| 研究生: |
楊泰榮 Yang, Tai Rong |
|---|---|
| 論文名稱: |
藉由遊戲設計以產出具信賴驗證的行動地理標籤系統 GWAP design for a mobile geo-tagging system with confident verification |
| 指導教授: |
蔡子傑
Tsai, Tzu Chieh |
| 學位類別: |
碩士
Master |
| 系所名稱: |
理學院 - 資訊科學系 |
| 論文出版年: | 2010 |
| 畢業學年度: | 98 |
| 語文別: | 英文 |
| 論文頁數: | 52 |
| 中文關鍵詞: | 人智運算 、適地性服務 、手機地理標記 |
| 外文關鍵詞: | Game with a purpose, Location-Based Service, Mobile Geo-Tagging System |
| 相關次數: | 點閱:235 下載:0 |
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人智運算(Human Computation)是近年來最熱門的研究領域之一,而適地性服務(Location-based service)也因此衍生出許多研究議題。由於傳統上在搜集資訊時往往會浪費過多的人力資源,所以我們希望使用者藉由玩遊戲的方式背後完成我們想要的事情。在此篇論文中,我們利用GWAP(Games with a Purpose)的概念設計一套行動地理標籤系統,系統採用玩家分享自身附近景點資訊再透過其他玩家來到相同地點做驗證的方式,讓玩家在一邊玩遊戲的過程中搜集相關地理資訊,另一方面達到景點資訊是可信賴的目的。
然而,對系統而言要如何選題給玩家驗證才能提升整體效能,為了解決這些問題,我們在選題策略上提出三種不同的任務分配演算法,再透過一連串的實驗模擬來證明我們所設計的系統確實能夠在選題上達到好的效能,最後我們考慮到現實生活中可能的情形後將此系統實作在智慧型手機上(Android Phone)。
Human Computation is popular recently and have become one of the hottest research topics, therefore Location-based service also drives a lot of issues. Due to collect information always cause too many manpower- wasted in tradition , so we hoped that the users to complete the things which we want by play game’s way .In this thesis, we based on the concept of ‘Games with a Purpose’(GWAP) to develop a mobile geospatial tagging system, system adopt player share self nearby scenic spots information and then through another players come the same place do the verification, allowing the player to play the game in the side of the process of collecting the relevant geographic information, on the other hand to achieve the purpose of scenic spots information is reliable.
However, how to choose topics for player verification can effectively evaluate the system performance, to solve these problems we propose three different selection strategies on the task assignment algorithms, then through a series of simulation experiments designed to prove that our system can indeed achieve good performance on the topics, finally we take into account real life situations and implement in the smart phone (Android Phone).
摘要 i
Abstract ii
Acknowledgements iv
TABLE OF CONTENTS v
LIST OF TABLE vii
LIST OF FIGURE viii
CHAPTER 1 1
1.1 Background 1
1.1.1 Games with a Purpose (GWAP) 1
1.1.2 Mobile Geospatial tagging 4
1.1.3 Online Human Computation V.S. Mobile Human Computation 4
1.2 Motivation 5
1.3 Organization 6
CHAPTER 2 7
2.1 GWAP-based Geospatial Tagging System 7
2.1.1 The EyeSpy 7
2.1.2: MobiMissions 9
2.1.3 The Gopher Game 11
2.2 Play GWAP with Strategies 13
CHAPTER 3 15
3.1 Game Description 15
3.2 Task assignment strategies 16
3.2.1 Confidence Index Calculate 16
3.2.2 System Misjudgment 22
CHAPTER 4 Simulation Results 24
4.1 Simulation Setup 24
4.2 Simulation Results 25
4.2.1 Scenario 1 25
4.2.2 Scenario 2 29
CHAPTER 5 33
5.1 System Architecture 33
5.2 Experimental Setup 35
5.3 Experimental Results 39
CHAPTER 6 Conclusions and Future Work 41
Reference 42
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[5] GWAP: http://www.gwap.com/gwap/
[6] Google Maps. http://maps.google.com/
[7] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/
[8] Panoramio http://www.panoramio.com/
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[13]Ling-Jyh Chen, Bo-Chun Wang, and Kuan-Ta Chen. The Design of Puzzle Selection Strategies for GWAP Systems. Journal of Concurrency and Computation: Practice and Experience, John Wiley & Sons Ltd., volume 22, number 7, pp. 890-908, May, 2010.
[14]Ling-Jyh Chen, Bo-Chun Wang, and Wen-Yuan Zhu. The Design of Puzzle Selection Strategies for ESP-like GWAP Systems. IEEE Transactions on Computational Intelligence and AI in Games, volume 2, number 2, pp.120-130, June, 2010
[15]Shun-Ching Huang.A Study on Taiwan’s Consumer Confidence Index and Private Consumption Expenditure.
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