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Dive into the research topics where Edith Law is active.

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Featured researches published by Edith Law.


human factors in computing systems | 2009

Input-agreement: a new mechanism for collecting data using human computation games

Edith Law; Luis von Ahn

Since its introduction at CHI 2004, the ESP Game has inspired many similar games that share the goal of gathering data from players. This paper introduces a new mechanism for collecting labeled data using games with a purpose. In this mechanism, players are provided with either the same or a different object, and asked to describe that object to each other. Based on each others descriptions, players must decide whether they have the same object or not. We explain why this new mechanism is superior for input data with certain characteristics, introduce an enjoyable new game called TagATune that collects tags for music clips via this mechanism, and present findings on the data that is collected by this game.


human factors in computing systems | 2012

Human computation tasks with global constraints

Haoqi Zhang; Edith Law; Robert C. Miller; Krzysztof Z. Gajos; David C. Parkes; Eric Horvitz

An important class of tasks that are underexplored in current human computation systems are complex tasks with global constraints. One example of such a task is itinerary planning, where solutions consist of a sequence of activities that meet requirements specified by the requester. In this paper, we focus on the crowdsourcing of such plans as a case study of constraint-based human computation tasks and introduce a collaborative planning system called Mobi that illustrates a novel crowdware paradigm. Mobi presents a single interface that enables crowd participants to view the current solution context and make appropriate contributions based on current needs. We conduct experiments that explain how Mobi enables a crowd to effectively and collaboratively resolve global constraints, and discuss how the design principles behind Mobi can more generally facilitate a crowd to tackle problems involving global constraints.


PLOS Currents | 2013

Next-generation phenomics for the Tree of Life

J. Gordon Burleigh; Kenzley Alphonse; Andrew J. Alverson; Holly M. Bik; Carrine E. Blank; Andrea L. Cirranello; Hong Cui; Marymegan Daly; Thomas G. Dietterich; Gail E. Gasparich; Jed Irvine; Matthew L. Julius; Seth Kaufman; Edith Law; Jing Liu; Lisa R. Moore; Maureen A. O'Leary; Maria Passarotti; Sonali Ranade; Nancy B. Simmons; Dennis W. Stevenson; Robert W. Thacker; Edward C. Theriot; Sinisa Todorovic; Paúl M. Velazco; Ramona L. Walls; Joanna M. Wolfe; Mengjie Yu

The phenotype represents a critical interface between the genome and the environment in which organisms live and evolve. Phenotypic characters also are a rich source of biodiversity data for tree building, and they enable scientists to reconstruct the evolutionary history of organisms, including most fossil taxa, for which genetic data are unavailable. Therefore, phenotypic data are necessary for building a comprehensive Tree of Life. In contrast to recent advances in molecular sequencing, which has become faster and cheaper through recent technological advances, phenotypic data collection remains often prohibitively slow and expensive. The next-generation phenomics project is a collaborative, multidisciplinary effort to leverage advances in image analysis, crowdsourcing, and natural language processing to develop and implement novel approaches for discovering and scoring the phenome, the collection of phentotypic characters for a species. This research represents a new approach to data collection that has the potential to transform phylogenetics research and to enable rapid advances in constructing the Tree of Life. Our goal is to assemble large phenomic datasets built using new methods and to provide the public and scientific community with tools for phenomic data assembly that will enable rapid and automated study of phenotypes across the Tree of Life.


european conference on machine learning | 2010

Learning to tag from open vocabulary labels

Edith Law; Burr Settles; Tom M. Mitchell

Most approaches to classifying media content assume a fixed, closed vocabulary of labels. In contrast, we advocate machine learning approaches which take advantage of the millions of free-form tags obtainable via online crowd-sourcing platforms and social tagging websites. The use of such open vocabularies presents learning challenges due to typographical errors, synonymy, and a potentially unbounded set of tag labels. In this work, we present a new approach that organizes these noisy tags into well-behaved semantic classes using topic modeling, and learn to predict tags accurately using a mixture of topic classes. This method can utilize an arbitrary open vocabulary of tags, reduces training time by 94% compared to learning from these tags directly, and achieves comparable performance for classification and superior performance for retrieval. We also demonstrate that on open vocabulary tasks, human evaluations are essential for measuring the true performance of tag classifiers, which traditional evaluation methods will consistently underestimate. We focus on the domain of tagging music clips, and demonstrate our results using data collected with a human computation game called TagATune.


human factors in computing systems | 2016

Curiosity Killed the Cat, but Makes Crowdwork Better

Edith Law; Ming Yin; Joslin Goh; Kevin Chen; Michael A. Terry; Krzysztof Z. Gajos

Crowdsourcing systems are designed to elicit help from humans to accomplish tasks that are still difficult for computers. How to motivate workers to stay longer and/or perform better in crowdsourcing systems is a critical question for designers. Previous work have explored different motivational frameworks, both extrinsic and intrinsic. In this work, we examine the potential for curiosity as a new type of intrinsic motivational driver to incentivize crowd workers. We design crowdsourcing task interfaces that explicitly incorporate mechanisms to induce curiosity and conduct a set of experiments on Amazons Mechanical Turk. Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both personal characteristics of the worker and the nature of the task.


international acm sigir conference on research and development in information retrieval | 2011

The effects of choice in routing relevance judgments

Edith Law; Paul N. Bennett; Eric Horvitz

The emergence of human computation systems, including Mechanical Turk and games with a purpose, has made it feasible to distribute relevance judgment tasks to workers over the Web. Most human computation systems assign tasks to individuals randomly, and such assignments may match workers with tasks that they may be unqualified or unmotivated to perform. We compare two groups of workers, those given a choice of queries to judge versus those who are not, in terms of their self-rated competence and their actual performance. Results show that when given a choice of task, workers choose ones for which they have greater expertise, interests, confidence, and understanding.


human factors in computing systems | 2009

Intentions: a game for classifying search query intent

Edith Law; Anton Mityagin; Max Chickering

Knowing the intent of a search query allows for more intelligent ways of retrieving relevant search results. Most of the recent work on automatic detection of query intent uses supervised learning methods that require a substantial amount of labeled data; manually collecting such data is often time-consuming and costly. Human computation is an active research area that includes studies of how to build online games that people enjoy playing, while in the process providing the system with useful data. In this work, we present the design principles behind a new game called Intentions, which aims to collect data about the intent behind search queries.


knowledge discovery and data mining | 2009

Search war: a game for improving web search

Edith Law; Luis von Ahn; Tom M. Mitchell

We present a competitive online game called Search War, which collects data that is useful for improving Web search. Specifically, as a by product of gameplay, players will provide, for a given web page, an evaluation of its relevance to a particular search query as well as its most salient purpose.


New Phytologist | 2017

CrowdCurio: an online crowdsourcing platform to facilitate climate change studies using herbarium specimens

Charles G. Willis; Edith Law; Alex C. Williams; Brian F. Franzone; Rebecca Bernardos; Lian Bruno; Claire Hopkins; Christian Schorn; Ella Weber; Daniel S. Park; Charles C. Davis

Phenology is a key aspect of plant success. Recent research has demonstrated that herbarium specimens can provide important information on plant phenology. Massive digitization efforts have the potential to greatly expand herbarium-based phenological research, but also pose a serious challenge regarding efficient data collection. Here, we introduce CrowdCurio, a crowdsourcing tool for the collection of phenological data from herbarium specimens. We test its utility by having workers collect phenological data (number of flower buds, open flowers and fruits) from specimens of two common New England (USA) species: Chelidonium majus and Vaccinium angustifolium. We assess the reliability of using nonexpert workers (i.e. Amazon Mechanical Turk) against expert workers. We also use these data to estimate the phenological sensitivity to temperature for both species across multiple phenophases. We found no difference in the data quality of nonexperts and experts. Nonexperts, however, were a more efficient way of collecting more data at lower cost. We also found that phenological sensitivity varied across both species and phenophases. Our study demonstrates the utility of CrowdCurio as a crowdsourcing tool for the collection of phenological data from herbarium specimens. Furthermore, our results highlight the insight gained from collecting large amounts of phenological data to estimate multiple phenophases.


conference on computer supported cooperative work | 2017

Crowdsourcing as a Tool for Research: Implications of Uncertainty

Edith Law; Krzysztof Z. Gajos; Andrea Wiggins; Mary L. Gray; Alex C. Williams

Numerous crowdsourcing platforms are now available to support research as well as commercial goals. However, crowdsourcing is not yet widely adopted by researchers for generating, processing or analyzing research data. This study develops a deeper understanding of the circumstances under which crowdsourcing is a useful, feasible or desirable tool for research, as well as the factors that may influence researchers decisions around adopting crowdsourcing technology. We conducted semi-structured interviews with 18 researchers in diverse disciplines, spanning the humanities and sciences, to illuminate how research norms and practitioners dispositions were related to uncertainties around research processes, data, knowledge, delegation and quality. The paper concludes with a discussion of the design implications for future crowdsourcing systems to support research.

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Luis von Ahn

Carnegie Mellon University

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Joslin Goh

University of Waterloo

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Tom M. Mitchell

Carnegie Mellon University

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Haoqi Zhang

Northwestern University

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