Crowdsourcing the future: predictions made with a social network


New Paper by Clifton Forlines et al: “Researchers have long known that aggregate estimations built from the collected opinions of a large group of people often outperform the estimations of individual experts. This phenomenon is generally described as the “Wisdom of Crowds”. This approach has shown promise with respect to the task of accurately forecasting future events. Previous research has demonstrated the value of utilizing meta-forecasts (forecasts about what others in the group will predict) when aggregating group predictions. In this paper, we describe an extension to meta-forecasting and demonstrate the value of modeling the familiarity among a population’s members (its social network) and applying this model to forecast aggregation. A pair of studies demonstrates the value of taking this model into account, and the described technique produces aggregate forecasts for future events that are significantly better than the standard Wisdom of Crowds approach as well as previous meta-forecasting techniques.”
VIDEO:

Minecraft: All of Denmark virtually recreated


BBC: “The whole of Denmark has been recreated, to scale, within the virtual world of Minecraft. The whole country has been faithfully reproduced in the hugely popular title’s building-block style by the Danish government. Danish residents are urged to “freely move around in Denmark” and “find your own residential area, to build and tear down”.
Around 50 million copies of Minecraft have been sold worldwide.Known as a “sandbox” game, the title allows players to exist in a virtual world, using building blocks to create everything from basic structures to entire worlds. Minecraft was launched in 2011 by independent Swedish developer Markus “Notch” Persson.
The Danish government said the maps were created to be used as an educational tool – suggesting “virtual field trips” to hard-to-reach parts of the country.
Flat roofs
There are no specific goals to achieve other than continued survival. Recreating real-world locations is of particular interest for many players. Last year an intern working with the UK’s Ordnance Survey team built geographically accurate landscapes covering 86,000 sq miles (224,000 sq km) of Britain.The Danish project is more ambitious however, with buildings and towns reproduced in more detail. The only difference, the team behind it said, was that all roofs were flat.
It has also banned the use of one of the game’s typical tools – dynamite. The full map download of Denmark will be available until 23 October.”

Digital Humanitarians


New book by Patrick Meier on how big data is changing humanitarian response: “The overflow of information generated during disasters can be as paralyzing to humanitarian response as the lack of information. This flash flood of information when amplified by social media and satellite imagery is increasingly referred to as Big Data—or Big Crisis Data. Making sense of Big Crisis Data during disasters is proving an impossible challenge for traditional humanitarian organizations, which explains why they’re increasingly turning to Digital Humanitarians.
Who exactly are these Digital Humanitarians? They’re you, me, all of us. Digital Humanitarians are volunteers and professionals from the world over and from all walks of life. What do they share in common? The desire to make a difference, and they do that by rapidly mobilizing online in collaboration with international humanitarian organizations. They make sense of vast volumes of social media and satellite imagery in virtually real-time to support relief efforts worldwide. How? They craft and leverage ingenious crowdsourcing solutions with trail-blazing insights from artificial intelligence.
In sum, this book charts the sudden and spectacular rise of Digital Humanitarians by sharing their remarkable, real-life stories, highlighting how their humanity coupled with innovative solutions to Big Data is changing humanitarian response forever. Digital Humanitarians will make you think differently about what it means to be humanitarian and will invite you to join the journey online.
Clicker here to be notified when the book becomes available. For speaking requests, please email Speaking@iRevolution.net.”

Crowdsourcing medical expertise in near real time


Paper by Max H. Sims et al in Journal of Hospital Medicine: “Given the pace of discovery in medicine, accessing the literature to make informed decisions at the point of care has become increasingly difficult. Although the Internet creates unprecedented access to information, gaps in the medical literature and inefficient searches often leave healthcare providers’ questions unanswered. Advances in social computation and human computer interactions offer a potential solution to this problem. We developed and piloted the mobile application DocCHIRP, which uses a system of point-to-multipoint push notifications designed to help providers problem solve by crowdsourcing from their peers. Over the 244-day pilot period, 85 registered users logged 1544 page views and sent 45 consult questions. The median initial first response from the crowd occurred within 19 minutes. Review of the transcripts revealed several dominant themes, including complex medical decision making and inquiries related to prescription medication use. Feedback from the post-trial survey identified potential hurdles related to medical crowdsourcing, including a reluctance to expose personal knowledge gaps and the potential risk for “distracted doctoring.” Users also suggested program modifications that could support future adoption, including changes to the mobile interface and mechanisms that could expand the crowd of participating healthcare providers.”

The Transformative Impact of Data and Communication on Governance


Steven Livingston at Brookings: “How do digital technologies affect governance in areas of limited statehood – places and circumstances characterized by the absence of state provisioning of public goods and the enforcement of binding rules with a monopoly of legitimate force?  In the first post in this series I introduced the limited statehood concept and then described the tremendous growth in mobile telephony, GIS, and other technologies in the developing world.   In the second post I offered examples of the use of ICT in initiatives intended to fill at least some of the governance vacuum created by limited statehood.  With mobile phones, for example, farmers are informed of market conditions, have access to liquidity through M-Pesa and similar mobile money platforms….
This brings to mind another type of ICT governance initiative.  Rather than fill in for or even displace the state some ICT initiatives can strengthen governance capacity.  Digital government – the use of digital technology by the state itself — is one important possibility.  Other initiatives strengthen the state by exerting pressure. Countries with weak governance sometimes take the form of extractive states or those, which cater to the needs of an elite, leaving the majority of the population in poverty and without basic public services. This is what Daron Acemoglu and James A. Robinson call extractive political and economic institutions.  Inclusive states, on the other hand, are pluralistic, bound by the rule of law, respectful of property rights, and, in general, accountable.  Accountability mechanisms such as a free press and competitive multiparty elections are instrumental to discourage extractive institutions.  What ICT-based initiatives might lend a hand in strengthening accountability? We can point to three examples.

Example One: Using ICT to Protect Human Rights

Nonstate actors now use commercial, high-resolution remote sensing satellites to monitor weapons programs and human rights violations.  Amnesty International’s Remote Sensing for Human Rights offers one example, and Satellite Sentinel offers another.  Both use imagery from DigitalGlobe, an American remote sensing and geospatial content company.   Other organizations have used commercially available remote sensing imagery to monitor weapons proliferation.  The Institute for Science and International Security, a Washington-based NGO, revealed the Iranian nuclear weapons program in 2003 using commercial satellite imagery…

Example Two: Crowdsourcing Election Observation

Others have used mobile phones and GIS to crowdsource election observation.  For the 2011 elections in Nigeria, The Community Life Project, a civil society organization, created ReclaimNaija, an elections process monitoring system that relied on GIS and amateur observers with mobile phones to monitor the elections.  Each of the red dots represents an aggregation of geo-located incidents reported to the ReclaimNaija platform.  In a live map, clicking on a dot disaggregates the reports, eventually taking the reader to individual reports.  Rigorous statistical analysis of ReclaimNaija results and the elections suggest it contributed to the effectiveness of the election process.

ReclaimNaija: Election Incident Reporting System Map

ReclaimNaija: Election Incident Reporting System Map

Example Three: Using Genetic Analysis to Identify War Crimes

In recent years, more powerful computers have led to major breakthroughs in biomedical science.  The reduction in cost of analyzing the human genome has actually outpaced Moore’s Law.  This has opened up new possibilities for the use of genetic analysis in forensic anthropology.   In Guatemala, the Balkans, Argentina, Peru and in several other places where mass executions and genocides took place, forensic anthropologists are using genetic analysis to find evidence that is used to hold the killers – often state actors – accountable…”

In Austria, council uses app to crowdsource community issues


Springwise: “Civic authorities can’t be everywhere at once and often rely on citizens to inform them of the improvements that need making. The NYPD already launched its own crowdsourcing crime reports app, and now the Bürgerforum Vorarlberg mobile app is enabling citizens to flag community issues that need addressing by sending photos and text direct to the council.
Available for all residents to download from the App Store and Google Play, the app has been developed by Vorarlberg news outlets VN and Vol.at. Users who have found a problem on the streets of the Austrian province can take a photo and add a caption, while the app automatically adds a geolocation tag. The issue is then added to a map of complaints and concerns filed by other residents. The idea is that local authorities can then easily see the issues that need to be dealt with.
Website: www.buergerforum.vol.at
Contact: www.twitter.com/vorarlberg

Effective metrics for measurement and target setting in online citizen engagement


Mathew Crozier at Bang the Table: “Target setting and measurement are arguably the most important aspects of any engagement process. If we are unable to properly understand the results, then have we really respected the community’s time and effort contributing to our project?
In building the latest version of the EngagementHQ software we not only thought about new tools and ways to engage the community, we also watched the ways our clients had been using the reports and set ourselves to thinking about how we could build a set of metrics for target setting and the measurement of results that will remain relevant as we add more and more functionality to EngagementHQ.
Things have changed a lot since we designed our old reports. You can now get information from your community using forums, guestbooks, a story tool, interactive mapping, surveys, quick polls, submission forms, a news feed with discussions or the QandA tool. You can provide information to the community not just through library, dates, photos and FAQs but also using videos, link boxes and embedded content from all over the web.
Our old reports could tell you that 600 people had viewed the documents and it could tell you that 70 people had read the FAQs but you could not tell if they were the same people so you didn’t really know how many people had accessed information through your site. Generally we used those who had viewed documents in the library as a proxy but as time goes on our more engaging clients are communicating less and less through documents and more through other channels.
Similarly, whilst registrations were a good proxy for engagement (why else would you sign up?), it was failing to keep pace with the technology. You can now configure all our tools to require sign up or to be exempt from it these days so the proxy doesn’t hold. Moreover, many of our clients bulk load groups into the database and therefore inflate the registrations number.
What we came up with was a simple solution. We would calculate Aware, Informed and Engaged cohorts in the reports.
Aware – a measure of the number of people who have visited your project;
Informed – a measure of the visitors who have clicked to access further information resources, to learn more;
Engaged – a measure of the number of people who have given you feedback using any of the means available on the site.”

Quizz: Targeted Crowdsourcing with a Billion (Potential) Users


Paper by PG. Ipeirotis and E Gabrilovich:  “We describe Quizz, a gamified crowdsourcing system that simultaneously assesses the knowledge of users and acquires new knowledge from them. Quizz operates by asking users to complete short quizzes on specific topics; as a user answers the quiz questions, Quizz estimates the user’s competence. To acquire new knowledge, Quizz also incorporates questions for which we do not have a known answer; the answers given by competent users provide useful signals for selecting the correct answers for these questions. Quizz actively tries to identify knowledgeable users on the Internet by running advertising campaigns, effectively leveraging the targeting capabilities of existing, publicly available, ad placement services. Quizz quantifies the contributions of the users using information theory and sends feedback to the advertising system about each user. The feedback allows the ad targeting mechanism to further optimize ad placement.
Our experiments, which involve over ten thousand users, confirm that we can crowdsource knowledge curation for niche and specialized topics, as the advertising network can automatically identify users with the desired expertise and interest in the given topic. We present controlled experiments that examine the effect of various incentive mechanisms, highlighting the need for having short-term rewards as goals, which incentivize the users to contribute. Finally, our cost-quality analysis indicates that the cost of our approach is below that of hiring workers through paid-crowdsourcing platforms, while offering the additional advantage of giving access to billions of potential users all over the planet, and
being able to reach users with specialized expertise that is not typically available through existing labor marketplaces.”

Crowdsourcing “Monopoly”


The Economist: “In 1904 a young American named Elizabeth Magie received a patent for a board game in which players used tokens to move around a four-sided board buying properties, avoiding taxes and jail, and collecting $100 every time they passed the board’s starting-point. Three decades later Charles Darrow, a struggling salesman in Pennsylvania, patented a tweaked version of the game as “Monopoly”. Now owned by Hasbro, a big toymaker, it has become one of the world’s most popular board games, available in dozens of languages and innumerable variations.
Magie was a devotee of Henry George, an economist who believed in common ownership of land; her game was designed to be a “practical demonstration of the present system of land-grabbing with all its usual outcomes and consequences.” And so it has become, though players snatch properties more in zeal than sadness. In “Monopoly” as in life, it is better to be rich than poor, children gleefully bankrupt their parents and nobody uses a flat iron any more.
Board-game makers have had to find their footing in a digital age. Hasbro’s game-and-puzzle sales fell by 4% in 2010—the year the iPad came to market—and 10% in 2011. Since then, however, its game-and-puzzle sales have rebounded, rising by 2% in 2012 and 10% in 2013. Stephanie Wissink, a youth-market analyst with Piper Jaffray, an investment bank, says that Hasbro has learned to become “co-creative…They’re infusing more social-generated content into their marketing and product development.”
Some of that content comes from Facebook. Last year, “Monopoly” fans voted on Hasbro’s Facebook page to jettison the poor old flat iron in favour of a new cat token. “Scrabble” players are voting on which word to add to the new dictionary (at press time, 16 remain, including “booyah”, “adorbs” and “cosplay”). “Monopoly” fans, meanwhile, are voting on which of ten house rules—among them collecting $400 rather than $200 for landing on “Go”, requiring players to make a full circuit of the board before buying property and “Mom always gets out of jail free. Always. No questions asked”—to make official…”

Public interest labs to test open governance solutions


Kathleen Hickey in GCN: “The Governance Lab at New York University (GovLab) and the MacArthur Foundation Research Network have formed a new network, Open Governance, to study how to enhance collaboration and decision-making in the public interest.
The MacArthur Foundation provided a three-year grant of $5 million for the project; Google’s philanthropic arm, Google.org, also contributed. Google.org’s technology will be used to develop platforms to solve problems more openly and to run agile, real-world experiments with governments and NGOs to discover ways to enhance decision-making in the public interest, according to the GovLab announcement.
Network members include 12 experts in computer science, political science, policy informatics, social psychology and philosophy, law, and communications. This group is supported by an advisory network of academics, technologists, and current and former government officials. The network will assess existing government programs and experiment with ways to improve decision-making at the local, national and international government levels.
The Network’s efforts focus on three areas that members say have the potential to make governance more effective and legitimate: getting expertise in, pushing data out and distributing responsibility.
Through smarter governance, they say, institutions can seek input from lay and expert citizens via expert networking, crowdsourcing or challenges.  With open data governance, institutions can publish machine-readable data so that citizens can easily analyze and use this information to detect and solve problems. And by shared governance, institutions can help citizens develop solutions through participatory budgeting, peer production or digital commons.
“Recognizing that we cannot solve today’s challenges with yesterday’s tools, this interdisciplinary group will bring fresh thinking to questions about how our governing institutions operate and how they can develop better ways to help address seemingly intractable social problems for the common good,” said MacArthur Foundation President Robert Gallucci.
GovLab’s mission is to study and launch “experimental, technology-enabled solutions that advance a collaborative, networked approach to re-invent existing institutions and processes of governance to improve people’s lives.” Earlier this year GovLab released a preview of its Open Data 500 study of 500 companies using open government data as a key business resource.”