- Learning at the Seafloor, Looking at the Sky: The Relationship Between Individual Tasks and Collaborative Engagement in Two Citizen Science Projects
- Forgotten island: A story-driven citizen science adventure
- The future of citizen science: emerging technologies and shifting paradigms
- Purposeful gaming & socio-computational systems: A citizen science design case
This recently started SOCS project examines strategies for dealing with the flood of digital data that confronts researchers. New techniques, tools and strategies for dealing with massive data sets, whether they consist of vast numbers of base-pair sequences or terabytes of data from all-sky astronomical surveys, present an opportunity to establish a 'fourth paradigm' of scientific discovery, but the task is not easy. In many areas of research, the relentless growth of data sets has led to the adoption of increasingly automated and unsupervised methods of classification. |
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The SOCS project investigates the capabilities and potential of social computational systems (SoCS) in the context of citizen science. Citizen science projects are a form of social-computational system. Whether it be volunteers playing a role in massive, distributed sensing networks exploring the migration of birds, or applying their unique human perceptual skills to searching the skies, human motivation and performance is fundamental to system performance. However, undertaking science through a social computational system brings unique challenges. |
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This completed project was a two-phase theory-based study of virtual organizations that enable massive virtual collaboration in scientific research. The virtual organizations studied have a core of scientists and project leaders coordinating the work of a larger number of volunteer contributors, a format called citizen science. The project was directed at advancing the understanding of what constitutes effective citizen science virtual organizations and under what conditions citizen science virtual organizations can enable and enhance scientific and education production and innovation. |
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(2013). Forgotten island: A story-driven citizen science adventure.
CHI '13 Extended Abstracts on Human Factors in Computing Systems. 2643–2646.
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(2012). The future of citizen science: emerging technologies and shifting paradigms.
Frontiers in Ecology and the Environment. 10(6), 298–304.
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The Digital & Social Media track of the Hawai'i International Conference on System Science (HICS) is a convening platform for researchers to share and discuss their cutting-edge research on digital and social media. Defined in a broad sense, digital media are digitized content (text, graphics, audio/video) that can be archived and transmitted over multiple networks such as cable, satellite, telecommunications, and broadband networks to a variety of digital devices from mainframe systems to individual smart phones. Social media describes the collection of web and mobile-based technologies that mediate human and social communication via social networks and that enable individuals, groups and communities to gather, communicate and share information, to collaborate or to play. Digital and social media research are closely related, as both address basic communications processes (defined as the sharing of meaning) and increasingly critical as the role of networks and other digital technologies become an anchor for change in societies. The track includes nine mini-tracks on a variety of topics. |
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(2012). Purposeful gaming & socio-computational systems: A citizen science design case.
Group '12 Conference.
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(2013). Motivation and data quality in a citizen science game: A design science evaluation.
Forty-sixth Hawai'i International Conference on System Sciences (HICSS-46).
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(2011). eBirding: Technology Adoption and the Transformation of Leisure into Science.
iConference 2011.
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