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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Enhancing Crowdsourced Applications via Incorporated Practice Sessions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kinga B. Faragó, Zoltán Á. Milacski, András Lőrincz</string-name>
          <email>kinga.farago@gmail.com</email>
          <email>{kinga.farago, srph25}@gmail.com, lorincz@inf.elte.hu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>András Németh</string-name>
          <email>anemeth@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>(eds.): Proceedings of the GamifIR'15 Workshop</institution>
          ,
          <addr-line>Vienna, Austria, 29-March-2015, published at http://ceur-ws.org</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Software Technology and Methology, Eötvös Lorand University</institution>
          ,
          <addr-line>Budapest, Hungary H-1117</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Synchronoss Technologies Inc.</institution>
          ,
          <addr-line>Dublin</addr-line>
          ,
          <country>Republic of Ireland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we suggest an upgraded crowdsourcing system design, where workers of the scheme can develop their skills by means of practicing in an embedded simulated environment. We show that training in the virtual setting considerably improves performance in a real traffic estimation scenario. The prototype was implemented as an Android application.</p>
      </abstract>
      <kwd-group>
        <kwd>Crowdsourcing</kwd>
        <kwd>Estimation</kwd>
        <kwd>Online Supervised Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Industrial or scientific projects, which need large
amount of data, can be served by non-expert
crowdsourcing contributors. This is a favourable
approach, since it is an economic and simple way to
collect information.</p>
      <p>However, it has a critical issue related to the quality
of the provided material due to the lack of crowd
proficiency. This is typically compensated by two
methods: aggregating over the multiple data sources
[Hun13], or incorporating specialists to supervise the
accumulation [Eick14]. While these recipes have been
applied successfully in many cases, the possibility of
reducing the number of poor submissions is less
Copyright © 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.
discussed in the scientific literature.</p>
      <p>Our goal is to settle this problem by utilizing a
training process for the crowd labour, where the
precision of the participants can be measured, the
relevant features of the situation can be learned and
applied in real scenarios.</p>
      <p>We chose city traffic as our demonstrative example.
We tested the hypothesis whether significant
improvement in average speed estimations can be
achieved in an actual transportation setting through a
virtual training program, consisting of simulated traffic
scenes with immediate feedback to the players.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Experimental Setup</title>
      <p>In this section, we briefly describe the data collecting
methods, the used Android applications, the training
stage and the pre-processing steps of the data set.</p>
      <sec id="sec-2-1">
        <title>2.1 Human Computation Task</title>
        <p>We conducted two outdoor experiments in a real traffic
environment: one before virtual training and one
afterwards. In both trials, 4 test subjects were asked to
travel on the same tramline (in downtown Budapest),
and report estimated average speed values of their
surroundings with our crowdsourcing Android
application. Meanwhile, a driver was also asked to
travel around the same route by car, and track the
ground truth momentary speed frequently by an
automatic GPS logging mobile software. Together with
the momentum information, the two programs have also
stored the exact GPS coordinates and Unix time stamps
of all measurements. Figure 1 portrays screenshots of
the user interfaces.</p>
        <p>Instead of an implemented virtual training session, a
mock-up procedure was held between the two outdoor
experiments. It consisted of watching a series of 47
videos created in the Vissim (http://www.ptvgroup.com)
traffic simulator. Figure 2 shows excerpts of the
recordings. The videos were set in the exact same path
as in the live tasks, but in a virtual environment (either
on the street or on the identical tramline). Many kinds
of travelling scenarios were generated, ranging from
jams to completely free roads, to adapt for different
events. Each video segment was 1 minute long and it
was adjusted to the traffic light switching cycle.
Subjects were asked to estimate the average velocities
of the vehicles in an online supervised learning [Sut93]
manner: the true speed was given at the end of the
videos. Subjects were expected to leverage their newly
acquired skills in the second outdoor experiment. Note
that 2D screens are suitable for training, since one can
deduce 3D scenes by structure-from-motion
mechanisms [Tre91].
In the first experiment, 3129 car and 128, 198, 181, 141
human samples were reported. In the second
experiment, 1736 automobile log records and 77, 115,
107, 77 manual measurements were registered,
respectively. From each human data set, 30 elements
were carefully selected for further processing by
minimizing the spatio-temporal distances from the car.
Together with this operation, we discarded vehicle
records that have become unnecessary, keeping only
601 and 676 points, as can be seen on Figure 3.</p>
        <p>Three extra pre-processing steps were imposed on
the data in Matlab R2013b. Firstly, the car
measurements were not uniformly sampled in time.
Linear interpolation was used to overcome this matter.
Secondly, the car speed values were momentary, thus
we had to obtain averages. This was carried out by the
Fused LASSO algorithm [Tib05], which is capable of
detecting segments with constant mean within a time
series. Finally, the human and the car reports were not
exactly aligned with each other in space and time, so we
had to match the two data sets. With the Dynamic Time
Warping procedure [Sak70], we coupled each human
observation with a corresponding car datum. Table 1
illustrates the obtained pairs of true and estimated
average speeds.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Experimental Results</title>
      <p>To compare the results from the two outdoor
experiments, we ran hypothesis tests on the
preprocessed data sets in Matlab R2013b. Squared
differences between the coupled ground truth car speeds
and human estimations were computed for additional
analysis. Since these values were not normally
distributed, we conducted nonparametric one-sided
Wilcoxon rank sum tests for paired deviation data sets
of each subject (at level α=0.05). Obtained p-values for
the participants were 0.01460, 0.00515, 0.10578 and
0.02971, respectively. The tests confirmed that the
median error values were significantly smaller in the
second experiment for subjects 1, 2 and 4. Improvement
was not considerable for subject 3. Corresponding
rootmean-square deviation (RMSD) performance metrics
can be found in Table 1.</p>
    </sec>
    <sec id="sec-4">
      <title>4 Conclusion and Future Research</title>
      <p>We found a possibility for significant improvement in
human traffic estimation between two outdoor
crowdsourcing experiments. Test subjects were asked to
estimate average transportation speeds of their
surroundings. The first attempts were performed
without any prior experience in this task, the second
trials were carried out after completing training
exercises in a simulated version of the same location.</p>
      <p>This novel result shows that integrating experience
gaining processes within crowdsourcing applications
can lead to higher quality submissions in real scenarios.
Our findings are, however, limited by the small number
of test subjects and the lack of a control group.
Motivating participants to complete such training tasks
is also a question that we did not consider here:
gamification would be the proper way to examine this.
Further studies could be carried out to address these
issues.</p>
      <p>We demonstrated that crowdsourcing training
exercises can pave a way for more efficient data
services and – consequently – better user experiences.</p>
      <sec id="sec-4-1">
        <title>Acknowledgements</title>
        <p>We would like to thank our participants for their
cooperation and persistent work. We are also grateful to
Tamás Tettamanti for the Vissim simulations. The
research was performed in cooperation with the EIT
ICT Labs Budapest Associate Partner Group.
(www.ictlabs.elte.hu)</p>
      </sec>
    </sec>
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