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Simo Hosio

Publications and source records attributed to Simo Hosio.

25 records · Page 2Linked to original sources

Proceedings of the CSCW 2021 Workshop -- Investigating and Mitigating Biases in Crowdsourced Data

This volume contains the position papers presented at CSCW 2021 Workshop - Investigating and Mitigating Biases in Crowdsourced Data, held online on 23rd October 2021, at the 24th ACM Conference on Computer-Supported Cooperative Work and Social Computing (CSCW 2021). The workshop explored how specific crowdsourcing workflows, worker attributes, and work practices contribute to biases in data. The workshop also included discussions on research directions to mitigate labelling biases, particularly in a crowdsourced context, and the implications of such methods for the workers.

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Towards Augmented Reality-driven Human-City Interaction: Current Research on Mobile Headsets and Future Challenges

Interaction design for Augmented Reality (AR) is gaining increasing attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015 - 2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by a review of the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and input techniques that warrant further research, and conjecture that AR with complementary Conversational User Interfaces (CUIs) is a key enabler for ubiquitous interaction with immersive systems in smart cities. Our work helps researchers understand the current potential and future needs of AR in Human-City Interaction.

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Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom

Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N=106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.

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Supporting Creative Work with Crowd Feedback Systems

Crowd feedback systems have the potential to support creative workers with feedback from the crowd. In this position paper for the Workshop on Designing Crowd-powered Creativity Support Systems (DC2S2) at CHI '19, we present three creativity support tools in which we explore how creative workers can be assisted with crowdsourced formative and summative feedback. For each of the three crowd feedback systems, we provide one idea for future research.

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What do crowd workers think about creative work?

Crowdsourcing platforms are a powerful and convenient means for recruiting participants in online studies and collecting data from the crowd. As information work is being more and more automated by Machine Learning algorithms, creativity $-$ that is, a human's ability for divergent and convergent thinking $-$ will play an increasingly important role on online crowdsourcing platforms. However, we lack insights into what crowd workers think about creative work. In studies in Human-Computer Interaction (HCI), the ability and willingness of the crowd to participate in creative work seems to be largely unquestioned. Insights into the workers' perspective are rare, but important, as they may inform the design of studies with higher validity. Given that creativity will play an increasingly important role in crowdsourcing, it is imperative to develop an understanding of how workers perceive creative work. In this paper, we summarize our recent worker-centered study of creative work on two general-purpose crowdsourcing platforms (Amazon Mechanical Turk and Prolific). Our study illuminates what creative work is like for crowd workers on these two crowdsourcing platforms. The work identifies several archetypal types of workers with different attitudes towards creative work, and discusses common pitfalls with creative work on crowdsourcing platforms.

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Creativity on Paid Crowdsourcing Platforms

General-purpose crowdsourcing platforms are increasingly being harnessed for creative work. The platforms' potential for creative work is clearly identified, but the workers' perspectives on such work have not been extensively documented. In this paper, we uncover what the workers have to say about creative work on paid crowdsourcing platforms. Through a quantitative and qualitative analysis of a questionnaire launched on two different crowdsourcing platforms, our results revealed clear differences between the workers on the platforms in both preferences and prior experience with creative work. We identify common pitfalls with creative work on crowdsourcing platforms, provide recommendations for requesters of creative work, and discuss the meaning of our findings within the broader scope of creativity-oriented research. To the best of our knowledge, we contribute the first extensive worker-oriented study of creative work on paid crowdsourcing platforms.

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Correlating Pedestrian Flows and Search Engine Queries

An important challenge for ubiquitous computing is the development of techniques that can characterize a location vis-a-vis the richness and diversity of urban settings. In this paper we report our work on correlating urban pedestrian flows with Google search queries. Using longitudinal data we show pedestrian flows at particular locations can be correlated with the frequency of Google search terms that are semantically relevant to those locations. Our approach can identify relevant content, media, and advertisements for particular locations.

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