Crowdsourcing for Multimedia

Date: 
29 Oct 2012 to 2 Nov 2012
Location: 
Nara, Japan

CrowdMM 2012

International ACM Workshop on Crowdsourcing for Multimedia
held in conjunction with ACM Multimedia 2012, Oct 29 - Nov 2 2012,

Crowdsourcing--leveraging a large number of human contributors and the capabilities of human computation--has enormous potential to address key challenges in the area of multimedia research.
Applications of crowdsourcing range from the exploitation of unsolicited user contributions, such as using tags to aid image understanding, to utilizing crowdsourcing platforms and marketplaces to micro-outsource tasks such as semantic video annotation. Further, crowdsourcing offers a time- and resource-efficient method for collecting large volumes of input for system design or evaluation, making it possible to optimize multimedia systems more rapidly and to address human factors more effectively.

CrowdMM 2012 solicits novel contributions to multimedia research that make use of human intelligence, but also take advantage of human plurality. This workshop especially encourages contributions that propose solutions for the key challenges that face widespread adoption of crowdsourcing paradigms in the multimedia research community. These include: identification of optimal crowd members (e.g., user expertise, worker reliability), providing effective explanations (i.e., good task design), controlling noise and quality in the results, designing incentive structures that do not breed cheating, adversarial environments, gathering necessary background information about crowd members without violating privacy, controlling descriptions of task. Particular emphasis will be put on contributions that successfully combine human and automatic methods in order to address multimedia research challenges.

This workshop encourages theoretical, experimental, and/or methodological developments advancing state-of-the-art knowledge of crowdsourcing techniques for multimedia research.

Topics include, but are not limited to the use of crowds, wisdom of crowds, or human computation in multimedia, in the following areas of research:

* Creation: content synthesis, authoring, editing, and collaboration, summarization and storytelling
* Evaluation: evaluation of multimedia signal processing algorithms, multimedia analysis and retrieval algorithms, or multimedia systems and applications
* Retrieval: analysis of user multimedia queries, evaluating multimedia search algorithms and interactive multimedia retrieval
* Annotation: generating semantic annotations for multimedia content, collecting large-scale input on user affective reactions
* Human factors: designing or evaluating user interfaces for multimedia systems, usability study, multi-modal environment, human recognition and perceptions
* Novel applications (e.g., human as an element in the loop of computation)
* Effective Learning from crowd-annotated or crowd-augmented datasets
* Quality assurance and cheat detection
* Economics and incentive structures
* Programming languages, tools and platforms providing enhanced support
* Inherent biases, limitations and trade-offs of crowd-centered approaches