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CrowdAct: Achieving High-Quality Crowdsourced Datasets in Mobile Activity Recognition

Published: 30 March 2021 Publication History

Abstract

In this study, we propose novel gamified active learning and inaccuracy detection for crowdsourced data labeling for an activity recognition system using mobile sensing (CrowdAct). First, we exploit active learning to address the lack of accurate information. Second, we present the integration of gamification into active learning to overcome the lack of motivation and sustained engagement. Finally, we introduce an inaccuracy detection algorithm to minimize inaccurate data. To demonstrate the capability and feasibility of the proposed model in realistic settings, we developed and deployed the CrowdAct system to a crowdsourcing platform. For our experimental setup, we recruited 120 diverse workers. Additionally, we gathered 6,549 activity labels from 19 activity classes by using smartphone sensors and user engagement information. We empirically evaluated the quality of CrowdAct by comparing it with a baseline using techniques such as machine learning and descriptive and inferential statistics. Our results indicate that CrowdAct was effective in improving activity accuracy recognition, increasing worker engagement, and reducing inaccurate data in crowdsourced data labeling. Based on our findings, we highlight critical and promising future research directions regarding the design of efficient activity data collection with crowdsourcing.

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cover image Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies  Volume 5, Issue 1
March 2021
1272 pages
EISSN:2474-9567
DOI:10.1145/3459088
Issue’s Table of Contents
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Published: 30 March 2021
Published in IMWUT Volume 5, Issue 1

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  1. activity recognition
  2. crowdsourced labeling
  3. gamified active learning
  4. inaccuracy detection

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  • (2024)CrossHAR: Generalizing Cross-dataset Human Activity Recognition via Hierarchical Self-Supervised PretrainingProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36595978:2(1-26)Online publication date: 15-May-2024
  • (2024)Intersection of machine learning and mobile crowdsourcing: a systematic topic-driven reviewPersonal and Ubiquitous Computing10.1007/s00779-024-01820-wOnline publication date: 10-Jun-2024
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  • (2022)Stepping Into the Next Decade of Ubiquitous and Pervasive Computing: UbiComp and ISWC 2021IEEE Pervasive Computing10.1109/MPRV.2022.316006321:2(87-99)Online publication date: 1-Apr-2022

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