Citizen Cyberlab Summit (day 1)

wpid-wp-1442503181050.jpgThe Citizen Cyberlab Summit is the final event of the Citizen Cyberlab project. The name might sound grand, but the event itself was fairly intimate and focused, with about 40 participants from across the world. The aim of the event was to share the learning from the project and compare them to similar activities around the world. It also provided an opportunity to consider, with experts from different areas, the directions that the project partners should progress beyond the specific ‘deliverables’ (outcomes and outputs) of the project. The meeting was held in the Confucius institute of the University of Geneva which has a mission to improve scientific diplomacy and international links between researchers, so it was a suitable venue for the such international scientific meeting.

 Introduction to Citizen Cyberlab was provided by Ariel Lindner (UPD) who is the main project leader. He noted that the starting point of citizen cyberlab is that we know that people learn better by doing, and that working with the public is also beneficial for scientists – both for becoming aware of public concerns as well as the moral obligation to share the results of research with those who fund it.  The citizen cyberlab project, which is in its final months, was based on 3 parts – platforms, pilots, and tools. Platforms that are aimed at lowering the barriers for participation for scientists and citizens (computation and participation platforms). The platforms are tested through pilot projects, which are then evaluated for creativity and learning – exploring learning behaviour, creativity and community engagement. We aim to share the successful experiences but also the challenges that emerged through the various activities. In the computation platforms, we developed CitizenGrid is aimed to allow running cloud-based projects; RedWire, a new way to consider game design – creating an open source game engine with open game analytics (the ability to measure what people do with the games). Example of this was in the development of science games; GeoKey is the final platform, and it allow people to share their concerns and control information. The project pilots included Virtual Atom Smasher which is about learning particle physics and helping scientists; GeoTag-X at UNITAR helping in disaster response; SynBio4All which open up synthetic biology to wider audience – with games such as Hero Coli and a MOOC on DIY synthetic biology (through iGEM) – with activities around ‘the smell of us’ about the odour that people emit and identifying the bacteria that influence it. L’Oréal is interested in developing this research further; There are several Extreme Citizen Science pilots, too. The tools that were developed in the project included creativity tools such as IdeaWeave.io to explore and develop ideas, monitoring learning (CCL-Tracker), and EpiCollect+ system to allow data collection for a wide range of projects.
Aspects of creativity and understanding what people learn are both complex tasks – understanding the learning had to be done on other communities in citizen science, finally there is specific effort on community engagement through social media and media outlets (YouTube and Audio).

The rest of the event was structured as follows: after two short presentations from guest speakers from outside the project consortium, two demonstrations of specific platform, tool, pilot or learning was followed, and the session ended with discussion in groups, which were then shared back. In all, the summit had 4 such sessions.

wpid-wp-1442502888908.jpgFollowing this introduction, two guests gave Short Talks, first about World Community Grid (WCG) – Juan Hindo (IBM). Juan provided details of WCG which is part of IBM corporate citizenship group. WCG is philanthropic programme that support participation in science through distributed computing to allow scientists to access large scale computing by using unused processing in computers and mobile devices. The projects can be ‘the biggest and most fundamentally important activities in labs’ according to researchers who participate in the programme. Examples of success include new solar materials from Harvard university researchers, with thousands of candidate materials. Other breakthroughs happened in childhood cancer research and computing for clean water that was led by Tshinghua University in China – exploring the use of nano-tubes for water filtration. WCG are promoting Open Science – ask researcher to make the data publicly available, focus on humanitarian research, real tangible science, with IBM support. Using the corporate ability, they get lots of attention in media. They try to engage volunteers as much as possible – they carried out an extensive volunteers study 2 years ago. Demographic – mostly man, technical background, 20-40, who usually volunteer for 5 years, and people join because they want to help science. Learning about the science is a reason to stay. People want to understand the impact of the computations that they perform – beyond just statics and asking information to be understandable. WCG are trying now to build a more diverse volunteer base, more approachable scientific content and articulating the value of contribution. They see opportunity to reach out to young people, women and they try to engage people through the story about the science, and ensuring people that the process is safe – evaluating experience and design to take a short time. They also want to leverage existing volunteers – they set up a recruitment competition for existing volunteers – that led to very few new people joined. They also do use of social media on Twitter, YouTube and Facebook. There is growing engagement with social media, but not enough conversion to volunteering. They also deal with layering of information with researchers, ask for consistent and regular updating on the research and give volunteer control over communication that they receive. Articulating contribution value is to highlight research stories – not just computations and number of volunteers and celebrating and promote scientific success – they lean on networks in IBM to share the word out. The campaign helped in doubling the registration rate to the system. They want to reach more volunteers, and they follow conversion rate – they are missing stories from volunteers and have a volunteer voice, remove barriers to entry, recruitment drive didn’t create. They want to expand research portfolio and want other areas that it can support. 

In the discussion that followed the important of IP, treating volunteers as individuals came up as a topic that worth exploring with volunteer computing project.

wpid-wp-1442566393048.jpgThe next presentation was Science@home –  by Jacob Sherson (University of Aarhus, Denmark). Jacob noted that in citizen science there are different difficulty level and opportunity to user innovation. In Science@home they are trying to extend the range of citizen science involvement with students. They are talking about the creativity research – trying to evaluate creativity with a positivist empirical framework – controlling different variables and evaluating creativity of output according to it. They run scienceathome.org – with 3000 people participating in projects, with experiments ranging from cognitive science, to quantum physics, and business administration – and they have an interdisciplinary team from different areas of research to support the development of the system. An example for the type of project that they deal with is quantum computing – manipulations of electrons – they are sloshing around between states when moving them with laser beams. Using analogies to high school curriculum was useful way to engage participants and make it relevant to their studies. They have discovered that students can understand quantum physics in a phenomenological way through a game interface. They discover that gamers find areas of good region for solutions. The players localised area of the big parameters space – faster than computer simulation. They also studying the formation of strategies in people mind – Quantum Minds. With this programme, they are studying the process of learning the project and mastering it. They looked at the way to people who learn how to solve problems – to see if early performance help to predict the ability to learn the topic. Other games include trying to understand innovations in the Alien Game. They also have behavioural economics game about forming of groups. The educational part is about creativity – thinking of motivations for curriculum and fun with different resources. Game based education is assumed to improve the curriculum and can increase the motivation to learn. The general approach is to provide personalised online learning trajectories – identify types of students and learners and then correlate them and create personalised learning experience. Also want to train researchers to help them explore. 

The next part of the morning session were the 2 Demonstrations starting with EpiCollect – David Aanensen (Imperial College). EpiCollect was created to deal with infectious disease – who, what, where and when – getting the information about genetic make-up of diseases. They realised that there is a generic issue of metadata gathering and the tool evolved into generic forms collection and visualisation tool. The current use of EpiCollect includes a lot of projects in veterinary as GPS monitoring of animals is easier in terms of ethics. It was also used by the Food and Agricultural Organisation (FAO) to monitor the provision of food to communities in different parts of the world. Also used in education projects in Bath university in field courses (building on evolution megalab project to collect information about snails) with students building questionnaire based on the information sheets of the project. They are starting to build longitudinal data. There are projects that link EpiCollect to other systems – such as GeoKey and CartoDB for visualisation.  

Red Wire  was presented by Jesse Himmelstein (University Paris Descartes) -Red Wire is a platform that is aimed at reducing the barrier of creating games for citizen science through a mash-up approach – code and games are open access to encourage reuse. It use functional programming language approach – in a visual programming environment. They are taking metaphors from electronics. There are examples of games that student developed during recent summer schools and other activities. 

CitizenGrid was discussed by John Darlington (Imperial College, London). Citizen Grid is a platform that enables replicating projects on cloud computing, specifically for volunteer computing projects. It can allow unified support to volunteer computing – support for the scientists who are setting a project, but also to the volunteers who want to link to the project. The scientists can map their resources through creation of both client and server virtual machines and register the application. They demonstrated it with projects that also use games – allowing to install the application on local machines or cloud computing.   

wpid-wp-1442502824236.jpgIn the breakout groups, participants discussed the complexity of the platforms and what are the next steps to make them more accessible. For Epicollect, there are challenges of identifying who are the users – they the both the coordinators and the data collectors, and helping them in setting useful project is challenging, especially with the need for usability and user experience expertise. Dealing with usability and user experience is a challenge that is common to such projects. For RedWire, there is a need to help people who do not have any programming experience to develop games, so these are scientists and teachers. Maybe even gemify the game engine with credits to successful game designers who create components that can be remixed. For citizen grid, there is a need for examples of use cases, with currently Virtual Atom Smasher as the main demonstrator.

The afternoon session explored Pilot Projects. CERN@School – Becky Parker (Langton Star Centre) described how she developed, with her students and collaboration with scientists the ability to do science at school. The project is a demonstration how students and teachers can become part of the science community. The project started years ago with students contributing to astrophysics research. The school is involved in fundamental research, with a 17 years old student publishing scientific paper based on theoretical physics research problem that was presented to the students from professional scientists. Her students also put together to put an instrument to detect cosmic rays on the satellite TDS-1. They can see where is their experiment through visualisation over Google Maps that the students developed themselves. Students also created analysis tools for the data. Students can contribute to NASA research on the impact of cosmic rays on International Space Station staff. CERN@School also include experiment in collecting radiation reading which help to map background radiation in the UK (by students at 14-15). Through their work, they discovered that there aren’t many radiation reading in the ocean, and they will do that by mounting a radiation sensor to sea UAV. All this helps students to learn to be scientists. They created the monopole-quest project within the zooniverse projects. It is possible to get young people involved in large scale science projects. It also help to encourage science teachers and to ensure job satisfaction for teachers. The involvement of girls in the project also lead to more participation in science and engineering after school with the school having a disproportionate share of the number of young women who go to study such topics in the UK. 

Rechenkraft.net – From Volunteers to Scientists – Michael Weber (Uni Marburg). Michael describe how volunteers turned to scientists in the area of volunteer computing. Rechenkraft started in 2005 with a forum dedicated to all distributed computing projects around the world, and sharing the information about them among German speaking volunteers. Projects are now being translated to other languages, too. This led to the creation of an organisation, which is now involved in many projects, including climateprediction.net.  volunteers also created monitoring programmes that indicate the process and provide statistics about contributions. They also have yearly face to face gathering of volunteers from across Germany and beyond, with results of creating their own data processing racks and other initiative. Started in electronic sports league but then realised that there are opportunities to assist scientists in developing new projects, and that led to Yoyo@home that will allow the community to help scientists in developing BOINC projects. They regularly participate in conferences and exhibitions to promote the opportunity to other people interested in technology, and they became part of Quake-catcher network. They receive significant press coverage – eventually the city of Marburg (Germany) offered the organisation physical pace that became the Hackspace of the city. Once there is a steady place, they created more sophisticated cluster computers. They also set up the WLAN in the local refugee camp. Finally, they also develop their own scientific project- RNA world which is completely internal project. They encountered problems with very large output files from simulations so they are learning about running distributed computing projects as scientists who use the results and not only as volunteers. They also starting to run different projects about tree health with data recording such as location, photo and plant material.   Similarly, they map protected flowers – all this on volunteer basis. They participate in the effort of developing citizen science strategy 2020 for Germany, and they would like funding to be available to average person so they can participate in projects. There is risk that citizen science will be co-opted by scientists – need to leave space for grass-roots initiatives. There are also barriers for publications. The need for lab results in addition to the simulation encouraged the creation of the wet lab. 

The last short guest talk came from Bernard Revaz who suggested to create Massive Multiplayer Online Science – using game environments like WoW (World of Warcraft) to do science. His aim is inject science into projects such as Eve online – at a given time there are 40,000 users, median age 35, with 50% with degree in science. In Eve online they design an element from the human protein atlas that the gamers will help to classify. The stakeholders in their discussion include scientists,  the gaming company and players and all are very positive about the prospect. In Eve online there are many communities – they are creating a new community of scientists so people join it voluntarily. Working on matching the science tasks to the game narrative and to the game reward system.

After these two guest talks, there were two Demos. 

wpid-wp-1442502761020.jpgFirst, Virtual Atom Smasher (VAS) – Ioannis Charalampidis (CERN) – the VAS is about the way CERN develop the science cycle -observe the situation, lead to theory by theoretical physicists and then carry out experiments to test them. The process includes computer simulations that are explored against experimental data. They are trying to adjust the models until the model reflect the results.VAS evolved from a project by  15 years old student in 2010, who managed to create the best fitting results of a simulation. The VAS is about real cutting edge science, but it is also very challenging and created a game (but don’t use the word game – it’s a simulation). The VAS use CitizenGrid and RedWire for the game and CCL tracker to understand the way people use the platform. The analytics show the impact of training to the desired flow of the game. The VAS combines exploration with opportunities for learning. 

Geotag-X – Eleanor Rusack (UNITAR). This is a platform to crowdsource the analysis of images in humanitarian crises. They usually use satellite imagery to deal with crises, but there are limitations to some images – roofs, clouds etc., and there is a need to know what is going on the ground. The idea is to harvest photos coming from disaster , then analyse them and share the knowledge. A lot of information in photos can be very useful – it’s possible to extract structural information and other details in the image. They got a workflow, who set projects, they then develop the structure of the processing and tutorials, and tools for photo collection tools (from Flickr, Twitter, EpiCollect and Chrome extension). The photos are added to the analysis pool. They have created a project to allow people deal with Yemeni Cultural Heritage at risk as  a result of the way that is happening there. The syste is mostly based on self learning. Geotagging photo is a challenging tasks. It’s a specially an area that need more work. The experts are professionals or academics in specific domain who can help people to design the process, while participants are coming from different backgrounds. They are recruiting people through SciStarter, Mozilla science etc. The keep in touch with online volunteer groups – people who come from SciStarter tend to stay. Digital volunteers also help a lot and they encourage volunteering through presentation, but most important are data sprints. They use evaluation of agreement between analysts – agreement show easy to agree. There is a range of responses to agreement across standard deviation: they identify 3 groups – easy (high  agreement, low standard deviation), mid (high std div and median agreement) and complex (low agreement, low std div). Analysis of images against these agreement level help to improve designs. The want to move the questions up the curve and how to train large number of analysts when project leaders have limited time? 

The follow up discussion explored improvements to VAS – such as integrating arts or linking a BOINC project that will contribute computing resources to the VAS. For Geotag-X, the discussion explored the issue of training – with ideas about involving volunteers in getting the training right, run virtual focus groups or exploring design aspects and collaborations between volunteers.

Making participation in citizen science interesting & useful – survey

The Citizen Cyberlab research project is asking for your help in understanding how citizen science projects can be designed to help you learn more about their scientific topic of the project, and making participation more interesting and useful for you. In addition to general understanding of why and how people take part in citizen sciences projects, we are especially interested in what you get out of the experience. To do that, we are conducting a large scale general survey.

To thank you for your participation in this 15 minute survey, you will be entered into a free prize draw: First price is either a 500€ gift voucher for amazon.com or free participation and travel subsidies for the Citizen Cyberlab Summit this coming autumn (up to 800€ total). 20 other participants will receive a 32 GB USB3 key.

To participate, follow the link below:
https://tecfalabs.unige.ch/survey/index.php/372819/lang-en

This survey is being conducted by the Citizen Cyberlab research project. Participation is completely voluntary. All information provided will be treated confidentially, as specified by the Swiss Federal Act on Data Protection 1992 and the British Data Protection Act 1998.

COST ENERGIC meeting – Tallinn 21-22 May

TallinnThe COST Energic network is progressing in its 3rd year. The previous post showed one output from the action – a video that describe the links between volunteered geographic information and indigenous knowledge.

The people who came to the meeting represent the variety of interest in crwodsourced geographic information, from people with background in Geography, Urban planning, and many people with interest in computing – from semantic representation of information, cloud computing, data mining and similar issues where VGI represent an ‘interesting’ dataset.

Part of the meeting focused on the next output of the network, which is an Open Access book which is titled ‘European Handbook of Crowdsourced Geographic Information’. The book will be made from short chapters that are going through peer-review by people within the network. The chapters will cover topics such as theoretical and social aspects, quality – criteria and methodologies, data analysis and finally applied research and case studies. We are also creating a combined reference list that will be useful for researchers in the field. There will be about 25 chapters. Different authors gave a quick overview of their topics, with plenty to explore – from Smart Cities to concepts on the nature of information.

COST ‘actions’ (that’s how these projects are called), operate through working groups. In COST Energic, there are 3 working groups, focusing on human and societal issues,  Spatial data Quality and infrastructures, and Data mining, semantics and VGI.

Working Group 1 looked at an example of big data from Alg@line –  22 years of data of ferry data from the Baltic sea – with 17 millions observations a year. Data from  that can be used for visualisation and exploring the properties. Another case study that the working group consider is the engagement of schoolchildren and VGI – with activities in Portugal, Western Finland, and Italy. These activities are integrating citizen science and VGI, and using free and open source software and data. In the coming year, they are planning specific activities in big data and urban planning and crowd atlas on urban biodiversity.

Working Group 2 have been progressing in its activities linking VGI quality with citizen science, and how to produce reliable information from it. The working group collaborate with another COST action (TD1202) which called ‘Mapping and the Citizen Sensor‘. They carried out work on topics of quality of information – and especially with vernacular gazetteers. In their forthcoming activities, they contribute to ISSDQ 2015 (international symposium on spatial data quality) with a set of special sessions. Future work will focus on quality tools and quality visualisation.

Prof. Cristina Capineri opening the meeting
Prof. Cristina Capineri opening the meeting

Working Group 3 also highlighted the ISSDQ 2015 and will have a good presence in the conference. The group aims to plan a hackathon in which people will work on VGI, with a distributed event for people to work with data over time. Another plan is to focus on research around the repository. The data repository from the working group – contains way of getting of data and code. It’s mostly how to get at the data.

There is also a growing repository of bibliography on VGI in CiteULike. The repository is open to other researchers in the area of VGI, and WG3 aim to manage it as a curated resource. 

Spatial Conversation – #VGIday #COSTEnergic

The COST Energic network (see VGIBox.eu ) is running a 2 day geolocated twitter chat, titled ‘Volunteered Geographic Information Day’ so the hashtag is #VGIDay. The conversation will take place on 14th and 15th May 2015, and we are universalists – join from anywhere in the world!
Joining is easy – and require 3 steps:

  1. Follow the @COST_Energic profile
  2. Enable your phone to disclose your position – this will allow to geocode your tweets.
  3. To participate to the discussion, use at least one of the dedicated hashtags in tweets: #COSTEnergic, #VGIday

What are we trying to do?

Discussions will be started by @COST_Energic. Through this twitter handle, we will share resources, results and ideas about the topic of VGI and geographic crowdsourcing. You can join the discussions, bring your ideas and links, and involve your contacts, and this will spread this event through the Twittersphere (and beyond?).
At the end of the experiment, we will produce a report of the generated discussion for our ENERGIC repository, and the dataset of tweets can be then used by researchers who want to visaulise, analyse and try to do things with it. It might end up as teaching material, or in IronSheep

New paper: Footprints in the sky – using student track logs in Google Earth to enhance learning

screen shot for paperIn 2011-2012, together with Richard Treves, I was awarded a Google Faculty Research Award, and we were lucky to work with Paolo Battino for about a year, exploring how to use Google Earth tours for educational aims. The details of the projects and some reports from the project are available on Richard’s blog, who was leading on many aspects of the work. Now, over 2 years since the end of the project, we have a publication in the Journal of Geography in Higher Education. The paper, titled ‘Footprints in the sky: using student track logs from a “bird’s eye view” virtual field trip to enhance learning’, is now out and describes the methodology that we developed for tracking students’ actions.

The abstract of the paper is:

Research into virtual field trips (VFTs) started in the 1990s but, only recently, the maturing technology of devices and networks has made them viable options for educational settings. By considering an experiment, the learning benefits of logging the movement of students within a VFT are shown. The data are visualized by two techniques: “animated path maps” are dynamic animations of students’ movement in a VFT; “paint spray maps” show where students concentrated their visual attention and are static. A technique for producing these visualizations is described and the educational use of tracking data in VFTs is critically discussed.

The paper is available here, and special thanks to Ed Parsons who advised us during the project.

Crowdsourced Geographic Information in Government

Today marks the publication of the report ‘crowdsourced geographic information in government‘. ReportThe report is the result of a collaboration that started in the autumn of last year, when the World Bank Global Facility for Disaster Reduction and Recovery(GFDRR)  requested to carry out a study of the way crowdsourced geographic information is used by governments. The identification of barriers and success factors were especially needed, since GFDRR invest in projects across the world that use crowdsourced geographic information to help in disaster preparedness, through activities such as the Open Data for Resilience Initiative. By providing an overview of factors that can help those that implement such projects, either in governments or in the World Bank, we can increase the chances of successful implementations. To develop the ideas of the project, Robert Soden (GFDRR) and I run a short workshop during State of the Map 2013 in Birmingham, which helped in shaping the details of project plan as well as some preliminary information gathering. The project team included myself, Vyron Antoniou, Sofia Basiouka, and Robert Soden (GFDRR). Later on, Peter Mooney (NUIM) and Jamal Jokar (Heidelberg) volunteered to help us – demonstrating the value in research networks such as COST ENERGIC which linked us.

The general methodology that we decided to use is the identification of case studies from across the world, at different scales of government (national, regional, local) and domains (emergency, environmental monitoring, education). We expected that with a large group of case studies, it will be possible to analyse common patterns and hopefully reach conclusions that can assist future projects. In addition, this will also be able to identify common barriers and challenges.

We have paid special attention to information flows between the public and the government, looking at cases where the government absorbed information that provided by the public, and also cases where two-way communication happened.

Originally, we were aiming to ‘crowdsource’  the collection of the case studies. We identified the information that is needed for the analysis by using  few case studies that we knew about, and constructing the way in which they will be represented in the final report. After constructing these ‘seed’ case study, we aimed to open the questionnaire to other people who will submit case studies. Unfortunately, the development of a case study proved to be too much effort, and we received only a small number of submissions through the website. However, throughout the study we continued to look out for cases and get all the information so we can compile them. By the end of April 2014 we have identified about 35 cases, but found clear and useful information only for 29 (which are all described in the report).  The cases range from basic mapping to citizen science. The analysis workshop was especially interesting, as it was carried out over a long Skype call, with members of the team in Germany, Greece, UK, Ireland and US (Colorado) while working together using Google Docs collaborative editing functionality. This approach proved successful and allowed us to complete the report.

You can download the full report from UCL Discovery repository

Or download a high resolution copy for printing and find much more information about the project on the Crowdsourcing and government website 

The Conservation Volunteers (TCV) volunteering impact report

Thursday marked the launch of The Conservation Volunteers (TCV) report on volunteering impact where they summarised a three year project that explored motivations, changes in pro-environmental behaviour, wellbeing and community resilience. The report is worth a read as it goes beyond the direct impact on the local environment of TCV activities, and demonstrates how involvement in environmental volunteering can have multiple benefits. In a way, it is adding ingredients to a more holistic understanding of ‘green volunteering’.
TCVmotivations One of the interesting aspects of the report is in the longitudinal analysis of volunteers motivation (copied here from the report).  The comparison is from 784 baseline surveys, 202 Second surveys and 73 third surveys, which were done with volunteers while they were involved with the TCV. The second survey was taken after 4 volunteering sessions, and the third after 10 sessions.

The results of the surveys are interesting in the context of online activities (e.g. citizen science or VGI) because they provide an example for an activity that happen off line – in green spaces such as local parks, community gardens and the such. Moreover, the people that are participating in them come from all walks of life, as previous analysis of TCV data demonstrated that they are recruiting volunteers across the socio-economic spectrum. So here is an activity that can be compared to online volunteering. This is valuable, as if the pattern of TCV information are similar, then we can understand online volunteering as part of general volunteering and not assume that technology changes everything.

So the graph above attracted my attention because of the similarities to Nama Budhathoki work on the motivation of OpenStreetMap volunteers. First, there is a difference between the reasons that are influencing the people that join just one session and those that are involved for the longer time. Secondly, social and personal development aspects are becoming more important over time.

There is clear need to continue and explore the data – especially because the numbers that are being surveyed at each period are different, but this is an interesting finding, and there is surly more to explore. Some of it will be explored by Valentine Seymour in ExCiteS who is working with TCV as part of her PhD.

It is also worth listening to the qualitative observations by volunteers, as expressed in the video that open the event, which is provided below.

TCV Volunteer Impacts from The Conservation Volunteers on Vimeo.