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A gamified crowdsourcing solution for mapping the biodiversity in Finnish nature

Uhlgren, Ville-Veikko (2024)

 
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Uhlgren, Ville-Veikko
2024

Tietojenkäsittelyopin maisteriohjelma - Master's Programme in Computer Science
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2024-02-29
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202402262538
Tiivistelmä
This work explores whether a gamified location-based crowdsourcing solution could be leveraged to collect dynamic nature data, specifically data on animal sightings and movement in Finnish nature. Collecting this type of dynamic data is difficult via, e.g., satellite imaging; thus, crowdsourcing from natural sources to collect information about different tracks, specific plants, insects, and more complex content, such as animal sightings, as these are optimal for collecting in-person. Therefore, to investigate dynamic data collection in Finnish forests through crowdsourcing, a gamified solution was designed, implemented, and consequently tested with eight participants in this work. This study documents the design and development of the solution and its various challenges. The study also documents four themes of technical obstacles to implementing location-based games: the design, development, integration, dynamic data. We conducted tests by recruiting eight people to join the experiment using the gamified crowdsourcing application for three days and documenting their experiences. The participants were tasked to try out the gamified solution and photograph sightings of animals, tracks, trees, plants, and other nature-related sightings. As the participants used the application, telemetry data of their activities was recorded. Through this multistep research process, we discovered that our solution helped in engaging in crowdsourcing with the help of gamification. Participants expressed that this is an excellent way to get to know their local nature and introduction to crowdsourcing. Through the data collected from respondents, we discovered twelve relevant themes for having an ideal experience when crowdsourcing dynamic nature data. The findings contribute new knowledge regarding designing crowdsourcing solutions for dynamic data collection and offer new perspectives for location-based game design, crowdsourcing, and human-computer-nature interaction. The knowledge gained from this study contains how to overcome technical and design issues, such as designing and implementing location-based solutions with Unity. Then, the possible data can be gathered using mobile devices such as GPS and images, and how can we use gamification to help create similar solutions.
Kokoelmat
  • Opinnäytteet - ylempi korkeakoulututkinto [41871]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste