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Merging the real with the virtual: Crowd behaviour mining with virtual environments

机译:将真实与虚拟合并:人群行为与虚拟环境挖掘

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The first recorded crowdsourcing activity was in 1714 [1], with intermittent public event occurrences up until the millennium when such activities become widespread, spanning multiple domains. Crowdsourcing, however, is relatively novel as a methodology within virtual environment studies, in archaeology, and within the heritage domains where this research is focused. The studies that are being conducted are few and far between in comparison to other areas. This paper aims to develop a recent concept in crowdsourcing work termed ‘crowd behaviour mining’ [2] using virtual environments, and to develop a unique concept in crowdsourcing activities that can be applied beyond the case studies presented here and to other domains that involve human behaviour as independent variables. The case studies described here use data from experiments involving separate heritage projects and conducted during two Royal Society Summer Science Exhibitions, in 2012 and 2015 respectively. ‘Crowd Behaviour Mining’ analysis demonstrated a capacity to inform research in respect of potential patterns and trends across space and time as well as preferences between demographic user groups and the influence of experimenters during the experiments.
机译:第一个录制的众群活动是在1714年[1]中,当这些活动普遍存在跨越多个域时,间歇性的公共事件发生直到千年。然而,众包在虚拟环境研究中,在考古学中的方法以及本研究的遗产域中是一个相对的方法。与其他领域相比,正在进行的研究是很少的,远远甚至。本文旨在使用虚拟环境向众湄公河工作中占据“人群行为挖掘”[2]的众所周知的概念,并在众包中开发独特的概念,这些活动可以超出此处呈现的案例研究以及涉及人类的其他领域。行为作为独立变量。这里描述的案例研究使用涉及单独的遗产项目的实验和在2012年和2015年在两个皇家社会夏季科学展中进行的实验。 “人群行为挖掘”分析证明了一种能力,可以向跨空间和时间的潜在模式和趋势提供信息,以及人口统计用户群之间的偏好以及实验期间实验者的影响。

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