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Jens Brokfeld's Thesis on Crowdsourced Transcription
During recent years modern ICT technologies have spawned two interwoven phenomena: gamification and crowdsourcing (CS) . The rapid diffusion of these technologies can be seen both in industry as well as in the academia. Today, multitude of different organizations employ CS as a way to outsource various tasks to be carried out by ‘the crowd’; a mass of people reachable through the internet. At the same time, business analysts have estimated that at least 50% of organizations have gamified some of their processes by 2015. As illustrated in the Figure, the body of literature on both CS and gamification has been rapidly growing. Moreover, these technologies appear together frequently: CS is one of the major application areas for gamification. Naturally, the main goals of CS in general are either cost savings or the possibility to innovate solutions that would be difficult to cultivate in-house. However, CS relies on the existence of a reserve of people that would be willing to take on tasks for free or for a minute monetary compensation. Therefore, CS tasks are increasingly gamified, that is, organizations attempt to make the activities more like playing a game in order to provide other motives for working than just the monetary compensation.
The search criteria can include zip code, type of insurance, agent experience, performance ratings, language, testimonials, military service, charities, states licenses, and more. In addition, consumers can post reviews and performance ratings about their agent experience, offering reliable social feedback to guide their peers’ future decisions.
Asking for interviewees on a master’s thesis : Crowdsourcing
The aim of the thesis is to find out how efficient crowdsourcing is on the Slovenian market. Throughout the thesis, various types of crowdsourcing, along with their advantages, disadvantages and use, are presented. The focal point of the thesis is a comparison between open markets and domestic developers. A decision model comparing several web developers is presented. The model is created on the basis of specific criteria for online store development, and build with the help of DEXi, a program for multi-criteria decision making. The comparison is based on three domestic and three foreign developers. The foreign developers are chosen on the open markets, and the domestic developers are chosen through the use of e-mail requests. A comparison between the most expensive, the cheapest and an average-price developer is included. A detailed analysis of all six domestic and foreign developers is available. The final thought, as well as all results in graphical form can be found in the conclusion.
Through the MicroPasts platform, we will develop a range of crowd-sourcing and micro-funding opportunities, devoted to things like 3D modelling of artefacts, the mark-up of historic and early archaeological photographs and the transcription of archaeological archives, to name just a few that we have come up with so far.
Thesis Proposal Tomka | Crowdsourcing | Thesis
Many software applications are migrating from desktop space to web space and office works are changing to home based works. From this trend, it can be concluded that the combination of crowdsourcing and web applications can have a positive impact on the whole Geographic Information System field.
However, with paid crowdsourcing the cost of human labour scales linearly with the output size, and while game playing volunteers may be free, gamification studies must compete with a multi-billion dollar games industry for players.
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List of the Best Academic Research on Crowdfunding
The literature, however, at this early stage, is still quite scattered and not enough research has been conducted to draw clear solid conclusions as to which specific implementation would work better or worse in certain situations. It is clear that contextual factors and factors related to crowdsourcees play a role, but as to what extent and how is still unclear. Nevertheless, it is not an easy task to design gamification as also witnessed by the studies in the review. When designing an information system that attempts to affect human motivations and behavior, developers will inevitably end up with a complex design challenge.
List of the Best Academic Research on Crowdfunding ..
Our study, however, shows that there are differences as to how gamification has been employed across different CS archetypes. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler gamification implementations, whereas CS initiatives that seek for more diverse and creative contributions have employed gamification in more manifold ways employing a richer set of affordances. Regardless, points and leaderboards were clearly the most popular motivational affordances used in all four forms of crowdsourcing systems to create competition between the participants.
Thesis: Crowdsourcing: Using Open Modes of …
A comprehensive definition that fits to up-to-date “crowdsourcing” term from author's point of view is stated below (by Gregory D. Saxton, Onook Oh and Rajiv Kishore):
Crowdsourcing is a sourcing model in which organizations use predominantly advanced Internet Technologies to harness the efforts of a virtual crowd to perform specific organizational tasks.
How to organize crowdsourcing? Based on review of literature and experience gained during the practical realization of crowd-sourcing for this thesis, the four step simplified framework for organizing crowdsourcing is derived.
Why Crowdsourcing? - Master Thesis - Google Sites
In this thesis we develop and evaluate resources for computational semantics, working towards a crowdsourcing method that extracts information from naturally occurring human activities.
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