Merging the real with the virtual: crowd behaviour mining with virtual environments
Publication date
2016Keyword
CrowdsourcingCrowd behaviour mining
Virtual environments
Landscape archaeology
Digital heritage
Peer-Reviewed
YesOpen Access status
closedAccess
Metadata
Show full item recordAbstract
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.Version
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Ch'ng E, Gaffney V, Garwood P et al (2016) Merging the real with the virtual: crowd behavior mining with virtual environments. In: 22nd International Conference on Virtual System & Multimedia (VSMM). 17-21 Oct 2016, Kuala Lumpur, Malaysia.Link to Version of Record
https://doi.org/10.1109/VSMM.2016.7863209Type
Conference paperae974a485f413a2113503eed53cd6c53
https://doi.org/10.1109/VSMM.2016.7863209