Results for 'Crowdsourcing'

8 found
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  1. Crowdsourced science: sociotechnical epistemology in the e-research paradigm.David Watson & Luciano Floridi - 2018 - Synthese 195 (2):741-764.
    Recent years have seen a surge in online collaboration between experts and amateurs on scientific research. In this article, we analyse the epistemological implications of these crowdsourced projects, with a focus on Zooniverse, the world’s largest citizen science web portal. We use quantitative methods to evaluate the platform’s success in producing large volumes of observation statements and high impact scientific discoveries relative to more conventional means of data processing. Through empirical evidence, Bayesian reasoning, and conceptual analysis, we show how information (...)
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  2. Stop agonising over informed consent when researchers use crowdsourcing platforms to conduct survey research.Jonathan Lewis, Vilius Dranseika & Søren Holm - 2023 - Clinical Ethics 18 (4):343-346.
    Research ethics committees and institutional review boards spend considerable time developing, scrutinising, and revising specific consent processes and materials for survey-based studies conducted on crowdsourcing and online recruitment platforms such as MTurk and Prolific. However, there is evidence to suggest that many users of ICT services do not read the information provided as part of the consent process and they habitually provide or refuse their consent without adequate reflection. In principle, these practices call into question the validity of their (...)
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  3. Two switches in the theory of counterfactuals: A study of truth conditionality and minimal change.Ivano Ciardelli, Linmin Zhang & Lucas Champollion - 2018 - Linguistics and Philosophy (6).
    Based on a crowdsourced truth value judgment experiment, we provide empirical evidence challenging two classical views in semantics, and we develop a novel account of counterfactuals that combines ideas from inquisitive semantics and causal reasoning. First, we show that two truth-conditionally equivalent clauses can make different semantic contributions when embedded in a counterfactual antecedent. Assuming compositionality, this means that the meaning of these clauses is not fully determined by their truth conditions. This finding has a clear explanation in inquisitive semantics: (...)
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  4. Citizen Science and Social Innovation: Mutual Relations, Barriers, Needs, and Development Factors.Andrzej Klimczuk, Egle Butkeviciene & Minela Kerla (eds.) - 2022 - Lausanne: Frontiers Media.
    Social innovations are usually understood as new ideas, initiatives, or solutions that make it possible to meet the challenges of societies in fields such as social security, education, employment, culture, health, environment, housing, and economic development. On the one hand, many citizen science activities serve to achieve scientific as well as social and educational goals. Thus, these actions are opening an arena for introducing social innovations. On the other hand, some social innovations are further developed, adapted, or altered after the (...)
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  5. Drugie Życie, czyli problemy z przedłużaniem rzeczywistości.Andrzej Klimczuk - manuscript
    Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider audience was a special type of offered entertainment. Network game proved to be no longer a game that was known so far, but an example of a mass media, whose central element is (...)
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  6. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. It investigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  7. Bigger Isn’t Better: The Ethical and Scientific Vices of Extra-Large Datasets in Language Models.Trystan S. Goetze & Darren Abramson - 2021 - WebSci '21: Proceedings of the 13th Annual ACM Web Science Conference (Companion Volume).
    The use of language models in Web applications and other areas of computing and business have grown significantly over the last five years. One reason for this growth is the improvement in performance of language models on a number of benchmarks — but a side effect of these advances has been the adoption of a “bigger is always better” paradigm when it comes to the size of training, testing, and challenge datasets. Drawing on previous criticisms of this paradigm as applied (...)
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  8. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of (...)
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