skip to main content
10.1145/3341162.3345585acmconferencesArticle/Chapter ViewAbstractPublication PagesubicompConference Proceedingsconference-collections
research-article

Optimizing activity data collection with gamification points using uncertainty based active learning

Published: 09 September 2019 Publication History

Abstract

A big challenge for activity data collection is unavoidable to rely on users and to keep them motivated to provide labels. In this paper, we propose the idea of exploiting gamification points to motivate the users for activity data collection by using an uncertainty based active learning approach to evaluate those points. The novel idea behind this is that we approximate the score of the unlabeled examples according to the current model's uncertainty in its prediction of the corresponding activity labels, and using that score as gamification points. Thus, the users are motivated by getting gamification points as feedback based on their data annotation quality. 1,236 activity labels with smartphone sensors that we collected help to validate our proposed method. By evaluating with the dataset, the results show our proposed method has improvements in data quality, data quantity, and user engagement that reflect the improvement in activity data collection.

References

[1]
Ling Bao and Stephen S Intille. 2004. Activity recognition from user-annotated acceleration data. In International conference on pervasive computing. Springer, 1--17.
[2]
Leo Breiman. 2017. Classification and regression trees. Routledge.
[3]
Nitesh V Chawla, Kevin W Bowyer, Lawrence O Hall, and W Philip Kegelmeyer. 2002. SMOTE: synthetic minority over-sampling technique. Journal of artificial intelligence research 16 (2002), 321--357.
[4]
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems. ACM, 2425--2428.
[5]
Tom Diethe, Niall Twomey, and Peter Flach. 2015. Bayesian active transfer learning in smart homes. In ICML Active Learning Workshop, Vol. 2015.
[6]
T Fawcett. 2006. An introduction to ROC analysis pattern recognition letter. (2006).
[7]
Zachary Fitz-Walter, Dian Tjondronegoro, and Peta Wyeth. 2011. Orientation passport: using gamification to engage university students. In Proceedings of the 23rd Australian computer-human interaction conference. ACM, 122--125.
[8]
Zachary Fitz-Walter and Dian W Tjondronegoro. 2011. Exploring the opportunities and challenges of using mobile sensing for gamification and achievements. In UbiComp 11: Proceedings of the 2011 ACM Conference on Ubiquitous Computing. ACM Press, 1--5.
[9]
Juho Hamari, Jonna Koivisto, Harri Sarsa, et al. 2014. Does Gamification Work?- A Literature Review of Empirical Studies on Gamification. In HICSS, Vol. 14. 3025--3034.
[10]
Yu-chen Ho, Ching-hu Lu, I-han Chen, Shih-shinh Huang, Ching-yao Wang, Li-chen Fu, et al. 2009. Active-learning assisted self-reconfigurable activity recognition in a dynamic environment. In Proceedings of the 2009 IEEE international conference on Robotics and Automation. IEEE Press, 1567--1572.
[11]
HM Sajjad Hossain, Md Abdullah Al Hafiz Khan, and Nirmalya Roy. 2017. Active learning enabled activity recognition. Pervasive and Mobile Computing 38 (2017), 312--330.
[12]
Bartosz Krawczyk. 2016. Learning from imbalanced data: open challenges and future directions. Progress in Artificial Intelligence 5, 4 (2016), 221--232.
[13]
Janette Lehmann, Mounia Lalmas, Elad Yom-Tov, and Georges Dupret. 2012. Models of user engagement. In International Conference on User Modeling, Adaptation, and Personalization. Springer, 164--175.
[14]
Zakkoyya H Lewis, Maria C Swartz, and Elizabeth J Lyons. 2016. What's the point?: a review of reward systems implemented in gamification interventions. Games for health journal 5, 2 (2016), 93--99.
[15]
Rong Liu, Ting Chen, and Lu Huang. 2010. Research on human activity recognition based on active learning. In 2010 International Conference on Machine Learning and Cybernetics, Vol. 1. IEEE, 285--290.
[16]
Nattaya Mairittha, Tittaya Mairittha, and Sozo Inoue. 2018. A Mobile App for Nursing Activity Recognition. In Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computingand Wearable Computers. ACM, 400--403.
[17]
Laurence Moroney. 2017. Google Analytics for Firebase. In The Definitive Guide to Firebase. Springer, 251--270.
[18]
Martin Pielot, Karen Church, and Rodrigo De Oliveira. 2014. An in-situ study of mobile phone notifications. In Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services. ACM, 233--242.
[19]
Burr Settles. 2012. Active learning. Synthesis Lectures on Artificial Intelligence and Machine Learning 6, 1 (2012), 1--114.
[20]
Maja Stikic, Kristof Van Laerhoven, and Bernt Schiele. 2008. Exploring semi-supervised and active learning for activity recognition. In 2008 12th IEEE International Symposium on Wearable Computers. IEEE, 81--88.
[21]
Francisco J Valverde-Albacete and Carmen Pel�ez-Moreno. 2014. 100% classification accuracy considered harmful: The normalized information transfer factor explains the accuracy paradox. PloS one 9, 1 (2014), e84217.
[22]
Niels Van Berkel, Jorge Goncalves, Simo Hosio, and Vassilis Kostakos. 2017. Gamification of mobile experience sampling improves data quality and quantity. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 1, 3 (2017), 107.

Cited By

View all
  • (2024)exHARProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36435008:1(1-30)Online publication date: 6-Mar-2024
  • (2023)Is Querying Users Acceptable for Human Activity Recognition Based on Active Learning?2023 IEEE International Conference on Pervasive Computing and Communications Workshops and other Affiliated Events (PerCom Workshops)10.1109/PerComWorkshops56833.2023.10150407(521-526)Online publication date: 13-Mar-2023
  • (2022)Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral IntentionInternational Journal of Human–Computer Interaction10.1080/10447318.2022.210778239:19(3846-3858)Online publication date: 15-Aug-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
UbiComp/ISWC '19 Adjunct: Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers
September 2019
1234 pages
ISBN:9781450368698
DOI:10.1145/3341162
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 September 2019

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. data collection
  2. data quality
  3. gamification points
  4. smartphone-based activity recognition
  5. uncertainty based active learning

Qualifiers

  • Research-article

Conference

UbiComp '19

Acceptance Rates

Overall Acceptance Rate 764 of 2,912 submissions, 26%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)29
  • Downloads (Last 6 weeks)1
Reflects downloads up to 22 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)exHARProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36435008:1(1-30)Online publication date: 6-Mar-2024
  • (2023)Is Querying Users Acceptable for Human Activity Recognition Based on Active Learning?2023 IEEE International Conference on Pervasive Computing and Communications Workshops and other Affiliated Events (PerCom Workshops)10.1109/PerComWorkshops56833.2023.10150407(521-526)Online publication date: 13-Mar-2023
  • (2022)Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral IntentionInternational Journal of Human–Computer Interaction10.1080/10447318.2022.210778239:19(3846-3858)Online publication date: 15-Aug-2022
  • (2021)CrowdActProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/34322225:1(1-32)Online publication date: 30-Mar-2021
  • (2020)On-Device Deep Personalization for Robust Activity Data CollectionSensors10.3390/s2101004121:1(41)Online publication date: 23-Dec-2020

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media