Ubiquitous Human Computing
TL;DR: Issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring are explored.
read more
Abstract: Ubiquitous computing means network connectivity everywhere, linking devices and systems as small as a thumb tack and as large as a worldwide product distribution chain. What could happen when people are so readily networked? This short essay explores issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
•Posted Content
The Future of Crowd Work
Aniket Kittur,Jeffrey V. Nickerson,Michael S. Bernstein,Elizabeth M. Gerber,Aaron Shaw,Aaron Shaw,John Zimmerman,Matthew Lease,John Horton +8 more
TL;DR: In this paper, the authors outline a framework that will enable crowd work that is complex, collaborative, and sustainable, and lay out research challenges in twelve major areas: workflow, task assignment, hierarchy, real-time response, synchronous collaboration, quality control, crowds guiding AIs, AIs guiding crowds, platforms, job design, reputation, and motivation.
803
Amazon Mechanical Turk and the commodification of labour
TL;DR: In this article, the authors present an analysis of Mechanical Turk, one of the most popular crowdsourcing sites, to illuminate how Amazon's platform enables an array of companies to access digital labour at low cost and without any of the associated social protection or moral obligation.
274
More than just a game: ethical issues in gamification
Tae-Wan Kim,Kevin Werbach +1 more
TL;DR: A normatively sophisticated and descriptively rich account for appropriately addressing major ethical considerations associated with gamification is developed, suggesting practitioners and designers should be precautious about whether or not their use of gamification practices takes unfair advantage of workers or infringes any involved workers’ or customers’ autonomy.
The condition of the Turking class: Are online employers fair and honest?
TL;DR: Surveying a sample of workers finds that, on average, workers perceive online employers to be slightly fairer and more honest than offline employers.
87
Enhancing creativity in group collaboration
TL;DR: The results show that the difficulty of performance targets and the type of performance feedback interact, influencing people's perceived competence, which in turn influences their creativity in group collaboration.
59
References
Discipline and Punish: The Birth of the Prison
TL;DR: In this paper, the authors present La Volonté de Savoir, the methodological introduction of a projected five-volume history of sexuality, which seems to have a special fascination for Foucault: the gradual emergence of medicine as an institution, the birth of political economy, demography and linguistics as human sciences, the invention of incarceration and confinement for the control of the "other" in society (the mad, the libertine, the criminal) and that special violence that lurks beneath the power to control discourse.
27.9K
Labeling images with a computer game
Luis von Ahn,Laura Dabbish +1 more
- 25 Apr 2004
TL;DR: A new interactive system: a game that is fun and can be used to create valuable output that addresses the image-labeling problem and encourages people to do the work by taking advantage of their desire to be entertained.
•Journal Article
The Future of the Internet--And How to Stop It
TL;DR: Zittrain this article argues that the Internet is on a path to lockdown, ending its cycle of innovation and facilitating unsettling new kinds of control, and that its salvation lies in the hands of its millions of users.
1.3K
•Proceedings Article
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Gilbert Cockton,Panu Korhonen +1 more
- 05 Apr 2003
TL;DR: These Conference Proceedings contain the papers accepted for presentation at CHI 2003, which addressed all forms of interactive digital communication, with a focus on three special areas: mass communication and interaction, e-learning, and emotion.
399