Given the intense attention that environmental topics such as climate change attract in news and social media coverage, scientists and communication professionals want to know how different stakeholders perceive observable threats and policy options, how specific media channels react to new insights, and how journalists present scientific knowledge to the public. This paper investigates the potential of semantic technologies to address these questions. After summarizing methods to extract and disambiguate context information, we present visualization techniques to explore the lexical, geospatial, and relational context of topics and entities referenced in these repositories. The examples stem from the Media Watch on Climate Change, the Climate Resilience Toolkit and the NOAA Media Watch-three applications that aggregate environmental resources from a wide range of online sources. These systems not only show the value of providing comprehensive information to the public, but also have helped to develop a novel communication success metric that goes beyond bipolar assessments of sentiment.
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Novel social media collaboration platforms, such as games with a purpose and mechanised labour marketplaces, are increasingly used for enlisting large populations of non-experts in crowdsourced knowledge acquisition processes. Climate Quiz uses this paradigm for acquiring environmental domain knowledge from non-experts. The game's usage statistics and the quality of the produced data show that Climate Quiz has managed to attract a large number of players but noisy input data and task complexity led to low player engagement and suboptimal task throughput and data quality. To address these limitations, we propose embedding the game into a hybrid-genre workflow, which supplements the game with a set of tasks outsourced to microworkers, thus leveraging the complementary nature of games with a purpose and mechanised labour platforms. Experimental evaluations suggest that such workflows are feasible and have positive effects on the game's enjoyment level and the quality of its output.
Addressing the challenge of engaging people with climate change, this paper sheds light on the Climate Challenge, a crowdsourcing application in the tradition of games with purpose that relies on different strategies for informing and inviting users to adopt sustainable lifestyle choices. Towards building an extensive perspective of engagement, we statistically analyse specific game strategies based on users’ participation and performance, and build a panorama of users’ positioning in a behaviour change process. Preliminary results suggest features that should be considered in a Climate Challenge design roadmap.
Abstract.The Climate Challenge is an online application in the tradition of games with a purpose that combines practical steps to reduce carbon footprint with predictive tasks to estimate future climate-related conditions. As part of the Collective Awareness Platform, the application aims to increase environmental literacy and motivate users to adopt more sustainable lifestyles. It has been deployed in conjunction with the Media Watch on Climate Change, a publicly available knowledge aggregator and visual analytics system for exploring environmental content from multiple online sources. This paper presents the motivation and goals of the Climate Challenge from an interdisciplinary perspective, outlines the application design including the types of tasks built into the application, discusses incentive mechanisms, and analyses the pursued user engagement strategies.
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