I am team leader for this project at the Department of Applied IT. The project is coordinated by NILU, Norwegian Institute for Air Research. PI: Núria Castell. Funded by NordForsk under the Nordic Programme on Sustainable Urban Development and Smart Cities. 2020-2023.
I am the principal investigator in this newly funded project Optimizing human computation using a game with a purpose (2019-2022). Supported by Marianne and Marcus Wallenberg Foundation, which allocated 3,740,000 SEK. My colleagues and I will work closely with the programmers and researchers at ScienceAtHome (https://www.scienceathome.org/), led by Prof. Jacob Sherson. The starting point of this project is the ongoing development and research work on Quantum Moves done at the AU Ideas Center for Community Driven Research (CODER) at Aarhus University in Denmark, which has developed the platform ScienceAtHome, currently featuring several scientific games. CODER aims to merge theoretical and experimental quantum research with online community efforts to explore the potential for online citizen science in this otherwise highly specialized field.
The creation of more intelligent machines opens up new ways of collaboration between humans and machines. An arena for the design of complex human-machine systems is “citizen science”, an approach to solving complex problems which creates novel opportunities for accelerating scientific progress by involving members of the general public. This project aims at optimizing a hybrid configuration, involving both human and machine intelligence, which can make the most of the capability of both intelligences in a citizen science serious game in quantum physics, called Quantum Moves. We will address two important scientific challenges to achieve an optimized hybrid configuration in the game. The first challenge is how to develop a personalized human-computer interaction that reflects and responds to players’ sense-making and decision-making more dynamically. The second challenge involves how to develop an algorithm that learns the best combinations of strategies by employing mechanisms that appropriately account for the history of players’ engagement and solutions.
This project will use a design science approach that combines research methodologies, such as exploratory lab studies using cognitive ethnography, focus groups and a large-scale A/B testing, with the development of algorithms to make the two games more interactive. The main expected outcome is a contribution to the design of cooperative human-computer systems able to solve outstanding scientific problems.
Recently completed research project:
From September 2018 until the end of August 2019, I worked as a researcher in Digitranscope, a EU Joint Research Centre’s project examining the governance of digitally transformed human societies. The programme aims to provide a deep understanding of digital transformation to help policy-makers address the challenges facing European society over the next decades.
Science increasingly turns to online volunteers through open calls for help in analysis of very large sets of data. This initiative goes under the banner of “citizen science”, crowdsourcing” or “crowd science” and is an important and innovative way for science to expand the workforce needed to manage large data sets. Contributions from a wider population into scientific knowledge production require arrangements to ensure quality. How are digital technologies used to enable volunteers with limited knowledge about theory and method to contribute to science? How is scientific rigor and data quality achieved? In this project, more seldom investigated aspects of citizen science will also be explored: the expanded role voluntary contributors might play as their relationship to science is mediated through digital technologies and the development of own epistemic practices among engaged amateurs. The project started late summer 2014 with funding from Marianne and Marcus Wallenberg Foundation (https://www.wallenberg.com/mmw/forskning/beviljade-anslag/projektanslag-2013).