{"title":"Creativity and Learning in Citizen Cyberscience - Lessons from the Citizen Cyberlab Summit","authors":"Eglė Ramanauskaitė, M. Haklay","doi":"10.15346/HC.V3I1.3","DOIUrl":"https://doi.org/10.15346/HC.V3I1.3","url":null,"abstract":"This article summarizes the Citizen Cyberlab (CCL) Summit, which took place at University of Geneva on 17-18th September 2015, and introduces the special issue on “Learning and Creativity in Citizen Science”. As the final event of a 3-year EU FP7 CCL project, the Summit sought to disseminate project results and reflect on the issue of citizen science (CS) as a participatory environment where opportunities for self-development and various types of creativity can arise. A number of interesting themes emerged at the intersection of the work presented by project collaborators and external partners, including the different types of creativity that are evident in CS, the role of the community as the main medium for innovation and participant learning to occur, and the common challenges concerning the design, initiation and management of CS projects. The current issue presents work done during the CCL project, as well as external project contributions, for which the main focus is on learning and creativity in CS. The set of articles addresses diverse aspects of the topic, ranging from empirical research on the phenomena themselves, to tools, platforms and frameworks developed specifically for citizen cyberscience (CCS) with creativity and learning in mind, and distinct CS cases where these phenomena manifest in previously undescribed and unexpected ways. We hope that the issue will be useful to researchers and practitioners who aim to study, evaluate or design for learning and creativity in a range of CCS projects.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"1 1","pages":"5-24"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89858351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Jennett, Laure Kloetzer, A. Cox, Daniel K. Schneider, Emily Collins, Mattia Fritz, Michael J. Bland, Cindy Regalado, Ian M. Marcus, Hannah Stockwell, L. Francis, E. Rusack, I. Charalampidis
{"title":"Creativity in Citizen Cyberscience","authors":"C. Jennett, Laure Kloetzer, A. Cox, Daniel K. Schneider, Emily Collins, Mattia Fritz, Michael J. Bland, Cindy Regalado, Ian M. Marcus, Hannah Stockwell, L. Francis, E. Rusack, I. Charalampidis","doi":"10.15346/HC.V3I1.10","DOIUrl":"https://doi.org/10.15346/HC.V3I1.10","url":null,"abstract":"In the context of citizen cyberscience, creativity is generally thought to be positive and should be encouraged. When volunteers think “outside of the box” they bring their own unique perspectives to scientific problems and generate new ideas. In some cases, creativity can even lead to new scientific discoveries. However there are still many unanswered questions about creativity. Is creativity in citizen science just about scientific discovery, or are there other kinds of creative products in citizen cyberscience? How does creativity compare across different kinds of citizen cyberscience, such as volunteer thinking and participatory sensing? In Citizen Cyberlab we explored creativity across four different pilot projects: GeoTag-X, Virtual Atom Smasher, Synthetic Biology, and Extreme Citzien Science. We conducted 96 interviews in total: 86 with volunteers (citizen scientists) and 10 with scientists. Based on our findings, we present several creative products that are a result of active involvement in citizen cyberscience: discussing ideas, suggesting improvements, development of new technologies, gamification, artwork, creative writing, outreach activities, and the development of new research projects. We also discuss factors that encourage creativity, such as having a supportive environment for volunteers and building a sense of community.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"36 1","pages":"181-204"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88398663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marguerite Benony, M. Cardon, Arnaud Ferré, Jean Coquet, N. Foulquier, Florian Thonier, L. L. Lann, Henry De Belly, Alexandre Evans, Aakriti Jain, Juan Manuel García Arcos, Jason Bland, Ian M. Marcus, A. Lindner, E. Wintermute
{"title":"The smell of us - crowdsourcing human body odor evaluation","authors":"Marguerite Benony, M. Cardon, Arnaud Ferré, Jean Coquet, N. Foulquier, Florian Thonier, L. L. Lann, Henry De Belly, Alexandre Evans, Aakriti Jain, Juan Manuel García Arcos, Jason Bland, Ian M. Marcus, A. Lindner, E. Wintermute","doi":"10.15346/HC.V3I1.9","DOIUrl":"https://doi.org/10.15346/HC.V3I1.9","url":null,"abstract":"Human body odor is produced when sweat-secreted compounds are metabolized by bacteria present on the skin. The resulting volatile mixture is often negatively perceived, motivating the use of personal cosmetic deodorants. Yet body odor may also be positively perceived in some contexts, and is proposed to play a role in sexual attraction, kin identification and social bonding. Because only human smellers can report the hedonic qualities of body odor, their persceptions are a valualbe complement to modern GC-MS-based quantitative chemical measurements. Here we present a crowdsourcing framework that engages volunteer smellers to characterize human sweat samples. Our approach seeks to reward both the sweat donor and the smeller with a web-based graphical interface that is informative, interesting, and fun. 300 samples from 87 individual donors were scored by 93 smellers for intensity, pleasantness, and a variety of odor descriptors. Body odor intensity and pleasantness were determined to vary with age, gender, and self-reported deodorant use. Counterintuitively, deodorant use showed no effect on the perceived intensity of body odor, and was associated with a decrease in the perceived pleasantness. From these data, we determine the precision and dynamic range of the volunteer nose as a body odor evaluation instrument and estimate the scale of crowdsourcing effort that would be required to precisely quantify the public perception of body odors.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"28 1","pages":"161-179"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91174585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Improving Citizen Science Games through Open Analytics Data","authors":"Jesse C. Himmelstein","doi":"10.15346/HC.V3I1.7","DOIUrl":"https://doi.org/10.15346/HC.V3I1.7","url":null,"abstract":"Game developers make heavy use of \"metrics\" (or \"analytics\") in order to understand how their games are being played by the public. Through recording players' actions within a game, designers can identify weaknesses in the game design, such as sections of the game that are too difficult, or never explored. Meanwhile, a genre of “scientific games” has emerged, in which players contribute to the advancement of science through their actions in a game, learn scientific concepts, or both. Although most scientific games incorporate metrics, the data is meant only for the developers and is rarely shared with the public. This represents a missed opportunity for the public to learn from the data that they and their fellow players are generating. Inspired by the belief that anyone can contribute to science, we have created an open source game analytics service called \"RedMetrics\" in which all data gathered is freely and immediately available online. RedMetrics can gather data from any platform (web, PC, console, etc.) and stores it on an open repository. The data is available via a web API as well as a web application. To ease integration, we provide interfaces for the popular game engine Unity as well as for the web browser. In this paper, we demonstrate RedMetrics through a case study of Hero.Coli, a game to learn synthetic biology. We study the progression of players through the game and use RedMetrics to identify bottlenecks in the game design that hinder learning.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"1 1","pages":"119-141"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89876357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Laure Kloetzer, Julien Da Costa, Daniel K. Schneider
{"title":"Not so passive: engagement and learning in Volunteer Computing projects","authors":"Laure Kloetzer, Julien Da Costa, Daniel K. Schneider","doi":"10.15346/HC.V3I1.4","DOIUrl":"https://doi.org/10.15346/HC.V3I1.4","url":null,"abstract":"This paper focuses on an unexplored dimension of Citizen Science: the educational potential of Volunteer Computing (VC). VC has been one of the most popular forms of Citizen Science, since its beginnings from 1997, when the first VC platforms, such as SETI@home, were created. Participation in VC is based on volunteers donating their idle computer resources to contribute to large scale scientific research. So far this has often been seen as a rather passive form of participation, compared to other online Citizen Science (or citizen cyberscience) projects, since volunteers are not involved in active data collection, data analysis or project definition. In this paper we present our research conducted in 2013-2014 with the BOINC Community “Alliance Francophone”, and demonstrate that part of the volunteers in Distributed Computing research projects are not passive at all. We show that the dynamism of BOINC hugely relies on community-led gamification and that participation may lead to important learning outcomes on most dimensions of our ILICS (Informal Learning in Citizen Science) model. This includes extending one’s scientific interests, ability to find and engage with people who share similar interests, and offering a range of potential learning outcomes, particularly within the fields of (a) computer and Internet literacy, (b) scientific knowledge and literacy, (c) communication: English and social skills. As demonstrated by our recent ILICS survey research (2015), these latest learning effects happen for all kinds of participants and are even stronger for people who have a lower education background, which is an interesting finding for lifelong education policies. Altogether, VC projects engage volunteers emotionally, far beyond a simple use of their computers’ time and power, and may have an educational value. For a minority of very active volunteers, they become real “Opportunity Spaces”, where they can get new friends, skills and experiences, which they could not have found easily elsewhere in their everyday environment.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"88 1","pages":"25-68"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72802344","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Oula Abu-Amsha, Daniel K. Schneider, J. Fernandez-Marquez, Julien Da Costa, B. Fuchs, Laure Kloetzer
{"title":"Data Analytics in Citizen Cyberscience: Evaluating Participant Learning and Engagement with Analytics","authors":"Oula Abu-Amsha, Daniel K. Schneider, J. Fernandez-Marquez, Julien Da Costa, B. Fuchs, Laure Kloetzer","doi":"10.15346/HC.V3I1.5","DOIUrl":"https://doi.org/10.15346/HC.V3I1.5","url":null,"abstract":"Citizen Cyberscience (CCS) projects are online projects that engage participants with no necessary prior scientific experience in online tasks of very varied types and that contribute to the scientific research in different domains. Many research studies confirm the usefulness of CCS projects to researchers while less has been done to explore their added-value for the participants. Specifically, we are interested to know to what extent CCS projects help participants learn while participating through typically small-sized and very specific tasks. We propose in this work to include another source of quantitative data to the research toolbox usually used to evaluate learning in informal learning contexts as the context of citizen science. This data source is learning analytics that makes use of the already very ubiquitous web analytics and that is heavily used in varied online learning environments. Based on our experience with two CCS pilot projects, we created a framework to help CCS project designers properly implement learning analytics in their project in order to make the full use of these analytics and integrate them with other sources of quantitative data related to the user experience. We apply the proposed framework to explore the interaction between learning and engagement in two pilot CCS projects of different types: volunteer thinking and gaming. We conclude with a number of recommendations to avoid pitfalls and proposals for best practice based on our experience.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"122 1","pages":"69-97"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90651131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Fernandez-Marquez, I. Charalampidis, Oula Abu-Amsha, F. Grey, Daniel K. Schneider, B. Segal, S. Mohanty
{"title":"CCLTracker Framework: Monitoring user learning and activity in web based citizen science projects","authors":"J. Fernandez-Marquez, I. Charalampidis, Oula Abu-Amsha, F. Grey, Daniel K. Schneider, B. Segal, S. Mohanty","doi":"10.15346/HC.V3I1.6","DOIUrl":"https://doi.org/10.15346/HC.V3I1.6","url":null,"abstract":"Analytics tools have been widely used over the last years for the development of web-based application and services. Analytics data allows improving user interfaces through planning, executing, and evaluating actions intended to increase user engagement. Measuring and improving user engagement in citizen science projects is not different from other web applications such as on-line shopping, newspapers, or sites for recommending music or movies. However, citizen science projects also aim to produce learning outcomes on the participants. Current analytics tools do not present sufficient information regarding user behaviour with the application, thus making measuring engagement and learning outcomes difficult. This paper presents the CCLTracker analytics framework that is intended to overcome current limitations in analytics tools, by providing an API for monitoring user activities such as time spent watching a video, time to complete a task, or how far down a page is scrolled. CCLTracker has been integrated in 3 different citizen science projects which have proved its value for measuring user engagement and learning.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"06 1","pages":"99-117"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86355524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Landfill Hunter: Learning about Waste through Public Participation","authors":"Nicholas E. Johnson, F. Grey","doi":"10.15346/HC.V3I1.15","DOIUrl":"https://doi.org/10.15346/HC.V3I1.15","url":null,"abstract":"Landfills are the most ubiquitous and expedient means of waste disposal, prevailing over any economic, logistic or political obstacles. Landfills, however, are far removed from most of society and their administration, operation and maintenance are often opaque. This research uses public participation to generate, verify and enhance existing data about the size and location of current landfills in the US while simultaneously providing users an innovative way to see and explore landfills. An online crowdsourcing tool, Landfill Hunter, was built to facilitate participation and populated with data from the Environmental Protection Agency (EPA). Participants identified a total of 729 landfills. Using this data, we estimate the area of individual landfills and calculate the cumulative land area of landfills in the US, which is approximately twice the size of New York City. In this paper, we emphasize learning outcomes that participation in this crowdsourcing initiative can generate, both online and offline, as well as creative ways that participants can visualize the resulting data.","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"84 1","pages":"243-252"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74813762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Of Citizens and Scientists: Preface to Special Issue on Learning and Creativity in Citizen Science","authors":"F. Grey","doi":"10.15346/HC.V3I1.2","DOIUrl":"https://doi.org/10.15346/HC.V3I1.2","url":null,"abstract":"","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"27 1","pages":"3-4"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81191034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GeoKey - open infrastructure for community mapping and science","authors":"M. Haklay","doi":"10.15346/HC.V3I1.8","DOIUrl":"https://doi.org/10.15346/HC.V3I1.8","url":null,"abstract":"The development of the geospatial web (GeoWeb) over the past decade opened up opportunities for collaborative mapping and large scale data collection at unprecedented scales. Projects such as OpenStreetMap, which engage hundreds of thousands of volunteers in different aspects of mapping physical and human-made objects, to eBird, which records millions of bird observations from across the globe. While these collaborative mapping efforts are impressive in their scale and reach, there is another type of mapping which is localised, frequently carried out over a limited period of time, and aims at solving a specific issue that the people who are living in the locality are facing. These needs are addressed in participatory mapping, which nowadays includes citizen science elements in data collection and management. The paper describes the background and design of a novel infrastructure for participatory mapping and science – GeoKey. The paper provides a differentiation between collaborative and participatory mapping, describes the state of the art and several use cases of community mapping, and the architecture of GeoKey, focussing both on the approaches to data capture and subsequent potential to share the data in an open manner where possible. It also describes the design elements that support learning and creativity in these projects","PeriodicalId":92785,"journal":{"name":"Human computation (Fairfax, Va.)","volume":"1 1","pages":"143-159"},"PeriodicalIF":0.0,"publicationDate":"2016-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90184847","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}