摘要
数字人文作为计算与人文学科之间的交叉研究领域,具有研究工作量巨大、经费支持有限以及交叉性较为普遍等特点,需要通过“万众创新、万众协作”的方式来解决数字人文领域存在的问题。众包所具有的开放式创新和群体智慧理念,使得其在数字人文领域得以应用,并成为目前该领域的热点问题。较已有众包模式,数字人文类众包的任务、用户角色、平台及方案等核心要素已发生改变。本研究拟将游戏化模式引入到数字人文类众包项目的核心要素组织中,“目标、规则、实时反馈系统和自愿参与”等作为游戏化的核心设计机制,可以有效探索项目中任务目标及运作规则、参与动机及反馈机制、方案质量控制及评估体系以及众包平台选择等的运作机理。
As an interdisciplinary research field of computing and humanities, digital humanities requires to solve its problems through "innovation and group collaboration among all people" in considering its characteristics of huge research workload, limited financial support, and widespread disciplinary crossing-cutting. The concepts of open innovation and group in crowdsourcing make it available to be applied and become a hot issue in the field of digital humanities. Compared with the existing crowdsourcing model, the key elements such as task, the user roles, the platform, and the solutions of the crowdsourcing in digital humanities have changed. This paper proposes to introduce gamification model into the core elements of a crowdsourcing project. The key design mechanism in gamification in "objectives, rules, real-time feedback system, and voluntary participation" would be beneficial to the exploration of the operation mechanism in the project: designing the objectives and operating rules of mission;participating motivation and feedback mechanisms;supervising and evaluating of the scheme quality, selecting of the crowdsourcing platforms, and so on.
作者
徐孝娟
何晨晨
杨爽
仇杰
Xu Xiaojuan;He Chenchen;Yang Shuang;Qiu Jie(School of Management, Anhui University, Hefei 230601, China;School of Management, Hefei University of Technology, Hefei 230009, China)
出处
《黄山学院学报》
2019年第5期3-7,共5页
Journal of Huangshan University
基金
国家社科基金青年项目(17CTQ001)
关键词
游戏化模式
众包
数字人文
Gamification Model
crowdsourcing
digital humanities