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An apple a day keeps doctor away. But…
A paper a day makes me a doctor sooner… — MJ
2010/4/18
Dan Cosley et al., How Oversight Improves Member-Maintained Communities, CHI 2005
Research Question: how can we design mechanisms — interfaces, algorithms, economies, and social structures – that allow communities to maintain themselves and and encourage members to provide valuable contributions?
Theory of why do people contribute: Karau and Williams' collective effort model.
Two ways of oversight: discouraging low value contributions and motivating valuable contributors.
Hypothesis: oversight -> less antisocial behavior, better final quality, some support of more contribution and no support for better initial contribution,finally, knowledge is power. Knowing about oversight affected both quantity and data base quality.
2010/3/4
Wiki, Incentives to Participation, http://en.wikipedia.org/wiki/Human-based_computation
Luis von Ahn et al., Verbosity: A Game for Collecting Common-Sense Facts, CHI 2006 Notes
Luis von Ahn et al., Improving Accessibility of the Web with a Computer Game, CHI 2006 Notes
2010/2/19
Sue Blackman, Serious Games…and Less!, ACM SIGGRAPH Computer Graphics, 2005
Provides many examples of serious games.
Henry Kelly et al., How to Build Serious Games, Communication of the ACM
Not as attractive as its title. Just a paper about how they designed a specific serious game.
2010/2/16
Severin Hacker and Luis von Ahn, Matchin: Eliciting User Preferences with an Online Game, CHI 2009
Intro and comparison of rating mechanisms; the design of the Matchin game, and a gender model.
Ben Sawyer and Peter Smith, Serious Games Taxonomy, Game Developer Conf.
As far as I know, this presentation is the origin of the term.
Luis von Ahn and Laura Dabbish, Designing Games with a Purpose, Communication of the ACM
Three mechanisms of GWAP and its evaluation.
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