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426    CHAPTER 14  Online and ubiquitous HCI research




                         and colors of numerals found on building, signs, and elsewhere in images, even when
                         a human could read those numbers very easily. A human computation task might ask
                         multiple participants to interpret a large set of images, thus providing a large collec-
                         tion of labeled images. Resulting labels might be used to train improved machine
                         learning for classifying similar images, or to develop a search tool for identifying im-
                         ages matching specified descriptions. These tasks that require human—as opposed to
                         computer—cognition are often referred to as Human Intelligence Tasks. When such
                         tasks are explicitly organized with the goal of efficiently finding an accurate solution
                         for a computational problem, the resulting system might be called a human computa-
                         tion system (Law and Ahn, 2011). See the “CAPTCHA and reCAPTCHA” sidebars
                         for the story of the most familiar human computation tasks.



                           CAPTCHA AND reCAPTCHA

                           CAPTCHA—the Completely Automated Public Turing test to tell Computers
                           and Humans Apart—is perhaps the most familiar example of human
                           computation. The term CAPTCHA was developed by Luis von Ahn and
                           colleagues, who proposed the use of a problem that is hard for computers but
                           easy for humans as a web site security measure, suitable for distinguishing
                           between human visitors to a site and automated scripts pretending to be
                           humans (Ahn et al., 2003). The original task—deciphering letters in a word
                           distorted so as to defeat computer vision programs—has since spawned
                           numerous variations familiar to users of many web sites.
                             A closely related line of research explored related ideas, originally in the
                           realm of image annotation. Annotations in the form of image labels are required
                           to support image search, as computer vision tools may not be sufficiently
                           powerful to identify image content matching terms of interest. However, these
                           labels are not easy to come by, as they must be generated by humans who must
                           interpret the images and provide descriptions. Noting these problems, Luis
                           von Ahn and Laura Dabbish suggested a simple and intriguing solution: turn it
                           into a game. The ESP game presents two players with an image, asking them
                           both to provide a label describing the image. The players are challenged to
                           come up with an agreed-upon description, getting points for each agreement,
                           with large bonuses for surpassing a certain goal in a given time period. The
                           need for agreement creates the challenge that makes the game enjoyable, while
                           increasing the quality of the labels, as two participants are unlikely to agree
                           upon an inaccurate description. Additional labels can be generated for each
                           image through the use of “taboo” words: once a first pair of partners labels an
                           image, subsequent partners will be asked to find a label without using any of the
                           previously used words (Ahn and Dabbish, 2004). The ESP game introduced the
                           notion of “Games with a purpose”—tools that hide useful work under the guise
                           of a challenging and enjoyable game (Ahn and Dabbish, 2008). Just as Tom
                           Sawyer turned the work of painting a fence from a chore into a pleasure, games
                           with a purpose turn image labeling and other tedious tasks into a bit of fun.
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