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    政大機構典藏 > 資訊學院 > 資訊科學系 > 學位論文 >  Item 140.119/49166
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/49166


    Title: 藉由遊戲設計以產出具信賴驗證的行動地理標籤系統
    GWAP design for a mobile geo-tagging system with confident verification
    Authors: 楊泰榮
    Yang, Tai Rong
    Contributors: 蔡子傑
    Tsai, Tzu Chieh
    楊泰榮
    Yang, Tai Rong
    Keywords: 人智運算
    適地性服務
    手機地理標記
    Game with a purpose
    Location-Based Service
    Mobile Geo-Tagging System
    Date: 2009
    Issue Date: 2010-12-08 02:00:31 (UTC+8)
    Abstract: 人智運算(Human Computation)是近年來最熱門的研究領域之一,而適地性服務(Location-based service)也因此衍生出許多研究議題。由於傳統上在搜集資訊時往往會浪費過多的人力資源,所以我們希望使用者藉由玩遊戲的方式背後完成我們想要的事情。在此篇論文中,我們利用GWAP(Games with a Purpose)的概念設計一套行動地理標籤系統,系統採用玩家分享自身附近景點資訊再透過其他玩家來到相同地點做驗證的方式,讓玩家在一邊玩遊戲的過程中搜集相關地理資訊,另一方面達到景點資訊是可信賴的目的。
    然而,對系統而言要如何選題給玩家驗證才能提升整體效能,為了解決這些問題,我們在選題策略上提出三種不同的任務分配演算法,再透過一連串的實驗模擬來證明我們所設計的系統確實能夠在選題上達到好的效能,最後我們考慮到現實生活中可能的情形後將此系統實作在智慧型手機上(Android Phone)。
    Human Computation is popular recently and have become one of the hottest research topics, therefore Location-based service also drives a lot of issues. Due to collect information always cause too many manpower- wasted in tradition , so we hoped that the users to complete the things which we want by play game’s way .In this thesis, we based on the concept of ‘Games with a Purpose’(GWAP) to develop a mobile geospatial tagging system, system adopt player share self nearby scenic spots information and then through another players come the same place do the verification, allowing the player to play the game in the side of the process of collecting the relevant geographic information, on the other hand to achieve the purpose of scenic spots information is reliable.
    However, how to choose topics for player verification can effectively evaluate the system performance, to solve these problems we propose three different selection strategies on the task assignment algorithms, then through a series of simulation experiments designed to prove that our system can indeed achieve good performance on the topics, finally we take into account real life situations and implement in the smart phone (Android Phone).
    Reference: [1] L. von Ahn. Games with a Purpose. IEEE Computer, 39(6):92–94, June 2006.
    [2] L. von Ahn, and L. Dabbish. Designing games with a purpose. Communications of the ACM, 51(8):58–67, August 2008.
    [3] M.-C. Yuen, L.-J. Chen, and I. King. A survey of human computation systems. In the 2009 International Conference on Computational Science and Engineering, 2009.
    [4] E. Law and L. von Ahn. Input-agreement: A new mechanism for data collection using human computation games. In ACM CHI, 2009.
    [5] GWAP: http://www.gwap.com/gwap/
    [6] Google Maps. http://maps.google.com/
    [7] GeoTagging Flicker. http://www.flickr.com/groups/geotagging/
    [8] Panoramio http://www.panoramio.com/
    [9] S. Casey, B. Kirman, and D. Rowland. The gopher game: a social, mobile, locative game with user generated content and peer review. In International Conference on Advances in Computer Entertainment Technology, pages 9–16, 2007.
    [10]M. Bell, S. Reeves, B. Brown, S. Sherwood, D. MacMillan, J. Ferguson, and M. Chalmers. Eyespy: Supporting navigation through play. In ACM SIGCHI, 2009.
    [11]L. Grant, H. Daanen, S. Benford, A. Hampshire, A. Drozd, and C. Greenhalgh. MobiMissions: the game of missions for mobile phones. In ACM SIGGRAPH, 2007.
    [12]Ling-Jyh Chen, Yu-Song Syu, Bo-Chun Wang, and Wang-Chien Lee. An Analytical Study of GWAP-based Geospatial Tagging Systems. IEEE International Conference on Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom`09), Washington D.C., USA, 2009.
    [13]Ling-Jyh Chen, Bo-Chun Wang, and Kuan-Ta Chen. The Design of Puzzle Selection Strategies for GWAP Systems. Journal of Concurrency and Computation: Practice and Experience, John Wiley & Sons Ltd., volume 22, number 7, pp. 890-908, May, 2010.
    [14]Ling-Jyh Chen, Bo-Chun Wang, and Wen-Yuan Zhu. The Design of Puzzle Selection Strategies for ESP-like GWAP Systems. IEEE Transactions on Computational Intelligence and AI in Games, volume 2, number 2, pp.120-130, June, 2010
    [15]Shun-Ching Huang.A Study on Taiwan’s Consumer Confidence Index and Private Consumption Expenditure.
    Description: 碩士
    國立政治大學
    資訊科學學系
    97753025
    98
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0097753025
    Data Type: thesis
    DOI 連結: http://dx.doi.org/10.1109/CSE.2011.61
    DOI: 10.1109/CSE.2011.61
    Appears in Collections:[資訊科學系] 學位論文

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