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Michael S. Bernstein

Publications and source records attributed to Michael S. Bernstein.

At least 55 records · Page 3Linked to original sources

A Web-Scale Analysis of the Community Origins of Image Memes

Where do the most popular online cultural artifacts such as image memes originate? Media narratives suggest that cultural innovations often originate in peripheral communities and then diffuse to the mainstream core; behavioral science suggests that intermediate network positions that bridge between the periphery and the core are especially likely to originate many influential cultural innovations. Research has yet to fully adjudicate between these predictions because prior work focuses on individual platforms such as Twitter; however, any single platform is only a small, incomplete part of the larger online cultural ecosystem. In this paper, we perform the first analysis of the origins and diffusion of image memes at web scale, via a one-month crawl of all indexible online communities that principally share meme images with English text overlays. Our results suggest that communities at the core of the network originate the most highly diffused image memes: the top 10% of communities by network centrality originate the memes that generate 62% of the image meme diffusion events on the web. A zero-inflated negative binomial regression confirms that memes from core communities are more likely to diffuse than those from peripheral communities even when controlling for community size and activity level. However, a replication analysis that follows the traditional approach of testing the same question only within a single large community, Reddit, finds the regression coefficients reversed -- underscoring the importance of engaging in web-scale, cross-community analyses. The ecosystem-level viewpoint of this work positions the web as a highly centralized generator of cultural artifacts such as image memes.

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Jury Learning: Integrating Dissenting Voices into Machine Learning Models

Whose labels should a machine learning (ML) algorithm learn to emulate? For ML tasks ranging from online comment toxicity to misinformation detection to medical diagnosis, different groups in society may have irreconcilable disagreements about ground truth labels. Supervised ML today resolves these label disagreements implicitly using majority vote, which overrides minority groups' labels. We introduce jury learning, a supervised ML approach that resolves these disagreements explicitly through the metaphor of a jury: defining which people or groups, in what proportion, determine the classifier's prediction. For example, a jury learning model for online toxicity might centrally feature women and Black jurors, who are commonly targets of online harassment. To enable jury learning, we contribute a deep learning architecture that models every annotator in a dataset, samples from annotators' models to populate the jury, then runs inference to classify. Our architecture enables juries that dynamically adapt their composition, explore counterfactuals, and visualize dissent.

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A "Distance Matters" Paradox: Facilitating Intra-Team Collaboration Can Harm Inter-Team Collaboration

By identifying the socio-technical conditions required for teams to work effectively remotely, the Distance Matters framework has been influential in CSCW since its introduction in 2000. Advances in collaboration technology and practices have since brought teams increasingly closer to achieving these conditions. This paper presents a ten-month ethnography in a remote organization, where we observed that despite exhibiting excellent remote collaboration, teams paradoxically struggled to collaborate across team boundaries. We extend the Distance Matters framework to account for inter-team collaboration, arguing that challenges analogous to those in the original intra-team framework -- common ground, collaboration readiness, collaboration technology readiness, and coupling of work -- persist but are actualized differently at the inter-team scale. Finally, we identify a fundamental tension between the intra- and inter-team layers: the collaboration technology and practices that help individual teams thrive (e.g., adopting customized collaboration software) can also prompt collaboration challenges in the inter-team layer, and conversely the technology and practices that facilitate inter-team collaboration (e.g., strong centralized IT organizations) can harm practices at the intra-team layer. The addition of the inter-team layer to the Distance Matters framework opens new opportunities for CSCW, where balancing the tension between team and organizational collaboration needs will be a critical technological, operational, and organizational challenge for remote work in the coming decades.

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Crowdsourcing County-Level Data on Early COVID-19 Policy Interventions in the United States: Technical Report

Beginning in April 2020, we gathered partial county-level data on non-pharmaceutical interventions (NPIs) implemented in response to the COVID-19 pandemic in the United States, using both volunteer and paid crowdsourcing. In this report, we document the data collection process and summarize our results, to increase the utility of our open data and inform the design of future rapid crowdsourcing data collection efforts.

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ESR: Ethics and Society Review of Artificial Intelligence Research

Artificial intelligence (AI) research is routinely criticized for its real and potential impacts on society, and we lack adequate institutional responses to this criticism and to the responsibility that it reflects. AI research often falls outside the purview of existing feedback mechanisms such as the Institutional Review Board (IRB), which are designed to evaluate harms to human subjects rather than harms to human society. In response, we have developed the Ethics and Society Review board (ESR), a feedback panel that works with researchers to mitigate negative ethical and societal aspects of AI research. The ESR's main insight is to serve as a requirement for funding: researchers cannot receive grant funding from a major AI funding program at our university until the researchers complete the ESR process for the proposal. In this article, we describe the ESR as we have designed and run it over its first year across 41 proposals. We analyze aggregate ESR feedback on these proposals, finding that the panel most commonly identifies issues of harms to minority groups, inclusion of diverse stakeholders in the research plan, dual use, and representation in data. Surveys and interviews of researchers who interacted with the ESR found that 58% felt that it had influenced the design of their research project, 100% are willing to continue submitting future projects to the ESR, and that they sought additional scaffolding for reasoning through ethics and society issues.

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Understanding the Representation and Representativeness of Age in AI Data Sets

A diverse representation of different demographic groups in AI training data sets is important in ensuring that the models will work for a large range of users. To this end, recent efforts in AI fairness and inclusion have advocated for creating AI data sets that are well-balanced across race, gender, socioeconomic status, and disability status. In this paper, we contribute to this line of work by focusing on the representation of age by asking whether older adults are represented proportionally to the population at large in AI data sets. We examine publicly-available information about 92 face data sets to understand how they codify age as a case study to investigate how the subjects' ages are recorded and whether older generations are represented. We find that older adults are very under-represented; five data sets in the study that explicitly documented the closed age intervals of their subjects included older adults (defined as older than 65 years), while only one included oldest-old adults (defined as older than 85 years). Additionally, we find that only 24 of the data sets include any age-related information in their documentation or metadata, and that there is no consistent method followed across these data sets to collect and record the subjects' ages. We recognize the unique difficulties in creating representative data sets in terms of age, but raise it as an important dimension that researchers and engineers interested in inclusive AI should consider.

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Not Now, Ask Later: Users Weaken Their Behavior Change Regimen Over Time, But Expect To Re-Strengthen It Imminently

How effectively do we adhere to nudges and interventions that help us control our online browsing habits? If we have a temporary lapse and disable the behavior change system, do we later resume our adherence, or has the dam broken? In this paper, we investigate these questions through log analyses of 8,000+ users on HabitLab, a behavior change platform that helps users reduce their time online. We find that, while users typically begin with high-challenge interventions, over time they allow themselves to slip into easier and easier interventions. Despite this, many still expect to return to the harder interventions imminently: they repeatedly choose to be asked to change difficulty again on the next visit, declining to have the system save their preference for easy interventions.

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My Team Will Go On: Differentiating High and Low Viability Teams through Team Interaction

Understanding team viability -- a team's capacity for sustained and future success -- is essential for building effective teams. In this study, we aggregate features drawn from the organizational behavior literature to train a viability classification model over a dataset of 669 10-minute text conversations of online teams. We train classifiers to identify teams at the top decile (most viable teams), 50th percentile (above a median split), and bottom decile (least viable teams), then characterize the attributes of teams at each of these viability levels. We find that a lasso regression model achieves an accuracy of .74--.92 AUC ROC under different thresholds of classifying viability scores. From these models, we identify the use of exclusive language such as `but' and `except', and the use of second person pronouns, as the most predictive features for detecting the most viable teams, suggesting that active engagement with others' ideas is a crucial signal of a viable team. Only a small fraction of the 10-minute discussion, as little as 70 seconds, is required for predicting the viability of team interaction. This work suggests opportunities for teams to assess, track, and visualize their own viability in real time as they collaborate.

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PolicyKit: Building Governance in Online Communities

The software behind online community platforms encodes a governance model that represents a strikingly narrow set of governance possibilities focused on moderators and administrators. When online communities desire other forms of government, such as ones that take many members' opinions into account or that distribute power in non-trivial ways, communities must resort to laborious manual effort. In this paper, we present PolicyKit, a software infrastructure that empowers online community members to concisely author a wide range of governance procedures and automatically carry out those procedures on their home platforms. We draw on political science theory to encode community governance into policies, or short imperative functions that specify a procedure for determining whether a user-initiated action can execute. Actions that can be governed by policies encompass everyday activities such as posting or moderating a message, but actions can also encompass changes to the policies themselves, enabling the evolution of governance over time. We demonstrate the expressivity of PolicyKit through implementations of governance models such as a random jury deliberation, a multi-stage caucus, a reputation system, and a promotion procedure inspired by Wikipedia's Request for Adminship (RfA) process.

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HYPE: A Benchmark for Human eYe Perceptual Evaluation of Generative Models

Generative models often use human evaluations to measure the perceived quality of their outputs. Automated metrics are noisy indirect proxies, because they rely on heuristics or pretrained embeddings. However, up until now, direct human evaluation strategies have been ad-hoc, neither standardized nor validated. Our work establishes a gold standard human benchmark for generative realism. We construct Human eYe Perceptual Evaluation (HYPE) a human benchmark that is (1) grounded in psychophysics research in perception, (2) reliable across different sets of randomly sampled outputs from a model, (3) able to produce separable model performances, and (4) efficient in cost and time. We introduce two variants: one that measures visual perception under adaptive time constraints to determine the threshold at which a model's outputs appear real (e.g. 250ms), and the other a less expensive variant that measures human error rate on fake and real images sans time constraints. We test HYPE across six state-of-the-art generative adversarial networks and two sampling techniques on conditional and unconditional image generation using four datasets: CelebA, FFHQ, CIFAR-10, and ImageNet. We find that HYPE can track model improvements across training epochs, and we confirm via bootstrap sampling that HYPE rankings are consistent and replicable.

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Establishing an Evaluation Metric to Quantify Climate Change Image Realism

With success on controlled tasks, generative models are being increasingly applied to humanitarian applications [1,2]. In this paper, we focus on the evaluation of a conditional generative model that illustrates the consequences of climate change-induced flooding to encourage public interest and awareness on the issue. Because metrics for comparing the realism of different modes in a conditional generative model do not exist, we propose several automated and human-based methods for evaluation. To do this, we adapt several existing metrics, and assess the automated metrics against gold standard human evaluation. We find that using Fréchet Inception Distance (FID) with embeddings from an intermediary Inception-V3 layer that precedes the auxiliary classifier produces results most correlated with human realism. While insufficient alone to establish a human-correlated automatic evaluation metric, we believe this work begins to bridge the gap between human and automated generative evaluation procedures.

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Boomerang: Rebounding the Consequences of Reputation Feedback on Crowdsourcing Platforms

Paid crowdsourcing platforms suffer from low-quality work and unfair rejections, but paradoxically, most workers and requesters have high reputation scores. These inflated scores, which make high-quality work and workers difficult to find, stem from social pressure to avoid giving negative feedback. We introduce Boomerang, a reputation system for crowdsourcing that elicits more accurate feedback by rebounding the consequences of feedback directly back onto the person who gave it. With Boomerang, requesters find that their highly-rated workers gain earliest access to their future tasks, and workers find tasks from their highly-rated requesters at the top of their task feed. Field experiments verify that Boomerang causes both workers and requesters to provide feedback that is more closely aligned with their private opinions. Inspired by a game-theoretic notion of incentive-compatibility, Boomerang opens opportunities for interaction design to incentivize honest reporting over strategic dishonesty.

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Crowd Guilds: Worker-led Reputation and Feedback on Crowdsourcing Platforms

Crowd workers are distributed and decentralized. While decentralization is designed to utilize independent judgment to promote high-quality results, it paradoxically undercuts behaviors and institutions that are critical to high-quality work. Reputation is one central example: crowdsourcing systems depend on reputation scores from decentralized workers and requesters, but these scores are notoriously inflated and uninformative. In this paper, we draw inspiration from historical worker guilds (e.g., in the silk trade) to design and implement crowd guilds: centralized groups of crowd workers who collectively certify each other's quality through double-blind peer assessment. A two-week field experiment compared crowd guilds to a traditional decentralized crowd work model. Crowd guilds produced reputation signals more strongly correlated with ground-truth worker quality than signals available on current crowd working platforms, and more accurate than in the traditional model.

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Mosaic: Designing Online Creative Communities for Sharing Works-in-Progress

Online creative communities allow creators to share their work with a large audience, maximizing opportunities to showcase their work and connect with fans and peers. However, sharing in-progress work can be technically and socially challenging in environments designed for sharing completed pieces. We propose an online creative community where sharing process, rather than showcasing outcomes, is the main method of sharing creative work. Based on this, we present Mosaic---an online community where illustrators share work-in-progress snapshots showing how an artwork was completed from start to finish. In an online deployment and observational study, artists used Mosaic as a vehicle for reflecting on how they can improve their own creative process, developed a social norm of detailed feedback, and became less apprehensive of sharing early versions of artwork. Through Mosaic, we argue that communities oriented around sharing creative process can create a collaborative environment that is beneficial for creative growth.

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Mechanical Novel: Crowdsourcing Complex Work through Reflection and Revision

Crowdsourcing systems accomplish large tasks with scale and speed by breaking work down into independent parts. However, many types of complex creative work, such as fiction writing, have remained out of reach for crowds because work is tightly interdependent: changing one part of a story may trigger changes to the overall plot and vice versa. Taking inspiration from how expert authors write, we propose a technique for achieving interdependent complex goals with crowds. With this technique, the crowd loops between reflection, to select a high-level goal, and revision, to decompose that goal into low-level, actionable tasks. We embody this approach in Mechanical Novel, a system that crowdsources short fiction stories on Amazon Mechanical Turk. In a field experiment, Mechanical Novel resulted in higher-quality stories than an iterative crowdsourcing workflow. Our findings suggest that orienting crowd work around high-level goals may enable workers to coordinate their effort to accomplish complex work.

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A Glimpse Far into the Future: Understanding Long-term Crowd Worker Quality

Microtask crowdsourcing is increasingly critical to the creation of extremely large datasets. As a result, crowd workers spend weeks or months repeating the exact same tasks, making it necessary to understand their behavior over these long periods of time. We utilize three large, longitudinal datasets of nine million annotations collected from Amazon Mechanical Turk to examine claims that workers fatigue or satisfice over these long periods, producing lower quality work. We find that, contrary to these claims, workers are extremely stable in their quality over the entire period. To understand whether workers set their quality based on the task's requirements for acceptance, we then perform an experiment where we vary the required quality for a large crowdsourcing task. Workers did not adjust their quality based on the acceptance threshold: workers who were above the threshold continued working at their usual quality level, and workers below the threshold self-selected themselves out of the task. Capitalizing on this consistency, we demonstrate that it is possible to predict workers' long-term quality using just a glimpse of their quality on the first five tasks.

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Shirtless and Dangerous: Quantifying Linguistic Signals of Gender Bias in an Online Fiction Writing Community

Imagine a princess asleep in a castle, waiting for her prince to slay the dragon and rescue her. Tales like the famous Sleeping Beauty clearly divide up gender roles. But what about more modern stories, borne of a generation increasingly aware of social constructs like sexism and racism? Do these stories tend to reinforce gender stereotypes, or counter them? In this paper, we present a technique that combines natural language processing with a crowdsourced lexicon of stereotypes to capture gender biases in fiction. We apply this technique across 1.8 billion words of fiction from the Wattpad online writing community, investigating gender representation in stories, how male and female characters behave and are described, and how authors' use of gender stereotypes is associated with the community's ratings. We find that male over-representation and traditional gender stereotypes (e.g., dominant men and submissive women) are common throughout nearly every genre in our corpus. However, only some of these stereotypes, like sexual or violent men, are associated with highly rated stories. Finally, despite women often being the target of negative stereotypes, female authors are equally likely to write such stereotypes as men.

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Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image Annotations

Despite progress in perceptual tasks such as image classification, computers still perform poorly on cognitive tasks such as image description and question answering. Cognition is core to tasks that involve not just recognizing, but reasoning about our visual world. However, models used to tackle the rich content in images for cognitive tasks are still being trained using the same datasets designed for perceptual tasks. To achieve success at cognitive tasks, models need to understand the interactions and relationships between objects in an image. When asked "What vehicle is the person riding?", computers will need to identify the objects in an image as well as the relationships riding(man, carriage) and pulling(horse, carriage) in order to answer correctly that "the person is riding a horse-drawn carriage". In this paper, we present the Visual Genome dataset to enable the modeling of such relationships. We collect dense annotations of objects, attributes, and relationships within each image to learn these models. Specifically, our dataset contains over 100K images where each image has an average of 21 objects, 18 attributes, and 18 pairwise relationships between objects. We canonicalize the objects, attributes, relationships, and noun phrases in region descriptions and questions answer pairs to WordNet synsets. Together, these annotations represent the densest and largest dataset of image descriptions, objects, attributes, relationships, and question answers.

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