Human computational geometry

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Human computational geometry
Computational Human anatomy
Sphere vortex principle
Ringman
The wisdom of the crowd has become so powerful and so accessible via the Internet that it has become a resource in its own right. Various services now tap into this rich supply of human cognition, such as Wikipedia, Duolingo, and Amazon’s Mechanical Turk. So important is this resource that scientists have given it a name; they call it human computation. And a rapidly emerging and increasingly important question is how best to exploit it.
Other similar findings in the cross-collection analysis underscored that merging multiple collections for visual analysis yields discoveries that cannot be made in referencing a single archive and could never be accomplished in an analog environment
http://www.frick.org/photoarchive/discoveries/kress_foundation_grant_for_image_analysis_toolkit
What human computation can learn from HCI
Human computation is about the reconfiguring of human-machine relations. Instead of computers as the source of computational power, human computation systems employ humans as 'computational nodes' in order to solve computationally hard problems. The classic example of this is the image labelling 'ESP Game'.
Human computation has become increasingly popular within human-computer interaction. Yet much can be learned from HCI's history, particularly in its relationship with cognitive psychology and the various phenomenological critiques of this perspective. Reflecting on this history can help mature human computation's existing approaches towards considering humans as computational nodes (i.e., 'the user').
I wrote a chapter on this matter for the Handbook of Human Computation (to be published by Springer, November 2013). The abstract is below and a draft PDF is available.
This chapter explores the relationship between human computation and human-computer interaction (HCI). HCI is a field concerned with innovating, evaluating and abstracting principles for the design of usable interfaces. Significant work on human computation has taken place within HCI already (see Quinn & Bederson (2011) and, beyond HCI (Jamieson, Grace & Hall, 2012) for reviews of this work) and, as a result of the encounter between HCI and human computation, there are many results concerned with the relevance of interaction design for human computation systems. Rather than attempt to cover this wide range of issues comprehensively, this chapter focuses on providing a broad critique of the nature of the concepts, orientations and assumptions with which human computation systems design is considered within HCI. In particular it addresses two of the five foundational questions for human computation systems suggested by Law and von Ahn: 1) how to guarantee solutions are accurate, efficient and economical; and 2) how to motivate human components in their participation and expertise and interests (Law & von Ahn, 2011). These two key human-related issues lead us to address the ways in which designers conceive of, model and frame the human element of interactive systems and how this is relevant in informing our understanding of the human element of human computation systems. Building on empirical work in human computation games (e.g., Bell et al. (2008)), this critique seeks to reorient human computation’s perspective on human conduct as a fundamentally interpretive and socially organised accomplishment that is negotiated between humans in human computation systems, rather than an algorithmic process. Key elements of this reorientation argued in the chapter are: 1) that the human perspective should be considered a foundational issue in human computation; 2) that meaning within human computation systems is situated (i.e., within a particular context); and 3) that the ways in which human computation systems are experienced by human participants fundamentally frames their interaction with it and thus also the products of these interactions.