将真实与虚拟相结合:使用虚拟环境进行人群行为挖掘

Eugene Ch’ng, V. Gaffney, P. Garwood, Henry Chapman, R. Bates, W. Neubauer
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引用次数: 4

摘要

第一次有记录的众包活动是在1714年[1],断断续续的公共事件发生,直到千禧年,这些活动变得广泛,跨越多个领域。然而,在虚拟环境研究、考古学和遗产研究领域,众包作为一种方法是相对新颖的。与其他领域相比,正在进行的研究少之又少。本文旨在利用虚拟环境发展众包工作中的一个新概念,称为“群体行为挖掘”[2],并在众包活动中发展一个独特的概念,该概念可以应用于这里介绍的案例研究之外,也可以应用于其他涉及人类行为作为独立变量的领域。这里所描述的案例研究使用了分别在2012年和2015年两次皇家学会夏季科学展览期间进行的涉及不同遗产项目的实验数据。“人群行为挖掘”分析表明,有能力为跨空间和时间的潜在模式和趋势以及人口统计用户群体之间的偏好和实验期间实验者的影响等方面的研究提供信息。
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Merging the real with the virtual: Crowd behaviour mining with virtual environments
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.
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