Abstract
User models have been defined since the 1980s, mainly for the purpose of building context-based, user-adaptive applications. However, the advent of social networked media, serious games, and crowdsourcing/human computation platforms calls for a more pervasive notion of user model, capable of representing the multiple facets of social users and performers, including their social ties, interests, capabilities, activity history, and topical affinities. In this paper, we define a comprehensive model able to cater for all the aspects relevant for applications involving social networks and human computation; we capitalize on existing social user models and content description models, enhancing them with novel models for human computation and gaming activities representation. Finally, we report on our experiences in adopting the proposed model in the design and implementation of three socially enabled human computation platforms.
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Please notice that content descriptions typically also include information about temporal of physical segments of the described objects. For the sake of brevity we omitted the description of this important content description aspect, although fully supported by our model.
The code and documentation of Crowdsearcher are available for download at http://crowdsearcher.search-computing.com
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Acknowledgments
This work has been partially supported by the BPM4People project (http://www.bpm4people.org), funded by the Capacities e Research for SMEs Program of the Research Executive Agency of the European Community; the CUbRIK project (http://www.cubrikproject.eu/), funded by the European Community Seventh Framework Programme (FP7/2007–2013); by the Dutch national program COMMIT (http://www.commit-nl.nl).
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Bozzon, A., Fraternali, P., Galli, L. et al. Modeling CrowdSourcing Scenarios in Socially-Enabled Human Computation Applications. J Data Semant 3, 169–188 (2014). https://doi.org/10.1007/s13740-013-0032-2
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DOI: https://doi.org/10.1007/s13740-013-0032-2