Crowd (soft) control: moving beyond the opportunistic

John P. Rula, F. Bustamante
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引用次数: 32

Abstract

A number of novel wireless networked services, ranging from participatory sensing to social networking, leverage the increasing capabilities of mobile devices and the movements of the individuals carrying them. For many of these systems, their effectiveness fundamentally depends on coverage and the particular mobility patterns of the participants. Given the strong spatial and temporal regularity of human mobility, the needed coverage can typically only be attained through a large participant base. In this paper we explore an alternative approach to attain coverage without scale -- (soft) controlling the movement of participants. We present Crowd Soft Control (CSC), an approach to exert limited control over the temporal and spatial movements of mobile users by leveraging the built-in incentives of location-based gaming and social applications. By pairing network services with these location-based apps, CSC allows researchers to use an application's incentives (e.g. game objectives) to control the movement of participating users, increasing the effectiveness and efficiency of the associated network service. After outlining the case for Crowd Soft Control, we present an initial prototype of our ideas and discuss potential benefits and costs in the context of two case studies.
群体(软)控制:超越机会主义者
许多新颖的无线网络服务,从参与式传感到社交网络,利用了移动设备日益增强的功能和携带它们的个人的运动。对于许多此类系统而言,其有效性从根本上取决于覆盖范围和参与者的特定流动模式。考虑到人类流动性在空间和时间上的强烈规律性,所需的覆盖通常只能通过一个大的参与者基础来实现。在本文中,我们探索了一种替代方法来获得无规模的覆盖-(软)控制参与者的运动。我们提出了群体软控制(CSC),这是一种利用基于位置的游戏和社交应用的内置激励机制,对移动用户的时间和空间运动施加有限控制的方法。通过将网络服务与这些基于位置的应用程序配对,CSC允许研究人员使用应用程序的激励(例如游戏目标)来控制参与用户的移动,从而提高相关网络服务的有效性和效率。在概述了人群软控制的案例之后,我们展示了我们想法的初始原型,并在两个案例研究的背景下讨论了潜在的收益和成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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