.com//
9http://www.photobrainiac.com/</p>
    </sec>
    <sec id="sec-3">
      <title>A photo hunting festival</title>
      <p>In this paper we address the problem of constructing a large
database with high quality images of locations, both
representative and diverse. Our approach is designed to avoid
the limitations of the online platforms and re-ranking
techniques by combining two fields previously considered
disjoint:
1. gamification: human expertise employed for improved
photo generation;
2. automated media analysis with location tracking and
tags analysis used for filtering the images and assessing the
reputation of the participants. More precisely, automated
media analysis plays the role of detecting undesired
images: low quality (e.g., blurred or unfocused), containing
faces in focus and duplicate images.
2. automated media analysis with location tracking and
tags analysis that support gamification in returning
quality results by filtering the images and assessing the
reputation of the participants. More precisely, automated media
analysis plays the role of detecting undesired images: low
quality (e.g., blurred or unfocused), containing faces in
focus and duplicate images.</p>
      <p>The gamification part of the hybrid mechanism was
implemented and thus tested in a preliminary validation
iteration. The second part is to be implemented in the next
larger iterations.
3.1</p>
      <sec id="sec-3-1">
        <title>Structure of the festival</title>
        <p>The paper uses the following concepts and notations:
– Festival: event that bundles together different sub-events
sharing the same organization and the same period and
area.
– Challenge: sub-division of the festival that stands as a
separate competition and consists of an individualized list
of items that participants need to solve.
– Item: description of a location that participants are
required to capture through more pictures.
– Checked item: an item for which the participants
completed all the requirements (i.e., the route of the participants
includes the location of that item and they also provided
pictures of it).
– Representative and diverse images: A photo is
considered to be representative for the location if it depicts it in a
clear, distinctive and focused manner the uniqueness of that
location. Anybody knowing the appearance of the location
and seeing the image should easily recognize it.</p>
        <p>Other images are also accepted as being representative:
images taken in different moments of the year (long-term
temporal variation) and/or under different weather
conditions; images taken during different moments of the day
(short-term temporal variation); edited images (creative
views) as the meaning of the image is not affected by the
manipulation and its only purpose is to improve the
appearance of the image.</p>
        <p>A set of images is considered to be diverse if each image
depicts different visual characteristics of the target with a
certain degree of complementarity. The whole obtained
from the entire set of images creates a complete, clear and
meaningful vision of that specific location.</p>
        <p>The diversity focuses only on the aspects that directly
refer to the location itself. Therefore, even if light
manipulations and temporal variations (dawn-day-dusk-night
and spring-summer-autumn-winter) with their
corresponding weather conditions are accepted and contribute to
building a large overview of the location’s background, they
are not sufficient for building a complete overview over
the concrete location itself. Instead, in order to build a
complete vision of the location, the following variations
are accepted: outside/inside, frontal/side/back, top/bottom,
large/narrow, distant/ close, entire/partial views and also
typical aspects that are specific to that certain location, e.g.,
objects, paintings, animals, plants, etc. from the inside or
outside of the location.
– ik: one given item k in the challenge chosen by the team;
– qiik: the number of quality images uploaded by the team
for a certain item ik;
– piik: the number of images uploaded by the team for item
ik;
– I: the number of items in the challenge chosen by the
team;
– riik :the number of reliable images uploaded by the team
for a certain item IT i;
– ciik : the number of correct images uploaded by the team
for a certain item IT i.</p>
        <p>We propose the implementation of the gamification part
as a photo hunting festival where participants have the
possibility to choose among several challenges. We are
interested in attracting different types of audience. Therefore,
each challenge covers various activities and requires
different skills. The simplest challenges require participants to
go to certain locations in the city and take pictures. The
most difficult ones add a degree of creativity, knowledge of
history and physical skills.</p>
        <p>Motivating people to participate at the festival is done
both implicitly through the photo taking action, the
mechanics of the festival and the social aspect (getting
together, competing, entertainment, etc.), but also explicitly
using clear incentives. The latter is achieved through a
master class on photography that is held before the opening of
the festival by an expert team. They will explain the
participants how to take quality images with different devices
and also which are the expectations regarding their images.</p>
        <p>All challenges run against time (typically, 2-3 hours).
Also, the teams have the freedom of creating their own
path, as long as they approach and capture the required
locations. The physical approach of locations is verified
u3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Players’ reputation</title>
        <p>A large number of participants and the resulting
competition may attract low quality results and inadequate
behaviour, like cheating. Given both our purpose of gathering
high quality diverse photos and the expected large amount
of user generated content, it is mandatory to find a
mechanism to moderate the festival. The moderation refers to
assessing the quality of the uploads and further pre-filtering
them and computing the reputation of the participants. In
our case, the entire process is performed using the
automated media analysis as described in Section 3.</p>
        <p>Thus, the criteria that we are searching for in the teams’
uploads that further allow us to extend the reputation of
the participants are quality, correctness and reliance. Apart
from contributing to the reputation computation, those
images that do not follow the criteria of quality and correctness
are automatically filtered out.</p>
        <p>Quality in images, as computed in equation (1), refers
to a set of requirements with a big impact on images
appearance. The requirements relate to the quality of the
image itself, disregarding the content significance:
sharpness, alignment, no faces in focus. Thus, we accept only
sharp, aligned and with-no-faces-in-focus images.
quality =</p>
        <sec id="sec-3-2-1">
          <title>1 X qiik</title>
          <p>I piik
i
sing a smartphone application that participants are required
to install prior to the beginning of the challenge. All
challenges are considered complete only if a given number of
locations in the list are captured (e.g., 9 out of 10 locations).</p>
          <p>The challenges running in the festival are:
1. Walking Challenge – can be seen as urban hiking.
Participants are given a list with the exact name and address
of different locations to take pictures of. No vehicle is
allowed.
2. Creativity Challenge – participants will receive a list
of riddles with locations. Neither the name, nor the address
of the locations will be provided. They are further asked
to guess the locations behind the riddles and show their
answers through physical approach and pictures of those
locations. No vehicle is allowed.
3. Complete the Picture Challenge – participants will
receive a list of photo-riddles. A photo-riddle is an
incomplete picture from which the participants must figure out
the concrete location and take other pictures. For example,
they have to take the whole picture given a certain part, to
take the right part given the left, take the front given the
back, etc. Neither the name, nor the address of the
locations will be provided. No vehicle is allowed.</p>
          <p>While Creativity and Complete the Picture Challenges are
active, the participants have also the possibility to create
and upload riddles for the other participants. In order to
ensure that the riddles uploaded by the participants are
correct and solvable, the organizers check them before
releasing. However, in case the number of riddles uploaded by
the participants cannot be handled by the organizers, they
will be uploaded unchecked to the application. Participants
will be warned about the unchecked riddles.</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>4. Time Travel Adventure Challenge – participants will</title>
        <p>be provided historical pictures with locations as
photoclues and a time-slot referring to the building time. Teams
will have to recognize the locations and to bring new ones.
Neither the name, nor the address of the locations are
provided. No vehicle is allowed.
5. Bike Challenge – is similar to the walking challenge,
but the participants are allowed to use bicycles, as a
nonpolluting vehicle. The locations cover larger areas
compared to the other challenges.
6. Journalism Challenge – allows participants to act like
observers and take pictures of the most important moments
and aspects of the festival. Part of these pictures will be
used for advertising the event. Funny pictures, with as
many participants as possible are favoured.
(1)
(2)
The value of correctness as computed in equation 2 judges
the capture of the images during the challenges. The
participants might try to cheat by uploading images that do
not belong to them. Thus, we verify both the list of
locations approached by the teams and the EXIF in the photos.
In case they upload an image with a certain location they
“pretend” to have reached, but which does not belong to
their tracked path, it means they are trying to “game” the
challenge.</p>
        <p>correctness =</p>
        <sec id="sec-3-3-1">
          <title>1 X ciik</title>
          <p>I piik
i
Asking participants to tag the images they provide is a
modality of collecting additional information and, also,
judging the reliance of their images (see equation 3). Thus,
for each location, the teams are asked to judge a series of
mandatory suggested tags and further to freely add, if they
want, some extra-tags. The mandatory tags describe the
name of a location and will be provided according to the
position of a team (recorded by the smartphone
application). They are of two types:
– checked tags: tags specifically chosen incorrect (i.e.,
describing a location that is obviously too far from the actual
position of the team). They are meant to test the credibility
of the team and will not be attached to the images.
– unchecked tags: tags describing a location close to the
actual position of the team. However, the localization system
is sometimes not accurate enough to distinguish between
reliance =</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>1 X riik</title>
          <p>I piik
1) 1893
2) 1923
locations close one to each other. Thus, the team might
need to select one tag among several located in the same
small area. The tags provided by the teams will or will not
be accepted, according to how well they succeed to filter
the checked tags.</p>
          <p>All three variables range from 0 to 1. The three variables
have equal contribution in computing the reputation of each
team:
reputation = (quality+correctness+reliance)=3 (4)
4
4.1</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Validation results</title>
      <sec id="sec-4-1">
        <title>Validation of festival’s structure</title>
        <p>Optimal results collected through the festival require a fine
structure tuning. Thus, we conducted a study that helps to
identify and build the best structure for each challenge and
of the entire festival.</p>
        <p>Another study was conducted with the purpose of
evaluating and improving the representativeness and diversity
definitions presented in Section 3.1.</p>
        <p>Both studies were conducted between 24th September and
24th October 2014 and they were distributed online to 34
people. In total, 26 contributors responded for the first
study and 25 for the second one. All of them were located
in Romania.</p>
        <p>The questions requiring the contributors’ agreement
toward a certain idea/definition use a 7 points Likert scale
with the options: “Strongly disagree”, “Disagree”, “Mildly
disagree”, “Neither agree, nor disagree”, “Mildly agree”,
“Agree”, “Strongly agree”.</p>
        <p>For the first study, contributors were initially asked to
present their level of familiarity with the concept of
scavenger hunt. Results indicate that the majority (42.30%)
of contributors never heard of scavenger hunt. Further,
contributors either have heard, but know nothing about
it (15.38%), or know something, but never participated
(26.92%). Finally, only 15.38% of the contributors
participated to a scavenger hunt.</p>
        <p>Further, we asked the contributors about their level of
agreement towards different scenario elements, like the
idea of team participation (50% Agree), photography
tutorial before the opening of the festival (69.23% Strongly
Agree) and also for the installation of a smartphone
application prior the beginning of the festival (50% Agree that
the application is useful).</p>
        <p>Further, we presented each of the six available
challenges for which we asked them to rate to which extent
they would be interested to participate. Thus, they showed
their interest in competing first at Time Travel Adventure
Challenge (46.15%), then Walking, Creativity, Bike
Challenges (30.76%), further to Complete the Picture Challenge
(26.92%) and lastly to Journalism Challenge (3.84%). In
the same time, we collected the contributions of the
participants that had the possibility to provide ideas about new
challenges or to modify the current ones.</p>
        <p>Finally, contributors were questioned about the
additional activity of creating new riddles for other
participants in Creativity and Complete the Picture Challenges.
Thus, 46.15% of the contributors for the first, respectively
57.69% for the second one declared this activity makes
them wanting more to participate.</p>
        <p>For the second study, a majority of 56% agreed with the
definition of representativeness, while 56% strongly agree
with the diversity.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Description of the implementation</title>
        <p>A first pilot test was organized in Bucharest, Romania for
testing all the requirements and problems that may occur in
large scale festivals. In this iteration we only implemented
the gamification part from the hybrid approach described in
Section 3. Thus, we launched 3 out of 6 challenges as
presented in Section 3.1: Walking, Creativity and Time Travel
Adventure Challenges (see samples below).</p>
        <p>Each of the three challenges contained 7 items, thus a
total of 21 locations to be captured. The locations referred to
different museums, administrative buildings, monuments,
squares, etc. from Bucharest, more or less known to the
public. 7 mixed teams (individual or with 2 people)
participated at all three challenges after being presented a set of
participation rules. Samples from the three challenges are
presented below.</p>
        <p>Challenge 1: Walking Challenge
1. Old Princely Court and Church (Palatul s¸i Biserica
Curtea Veche), str. Franceza˘ 25-31.
2. The Linden Tree Inn (Hanul cu Tei), str. Lipscani 63-65.
3. Curtea Berarilor, str. S¸elari 9-11, Bucures¸ti.</p>
        <p>Challenge 2: Creativity Challenge
1. Find a very touristic pedestrian street named after
Leipzig.
2. Find the oldest “recently in use” hotel building in
Bucharest that kept the initial 19th century inns structure, despite
the repeated restorations.
3. Find “the City of the Cross”, patronised by the saints
that orthodoxism celebrates in one week from today.
a - from challenges
b - from Flickr
c - from challenges
d - from Google Images
During the festival, we collected a total number of 1170
images for all 21 locations. We want to check the
motivation in the gamification part, before spending time on
implementing the entire application and the media
analysis techniques. Thus, for validation and analysis purposes
we manually checked the results. We discovered a
majority of 1089 images were correct. Apart from being both
representative and diverse images, the images are of high
quality, despite the non-professional status of the
participants. The rest of 81 images were classified as being
incorrect, not because they were not representative and diverse
for the captured locations, but because it happened that the
participants mixed some locations and they captured
different locations than those required in the challenges. That
happened partly because of their low experience with the
locations and partly because of the difficulty and even
ambiguity mostly in the Creativity and Time Travel Adventure
Challenges.</p>
        <p>As mentioned in Section 4.2, we asked the participants
to collect a minimum number of 5 pictures per location.
The results show an average number of 7.95 images per
location, varying from 0 (for locations not reached by the
teams) to 26 images.</p>
        <p>Further, eliminating the locations that teams did not
reach, the average number of collected images rises to 8.60.
From this fact, we can conclude that participants were
willing to capture a higher diversity than the required
minimum. From all images, an average number of 7.41
correct images were collected per location. The rest of
incorrect images comes from those locations confounded or
not reached. Thus, we were successful in collecting the
desired high quality images using our approach.</p>
        <p>Further, Table 1 presents individually for each challenge
both the average number of totally collected images and the
Walking Creativity
nb. of imgs
imgs/team/item
correct imgs/team/item
imgs/team/reached item
correct items
average number of correctly collected images.</p>
        <p>As expected, challenges requiring additional skills
(Creativity and Time Travel Adventure Challenges) collected a
lower average number of images compared to the simpler
ones (Walking Challenge). Moreover, the average
number of correctly identified and captured location is 5.9 out
of 7, given the fact that each of the three challenges was
considered to be finished if 6 out of 7 locations were
correctly captured. Additionally, Table 2 presents the results
obtained individually by each of the three challenges.</p>
        <p>To have a subjective measure of performance, two pairs
of image-sets are illustrated in Figure 3 as a visual
comparison between the results obtained through our approach
(Figures 3a and 3c) and the first results retrieved from
Flickr10 and Google Images11 (Figures 3b and 3d) in
January 18th 2015 using as keywords the names of two
locations (The Comedy Theatre Bucharest and Curtea
Berarilor) captured during the festival. The images collected
through our Festival are of high quality, from both
representative and diverse point of view. On the other hand, the
retrieved images depicted in Figure 3b are diverse enough,
but mostly obviously do not depict the query location.
Instead, the images from Figure 3d are representative for the
query location, but lack diversity.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>In this paper we proposed and evaluated a first part of a
replicable novel hybrid mechanism that combines a photo
hunting festival for photo generation and media analysis
techniques for photo filtering and assessing participants
reputation. Different variations of the approach can be
run on large scale even with online coordination. In this
way, many images of high quality can be collected,
without relying on the limited image retrieval and media
a10http://flickr.com
11http://images.google.com/
nalysis techniques. The target are locations from all over
the world, from very popular to less known for which there
are not enough online resources. Close future work
consists in organizing a large scale version of the festival in
Trento (spring) accompanied by the automated media
analysis technique.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This research was supported by the Romanian Sectoral
Operational Programme POSDRU/89/1.5/S/62557 and the
Collaborative Project Smart Society: “Hybrid and
Diversity Aware Collective Adaptative Systems: When
people Meet Machines to Build a Smarter Society”
(http://www.smart-society-project.eu/), funded by the
European Commission’s 7th Framework ICT Programme for
Research and Technological Development under the Grant
Agreement no. 600854.</p>
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