A growing number of people are working as part of on-line crowd work. Crowd work is often thought to be low wage work. However, we know little about the wage distribution in practice and what causes low/high earnings in this setting. We recorded 2,676 workers performing 3.8 million tasks on Amazon Mechanical Turk. Our task-level analysis revealed that workers earned a median hourly wage of only ~$2/h, and only 4% earned more than $7.25/h. While the average requester pays more than $11/h, lower-paying requesters post much more work. Our wage calculations are influenced by how unpaid work is accounted for, e.g., time spent searching for tasks, working on tasks that are rejected, and working on tasks that are ultimately not submitted. We further explore the characteristics of tasks and working patterns that yield higher hourly wages. Our analysis informs platform design and worker tools to create a more positive future for crowd work. Figure 12. (a) Hourly wage distributions of seven HIT categories provided by Gadiraju et al. [25] (with an additional category Research). (b) Strip plots showing median hourly wages of HITs associated with the topical keywords in Table 4.
The study of algorithms to automatically answer visual questions currently is motivated by visual question answering (VQA) datasets constructed in artificial VQA settings. We propose VizWiz, the first goal-oriented VQA dataset arising from a natural VQA setting. VizWiz consists of over 31,000 visual questions originating from blind people who each took a picture using a mobile phone and recorded a spoken question about it, together with 10 crowdsourced answers per visual question. VizWiz differs from the many existing VQA datasets because (1) images are captured by blind photographers and so are often poor quality, (2) questions are spoken and so are more conversational, and (3) often visual questions cannot be answered. Evaluation of modern algorithms for answering visual questions and deciding if a visual question is answerable reveals that VizWiz is a challenging dataset. We introduce this dataset to encourage a larger community to develop more generalized algorithms that can assist blind people.
The challenges faced by blind people in their everyday lives are not well understood. In this paper, we report on the findings of a large-scale study of the visual questions that blind people would like to have answered. As part of this yearlong study, 5,329 blind users asked 40,748 questions about photographs that they took from their iPhones using an application called VizWiz Social. We present a taxonomy of the types of questions asked, report on a number of features of the questions and accompanying photographs, and discuss how individuals changed how they used VizWiz Social over time. These results improve our understanding of the problems blind people face, and may help motivate new projects more accurately targeted to help blind people live more independently in their everyday lives.
Blind people want to take photographs for the same reasons as others-to record important events, to share experiences, and as an outlet for artistic expression. Furthermore, both automatic computer vision technology and human-powered services can be used to give blind people feedback on their environment, but to work their best these systems need highquality photos as input. In this paper, we present the results of a large survey that shows how blind people are currently using cameras. Next, we introduce EasySnap, an applica tion that provides audio feedback to help blind people take pictures of objects and people and show that blind photog raphers take better photographs with this feedback. We then discuss how we iterated on the portrait functionality to create a new application called PortraitFramer designed specifically for this function. Finally, we present the results of an in-depth study with 15 blind and low-vision partici pants, showing that they could pick up how to successfully use the application very quickly.
Audio CAPTCHAs were introduced as an accessible alternative for those unable to use the more common visual CAPTCHAs, but anecdotal accounts have suggested that they may be more difficult to solve. This paper demonstrates in a large study of more than 150 participants that existing audio CAPTCHAs are clearly more difficult and time-consuming to complete as compared to visual CAPTCHAs for both blind and sighted users. In order to address this concern, we developed and evaluated a new interface for solving CAPTCHAs optimized for non-visual use that can be added in-place to existing audio CAPTCHAs. In a subsequent study, the optimized interface increased the success rate of blind participants by 59% on audio CAPTCHAs, illustrating a broadly applicable principle of accessible design: the most usable audio interfaces are often not direct translations of existing visual interfaces.
Existing statistical approaches to natural language problems are very coarse approximations to the true complexity of language processing. As such, no single technique will be best for all problem instances. Many researchers are examining ensemble methods that combine the output of multiple modules to create more accurate solutions. This paper examines three merging rules for combining probability distributions: the familiar mixture rule, the logarithmic rule, and a novel product rule. These rules were applied with state-of-the-art results to two problems used to assess human mastery of lexical semantics -synonym questions and analogy questions. All three merging rules result in ensembles that are more accurate than any of their component modules. The differences among the three rules are not statistically significant, but it is suggestive that the popular mixture rule is not the best rule for either of the two problems.
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