• 제목/요약/키워드: Crowdsourced

검색결과 12건 처리시간 0.019초

Feasibility study on using crowdsourced smartphones to estimate buildings' natural frequencies during earthquakes

  • Ting-Yu Hsu;Yi-Wen Ke;Yo-Ming Hsieh;Chi-Ting Weng
    • Smart Structures and Systems
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    • 제31권2호
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    • pp.141-154
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    • 2023
  • After an earthquake, information regarding potential damage to buildings close to the epicenter is very important during the initial emergency response. This study proposes the use of crowdsourced measured acceleration response data collected from smartphones located within buildings to perform system identification of building structures during earthquake excitations, and the feasibility of the proposed approach is studied. The principal advantage of using crowdsourced smartphone data is the potential to determine the condition of millions of buildings without incurring hardware, installation, and long-term maintenance costs. This study's goal is to assess the feasibility of identifying the lowest fundamental natural frequencies of buildings without knowing the orientations and precise locations of the crowds' smartphones in advance. Both input-output and output-only identification methods are used to identify the lowest fundamental natural frequencies of numerical finite element models of a real building structure. The effects of time synchronization and the orientation alignment between nearby smartphones on the identification results are discussed, and the proposed approach's performance is verified using large-scale shake table tests of a scaled steel building. The presented results illustrate the potential of using crowdsourced smartphone data with the proposed approach to identify the lowest fundamental natural frequencies of building structures, information that should be valuable in making emergency response decisions.

MEMS 센서 기반 지반진동 정보 크라우드소싱 수집시스템 개발 현황 (Development Status of Crowdsourced Ground Vibration Data Collection System Based on Micro-Electro-Mechanical Systems (MEMS) Sensor)

  • 이상호;권지회;류동우
    • 터널과지하공간
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    • 제28권6호
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    • pp.547-554
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    • 2018
  • 크라우드소싱을 활용한 센서 자료 수집은 기존의 방식으로 얻기 어려운 고밀도 지반 진동 정보의 수집이 가능하다. 본 연구에서는 스마트폰과 같은 소형 전자기기에 탑재된 MEMS 센서를 활용한 크라우드소싱 방식 지반 진동 수집 시스템을 개발하였으며, 이를 위한 기반 체계 설계 및 클라이언트와 서버에 대한 구현을 수행하였다. 해당 시스템은 Android 기반의 스마트폰이나 Android Things 기반의 고정식 장비를 통해 진동 데이터를 신속히 수집하면서 하드웨어의 전력 및 데이터 사용량을 최소화할 수 있도록 설계되었다.

크라우드소싱 드론 영상의 기하학적 품질 자동 검증 (Automatic Validation of the Geometric Quality of Crowdsourcing Drone Imagery)

  • 이동호;최경아
    • 대한원격탐사학회지
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    • 제39권5_1호
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    • pp.577-587
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    • 2023
  • 크라우드소싱(crowdsourcing) 공간 데이터 활용 연구가 활발히 진행되고 있으나 데이터 품질의 불확실성으로 인한 문제점이 제기되고 있다. 특히 드론 영상 데이터셋에 품질이 낮은 데이터가 포함될 경우, 출력되는 공간 정보의 품질이 저하될 수 있다. 이를 위해 본 연구에서는 크라우드소싱된 영상의 기하학적 품질을 자동으로 검증하는 방법론을 제안하였다. 주요 품질 요소로는 영상의 공간해상도, 해상도 변화량, 매칭점 재투영 오차, 번들 조정 결과 등을 입력변수로 활용하였다. 공간 정보 생성에 적합한 영상을 분류하기 위해 학습 및 검증 데이터를 구축하고, radial basis function (RBF) 기반의 support vector machine (SVM) 모델로 학습을 진행하였다. 학습된 SVM 모델의 분류 정확도는 99.1%를 기록하였다. 품질 검증 모델 효과를 확인하기 위해 학습 및 검증에 사용하지 않은 드론 영상에 대하여 해당 모델을 적용하기 전후의 영상 데이터셋으로 각각 정사영상을 생성하고 비교하였다. 그 결과 모델 적용을 통하여 정사영상에 포함될 수 있는 다양한 왜곡을 줄이고 객체 식별력을 증대시키는 것을 확인하였다. 제안된 품질 검증 방법론은 다양한 품질의 크라우드소싱 데이터를 입력으로 받아 양질의 정보만을 자동 선별하게 함으로써 공간정보 생성에서의 활용 가능성을 증대시킬 것으로 기대한다.

한글 글꼴 추천시스템을 위한 크라우드 방식의 감성 속성 적용 및 분석 (Application and Analysis of Emotional Attributes using Crowdsourced Method for Hangul Font Recommendation System)

  • 김현영;임순범
    • 한국멀티미디어학회논문지
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    • 제20권4호
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    • pp.704-712
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    • 2017
  • Various researches on content sensibility with the development of digital contents are under way. Emotional research on fonts is also underway in various fields. There is a requirement to use the content expressions in the same way as the content, and to use the font emotion and the textual sensibility of the text in harmony. But it is impossible to select a proper font emotion in Korea because each of more than 6,000 fonts has a certain emotion. In this paper, we analysed emotional classification attributes and constructed the Hangul font recommendation system. Also we verified the credibility and validity of the attributes themselves in order to apply to Korea Hangul fonts. After then, we tested whether general users can find a proper font in a commercial font set through this emotional recommendation system. As a result, when users want to express their emotions in sentences more visually, they can get a recommendation of a Hangul font having a desired emotion by utilizing font-based emotion attribute values collected through the crowdsourced method.

Incentivizing User Contributions in Idea Crowdsourcing through Quantitative and Qualitative Feedback : A Field Experiment

  • Cho, Sook-Hyun;Lee, Sang-Min;Moon, Jae Yun
    • Journal of Information Technology Applications and Management
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    • 제21권3호
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    • pp.19-33
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    • 2014
  • Crowdsourcing is a popular tool for firms to harness external knowledge and resources. One variation of crowdsourcing entails the use of corporate channels in social network services (SNS) such as Twitter to hold public idea competitions. This study examined the role of feedback interaction between participants of idea competitions. More specifically, the study examined the impact of incentives to provide feedback on other participants' ideas. We found that idea competitions where explicit incentives were introduced to elicit crowdsourced feedback in the form of qualitative comments resulted in improved idea generation performance-with more ideas generated overall, and more ideas generated through participant collaborations, through increased comment-posting activities. Based on the findings, implications for theory and practice are discussed.

Crowdsourced Risk Minimization for Inter-Application Access in Android

  • Lee, Youn Kyu;Kim, Tai Suk
    • 한국멀티미디어학회논문지
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    • 제20권5호
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    • pp.827-834
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    • 2017
  • Android's inter-application access enriches its application ecosystem. However, it exposes security vulnerabilities where end-user data can be exploited by attackers. While existing techniques have focused on minimizing the risks of inter-application access, they either suffer from inaccurate risk detection or are primarily available to expert users. This paper introduces a novel technique that automatically analyzes potential risks between a set of applications, aids end-users to effectively assess the identified risks by crowdsourcing assessments, and generates an access control policy which prevents unsafe inter-application access at runtime. Our evaluation demonstrated that our technique identifies potential risks between real-world applications with perfect accuracy, supports a scalable analysis on a large number of applications, and successfully aids end-users' risk assessments.

Android Application for Connecting Cycling Routes on Strava Segments

  • Mulasastra, Intiraporn;Kao-ian, Wichpong
    • Journal of information and communication convergence engineering
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    • 제17권2호
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    • pp.142-148
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    • 2019
  • Relatively few countries provide separate bicycle lanes for cyclists. Hence, tools for suggesting cycling routes are essential for a safe and pleasant cycling experience. This study aims to develop a mobile application to build cycling routes based on user preferences, specifically location, search radius, ride distance, and number of optimal routes. Our application calls the Strava API to retrieve Strava cycling segments crowdsourced from the cycling community. Then, it creates a graph consisting of the start and end points of these segments. Beginning from a user-specified location, the depth-first search algorithm (DFS) is applied to find routes that conform to the user's preferences. Next, a set of optimal routes is obtained by computing a trade-off ratio for every discovered route. This ratio is calculated from the lengths of all segments and the lengths of all connecting paths. The connected routes can be displayed on a map on an Android device or exported as a GPX file to a bike computer. Future work must be performed to improve the design of the user interface and user experience.

Crowdsourced Urban Sensing: Urban Travel Behavior Using Mobile Based Sensing

  • Shin, Dongyoun
    • Architectural research
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    • 제20권4호
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    • pp.109-120
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    • 2018
  • In the context of ever-faster urbanization, cities are becoming increasingly complex, and data collection to understand such complex relationships is becoming a very important factor. This paper focuses on the lighter weight of the method of collecting urban data, and studied how to use such complementary data collection using crowdsourcing. Especially, the method of converting mobile acceleration sensor information to urban trip information by combining with locational information was experimented. Using the parameters for transportation type classification obtained from the research, information was obtained and verified in Singapore and Zurich. The result of this study is thought to be a good example of how to combine raw data into meaningful behavior information.

크라우드소싱을 이용한 건축 디자인 평가 방법 연구 (Crowdsourced Design Evaluation Methodology for Architectural Education)

  • 신동윤
    • 한국BIM학회 논문집
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    • 제13권1호
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    • pp.33-40
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    • 2023
  • In architectural design studios, students' needs are evaluated from a diverse and objective point of view. And the evaluation process and results are to use a design evaluation method that everyone can recognize. Therefore, in this study, we propose Crowdsourcing, in which a large number of participants participate in the evaluation to solve fundamental problems. However, the field of architecture is an area in which expertise such as evacuation, firefighting, rescue, and regulations is essential. Therefore, we expanded the concept by participation of a large number of architects, not the general public. And It presented a new word, Prowdsourcing. Prowdsourcing is a group of architects working on-line as an evaluator. It is a method that can have objectivity and expertise of evaluation at the same time. Therefore, prowdsourcing will provide students with a variety of objective assessments, which will be a recognized design evaluation method by everyone.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • 제5권2호
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.