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作者(中文):陳映亦
作者(外文):Chen, Ying-Yi
論文名稱(中文):在智慧城市中遊戲化手機群眾外包系統
論文名稱(外文):Efficient Mobile Crowdsourcing via Gamification for Smart City Applications
指導教授(中文):徐正炘
指導教授(外文):Hsu, Cheng-Hsin
口試委員(中文):金仲達
黃俊穎
口試委員(外文):King, Chung-Ta
Huang, Chun-Ying
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊工程學系所
學號:104062641
出版年(民國):106
畢業學年度:105
語文別:英文
論文頁數:37
中文關鍵詞:群眾外包遊戲化智慧城市
外文關鍵詞:crowdsourcinggamificationsmart city
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這篇論文基於一個結合手機與城市感測設施的資料蒐集平台,進一步地提出利用遊戲化的方式吸引更多玩家在智慧城市中進行感測資料的蒐集。
我們將這些蒐集感測資料的需求轉化為群眾外包任務,將這些任務發包給玩家去執行。為了讓整個系統可以快速地完成更多任務,並且不給玩家過多的負擔的情況下,
我們設計了一些演算法達成這些目的。我們透過模擬以及實作的方式去驗證我們提出的演算法和遊戲化的系統,模擬的結果證明我們的演算法在200個感測任務、100個玩家的情況下,比起現有的方法(1)有63%更高的任務完成率,(2)任務完成的速度將近3倍,(3)玩家花在感測的時間降低81%。另外,實作的系統經過玩家調查證明遊戲化的方式能確實達成我們的目的。
We present a gamified Smartphone Augmented Infrastructure Sensing (SAIS)
platform for leveraging mobile gamers for applications such as smart cities. We
develop a suite of algorithms to transparently guide the gamers to sensing task
locations, in order to complete more tasks at shorter response time without
incurring high workload on gamers. We evaluate our algorithms using extensive
simulations and a real prototype implementation. The simulation results confirm
that our algorithms achieve their design goals. For example, with 200 sensing
tasks and 100 gamers, our algorithms on average: (i) achieve 63% higher
completion ratio, (ii) cuts the response time by almost two-third, and (iii)
reduces the gamer working hour by 81%, compared to the existing solutions.
Furthermore, our prototype implementation demonstrates the practicality of our
algorithms, while our preliminary user study receives positive feedback.
1 Introduction 1
1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2.1 Incentive Mechanism . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2.2 Gamer Assignment . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Contribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2 Background and Related Work 5
2.1 Smart City and Urban Computing . . . . . . . . . . . . . . . . . . . . . 5
2.2 Crowdsourcing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 Gamification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.4 Mobile Augmented Reality . . . . . . . . . . . . . . . . . . . . . . . . . 7
3 Problems and Solutions 9
3.1 Notations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.2 Optimal Spot Locator . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.3 Nearest Gamer Assigner . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.4 Nature NPC Path Generator . . . . . . . . . . . . . . . . . . . . . . . . . 12
4 Simulation 14
4.1 Baseline Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.1.1 VSN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.1.2 Current Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.2 Mobility Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.3 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
5 Implementation and User Study 26
5.1 System Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.2 Implementations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.3 User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
6 Conclusion 32
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