Laura Trouille

Orcid: 0000-0002-1113-4122

According to our database1, Laura Trouille authored at least 14 papers between 2014 and 2024.

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Bibliography

2024
How Personal Value Orientations Influence Behaviors in Digital Citizen Science.
Proc. ACM Hum. Comput. Interact., 2024

2023
TCuPGAN: A novel framework developed for optimizing human-machine interactions in citizen science.
CoRR, 2023

Assessing the Value Orientations of Contributors to Virtual Citizen Science Projects.
Proceedings of the 11th International Conference on Communities and Technologies (C&T), Lahti, Finland, 29 May 2023, 2023

2022
From fat droplets to floating forests: cross-domain transfer learning using a PatchGAN-based segmentation model.
Proceedings of the CIKM 2022 Workshops co-located with 31st ACM International Conference on Information and Knowledge Management (CIKM 2022), 2022

2021
U!Scientist: Designing for People-Powered Research in Museums.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Knowledge Tracing to Model Learning in Online Citizen Science Projects.
IEEE Trans. Learn. Technol., 2020

Shifting forms of Engagement: Volunteer Learning in Online Citizen Science.
Proc. ACM Hum. Comput. Interact., 2020

Teaching citizen scientists to categorize glitches using machine learning guided training.
Comput. Hum. Behav., 2020

2019
Citizen science frontiers: Efficiency, engagement, and serendipitous discovery with human-machine systems.
Proc. Natl. Acad. Sci. USA, 2019

Response to NITRD, NCO, NSF Request for Information on "Update to the 2016 National Artificial Intelligence Research and Development Strategic Plan".
CoRR, 2019

2018
Optimizing the Human-Machine Partnership with Zooniverse.
CoRR, 2018

Patterns of Volunteer Behaviour Across Online Citizen Science.
Proceedings of the Companion of the The Web Conference 2018 on The Web Conference 2018, 2018

2017
Transforming Libraries and Archives through Crowdsourcing.
D Lib Mag., 2017

2014
Interactive Assessment Tools for Computational Thinking in High School STEM Classrooms.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2014


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