Professional Documents
Culture Documents
Crowdsourcing Report LaTeX v1 PDF
Crowdsourcing Report LaTeX v1 PDF
Protein group B
Ross Hunter, Adama Goli
nski and Vaida Vanagaite
February 23, 2014
Abstract. The advent of the internet was a pivotal moment in human history. Not only has it had a
profound influence on the everyday lives of millions, but it has revolutionised scientific research. We will
discuss the concept of crowdsourcing and its scientific applications in a digital era. Specifically this report
presents crowdsourcings recent history and progressive evolution ultimately resulting in the development
of Games with a Purpose alongside possible future developments and their implications for humanity.
A Brief Overview
Crowdsourcing has existed throughout history, under various guises, wherever an application requires
a broad knowledge base, or a wide range of participants. Perhaps the most notable historical example
of crowdsourcing is that of the census. Originally
used in the Roman Empire to record eligibility for
military service, entire populations were questioned
to produce comprehensive sets of data. In its modern form, a census is a nation-wide survey designed
to collect information about the nation. Despite
these non-scientific origins, it is plain to see that
it is possible to enlist the assistance of vast numbers
of individuals should the need arise.
The fundamental premise we wish to concern ourselves with is that the combined cognitive abilities
of a group of individuals is far more significant than
the computing power they collectively posses. It is
this premise that underpins crowdsourcings scientific validity: the internet affords the ability to communicate with, and utilise the intelligence of, the
masses.
Extra-Sensory
Peekaboom
Perception
and
In his doctoral thesis von Ahn came up with the term Games With a Purpose (GWAP) describing the
games in which the primary aim is not solely entertainment. Presently, this is used interchangeably
with crowdsourcing games.
At the time of his doctoral thesis, in 2005, he created a two player online game known only as ESP.
The game connected two players anonymously over
the internet, with no physical means of communication. Both players were given the same randomly
selected image from the internet. To score points
and progress to the next level both players had to
give the same word to describe the images not
having any forms of communication, this was presumably done by Extra-Sensory Perception, hence
the name [13].
reCAPTCHA
As mentioned above, in 2000 Von Ahn pioneered CAPTCHA. Shortly afterwards, the most
widespread implementation of CAPTCHA was used
The fact that reCAPCTHA was a compulsory feature for the many online applications, rather than a
standalone game requiring separate marketing had
a profound effect on the number of user, and hence,
the amount of effort exercised during participation.
While collectively von Ahns games were played by
around two hundred thousand people [12], over 100
million compulsory reCAPTCHAs are displayed every day [7].
Foldit
In 2008, the online puzzle game Foldit was developed by the University of Washingtons Centre for
Game Science. Foldit is centred on the concept of protein folding. Proteins are large biological
molecules that consist of long chains of amino acids, each with their own unique structure, which are
responsible for a vast array of functions including
immune responses, metabolic regulation and DNA
replication.
The three dimensional structure of a protein determines its biological function and, as such, the ability to predict possible stable protein structures
would be vastly advantageous to modern science: it
would allow scientists to design new proteins with
a single specific function that could subsequently
be used to treat degenerative neurological disorders
such as Alzheimers, Huntingtons and CreutzfeldtJakob disease, along with retroviral infections like
HIV.
Currently, the most commonly used protein structure prediction technique utilises a Monte Carlo stochastic modelling algorithm [6]. This arbitrarily (but systematically) varies elements of a protein chain in search of the most stable, lowest energy structure. Although comprehensive, the approach is highly inefficient when compared to human manipulation. Humans, as a species have evolved and developed astounding spatial reasoning
and pattern recognition abilities and subsequently,
when presented with a poorly-folded protein chain
and a list of criteria that must met, can instantly eliminate disadvantageous structural adjustments
and complete optimisation tasks with increased efficiency.
Thus, based on a hypothesis that human spatial reasoning could improve both the sampling of conformational space and the determination of when to
pursue suboptimal structures, Foldit was created.
In the game, elements of the structure optimisation process have been replaced with human decision
making while retaining some deterministic Rosetta
algorithms as user tools [8].
Improperly folded protein structures are periodically posted online as puzzles for a fixed amount of
time; during which players interactively manipulate
the protein chains in any manner which they believe will lead to the highest score. The in-game
4
Further Developments
be possible to use these digitally determined structures to create accurate computer models and simulations to test the effects of treatments for highly
dangerous diseases (Anthrax, for example) safely,
before physical trials are implemented. Purely on
this basis, if nothing else, rejecting crowdsourcing
as a valid research tool would prove detrimental to
disease and treatment research and human life as a
whole.
References
[1] Accessed 22 January 2014. URL: http://
ninjamonkeys.co.za/media/instr1.gif.
[2] Anon. Project stiltwalker. Accessed 22 January 2014. URL: http://www.dc949.org/
projects/stiltwalker/.
[3] D Brabham. Crowdsourcing as a model for
problem solving an introduction and cases.
2008. doi:10.1177/1354856507084420.
[4] O Brown, J Truesdale, S Louchart, and McEndoo, S. Serious game for quantum research.
2013. doi:10.1007/978-3-642-40790-1_17.
[5] Claudia Cruz-Perez, Oleg Starostenko, Fernando Uceda-Ponga, Vicente Alarcon-Aquino, and
Leobardo Reyes-Cabrera. Breaking recaptchas
with unpredictable collapse: heuristic character segmentation and recognition. page 155165,
2012. doi:10.1007/978-3-642-31149-9_16.
[6] Rhiju Das and David Baker. Macromolecular modeling with rosetta. Annual review of
biochemistry, 77:363382, 2008. doi:10.1146/
annurev.biochem.77.062906.171838.
[7] Google. Recaptcha, frequently asked questions. Accessed 22 January 2014. URL: https:
//www.google.com/recaptcha/faq.
[8] Eric Hand. Citizen science: People power. Nature, 466(7307):685687, 2010. doi:10.1038/
466685a.
[9] Firas Khatib, DiMaio, Frank, Foldit Contenders Group, Foldit Void Crushers Group,
6
[10] J McGonigal.
Ted conversations 3 billion hours, 2011. Accessed 21 January 2014.
URL: http://www.ted.com/conversations/
44/we_spend_3_billion_hours_a_wee.html.
[15] Wikipedia.
Distributed computing, 2013.
Accessed 7 January 2014.
URL: http:
//en.wikipedia.org/wiki/Distributed_
computing.
[16] Zooniverse. Galaxy zoo home, 20072014. Accessed 11 January 2014. URL: http://www.
galaxyzoo.org/.