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Searching for concepts in science and technology is often a difficult task. To facilitate concept search, different types of human-generated metadata have been created to define the content of scientific and technical disclosures. Classification sche mes such as the International Patent Classification (IPC) and MEDLINEs MeSH are structured and controlled, but require trained experts and central management to restrict ambiguity (Mork, 2013). While unstructured tags of folksonomies can be processed to produce a degree of structure (Kalendar, 2010; Karampinas, 2012; Sarasua, 2012; Bragg, 2013) the freedom enjoyed by the crowd typically results in less precision (Stock 2007). Existing classification schemes suffer from inflexibility and ambiguity. Since humans understand language, inference, implication, abstraction and hence concepts better than computers, we propose to harness the collective wisdom of the crowd. To do so, we propose a novel classification scheme that is sufficiently intuitive for the crowd to use, yet powerful enough to facilitate search by analogy, and flexible enough to deal with ambiguity. The system will enhance existing classification information. Linking up with the semantic web and computer intelligence, a Citizen Science effort (Good, 2013) would support innovation by improving the quality of granted patents, reducing duplicitous research, and stimulating problem-oriented solution design. A prototype of our design is in preparation. A crowd-sourced fuzzy and faceted classification scheme will allow for better concept search and improved access to prior art in science and technology.
41 - John Prpic , Piper Jackson , 2014
In this work, we present a high-level computational model of IT-mediated crowds for collective intelligence. We introduce the Crowd Capital perspective as an organizational-level model of collective intelligence generation from IT-mediated crowds, an d specify a computational system including agents, forms of IT, and organizational knowledge.
Many celebrate the Internets ability to connect individuals and facilitate collective action toward a common goal. While numerous systems have been designed to support particular aspects of collective action, few systems support participatory, end-to -end collective action in which a crowd or community identifies opportunities, formulates goals, brainstorms ideas, develops plans, mobilizes, and takes action. To explore the possibilities and barriers in supporting such interactions, we have developed WeDo, a system aimed at promoting simple forms of participatory, end-to-end collective action. Pilot deployments of WeDo illustrate that sociotechnical systems can support automated transitions through different phases of end-to-end collective action, but that challenges, such as the elicitation of leadership and the accommodation of existing group norms, remain.
In this paper we address the problem of inferring social structure and dominance relationships in a group of rhesus macaques (a species of monkey) using only position data captured using RFID tags. Automatic inference of the social structure in an an imal group enables a number of important capabilities, including: 1) A verifiable measure of how the social structure is affected by an intervention such as a change in the environment, or the introduction of another animal, and 2) A potentially significant reduction in person hours normally used for assessing these changes. Social structure in a group is an important indicator of its members relative level of access to resources and has interesting implications for an individuals health and learning in groups. There are two main quantitative criteria assessed in order to infer the social structure; Time spent close to conspecifics, and displacements. An interaction matrix is used to represent the total duration of events detected as grooming behavior between any two monkeys. This forms an undirected tie-strength (closeness of relationships) graph. A directed graph of hierarchy is constructed by using the well cited assumption of a linear hierarchy for rhesus macaques. Events that contribute to the adjacency matrix for this graph are withdrawals or displacements where a lower ranked monkey moves away from a higher ranked monkey. Displacements are one of the observable behaviors that can act as a strong indication of tie-strength and dominance. To quantify the directedness of interaction during these events we construct histograms of the dot products of motion orientation and relative position. This gives us a measure of how much time a monkey spends in moving towards or away from other group members.
We discuss a set of computational techniques, called Inductive Game Theory, for extracting strategic decision-making rules from time series data and constructing probabilistic social circuits. We construct these circuits by connecting component indiv iduals and groups with strategies in a game and propose an inductive approach to reconstructing the edges. We demonstrate this approach with conflict behavior in a society of pigtailed macaques by identifying significant patterns in decision-making by individuals. With the constructed circuit, we then capture macroscopic features of the system that were not specified in the construction of the initial circuit, providing a mapping between individual level behaviors to collective behaviors over the scale of the group. We extend on previous work in Inductive Game Theory by more efficiently searching the space of possible strategies by grouping individuals into socially relevant sets to produce a more efficient, parsimonious specification of the underlying interactions between components. We discuss how we reduce the dimensionality of these circuits using coarse-graining or compression to build cognitive effective theories for collective behavior.
138 - Simona Doboli , Fanshu Zhao , 2014
The goal of our research is to understand how ideas propagate, combine and are created in large social networks. In this work, we look at a sample of relevant scientific publications in the area of high-frequency analog circuit design and their citat ion distribution. A novel aspect of our work is the way in which we categorize citations based on the reason and place of it in a publication. We created seven citation categories from general domain references, references to specific methods used in the same domain problem, references to an analysis method, references for experimental comparison and so on. This added information allows us to define two new measures to characterize the creativity (novelty and usefulness) of a publication based on its pattern of citations clustered by reason, place and citing scientific group. We analyzed 30 publications in relevant journals since 2000 and their about 300 citations, all in the area of high-frequency analog circuit design. We observed that the number of citations a publication receives from different scientific groups matches a Levy type distribution: with a large number of groups citing a publication relatively few times, and a very small number of groups citing a publication a large number of times. We looked at the motifs a publication is cited differently by different scientific groups.
98 - Grace Gao 2014
Navigating networked robot swarms often requires knowing where to go, sensing the environment, and path-planning based on the destination and barriers in the environment. Such a process is computationally intensive. Moreover, as the network scales up , the computational load increases quadratically, or even exponentially. Unlike these man-made systems, most biological systems scale linearly in complexity. Furthermore, the scale of a biological swarm can even enable collective intelligence. One example comes from observations of golden shiner fish. Golden shiners naturally prefer darkness and school together. Each individual golden shiner does not know where the darkness is. Neither does it sense the light gradients in the environment. However, by moving together as a school, they always end up in the shady area. We apply such collective intelligence learned from golden shiner fish to navigating robot swarms. Each individual robots dynamic is based on the gold shiners movement strategy---a random walk with its speed modulated by the light intensity and its direction affected by its neighbors. The theoretical analysis and simulation results show that our method 1) promises to navigate a robot swarm with little situational knowledge, 2) simplifies control and decision-making for each individual robot, 3) requires minimal or even no information exchange within the swarm, and 4) is highly distributed, adaptive, and robust.
Swarm dynamics is the study of collections of agents that interact with one another without central control. In natural systems, insects, birds, fish and other large mammals function in larger units to increase the overall fitness of the individuals. Their behavior is coordinated through local interactions to enhance mate selection, predator detection, migratory route identification and so forth [Andersson and Wallander 2003; Buhl et al. 2006; Nagy et al. 2010; Partridge 1982; Sumpter et al. 2008]. In artificial systems, swarms of autonomous agents can augment human activities such as search and rescue, and environmental monitoring by covering large areas with multiple nodes [Alami et al. 2007; Caruso et al. 2008; Ogren et al. 2004; Paley et al. 2007; Sibley et al. 2002]. In this paper, we explore the interplay between swarm dynamics, covert leadership and theoretical information transfer. A leader is a member of the swarm that acts upon information in addition to what is provided by local interactions. Depending upon the leadership model, leaders can use their external information either all the time or in response to local conditions [Couzin et al. 2005; Sun et al. 2013]. A covert leader is a leader that is treated no differently than others in the swarm, so leaders and followers participate equally in whatever interaction model is used [Rossi et al. 2007]. In this study, we use theoretical information transfer as a means of analyzing swarm interactions to explore whether or not it is possible to distinguish between followers and leaders based on interactions within the swarm. We find that covert leaders can be distinguished from followers in a swarm because they receive less transfer entropy than followers.
Crowd algorithms often assume workers are inexperienced and thus fail to adapt as workers in the crowd learn a task. These assumptions fundamentally limit the types of tasks that systems based on such algorithms can handle. This paper explores how th e crowd learns and remembers over time in the context of human computation, and how more realistic assumptions of worker experience may be used when designing new systems. We first demonstrate that the crowd can recall information over time and discuss possible implications of crowd memory in the design of crowd algorithms. We then explore crowd learning during a continuous control task. Recent systems are able to disguise dynamic groups of workers as crowd agents to support continuous tasks, but have not yet considered how such agents are able to learn over time. We show, using a real-time gaming setting, that crowd agents can learn over time, and `remember by passing strategies from one generation of workers to the next, despite high turnover rates in the workers comprising them. We conclude with a discussion of future research directions for crowd memory and learning.
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