Demo Data from EDBT 2026 / reviewers in the wild / expert
Luis von Ahn
dblp:78/391
· DBLP profile ↗
21ranked-venue papers
16as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 6 first-authorSecurity and privacy · 4 · 3 first-authorSystems, architecture and hardware · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorTheory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
10 papers |
Collaborative and social computing · 45% Games and playful interaction · 35% Accessibility and assistive technology · 21% | |
| Network and information security
7 papers |
Digital forensics and information hiding · 62% Authentication and access control · 16% Cryptographic protocols and secure computation · 9% | |
| Artificial intelligence
5 papers |
Information extraction and text analysis · 50% Segmentation and scene understanding · 15% Multi-agent systems · 13% |
Topics — the 22 heaviest of 28, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › serious games
human computation games |
0.3 | 5 | 2009 | Input-agreement: a new mechanism for collecting data using human computation games · CHI 2009 Peekaboom: a game for locating objects in images · CHI 2006 Verbosity: a game for collecting common-sense facts · CHI 2006 |
Collaborative and social computing
human computation |
0.2 | 3 | 2009 | Human computation · DAC 2009 Human Computation · ICDE 2008 Human Computation · USENIX ATC 2007 |
Digital forensics and information hiding
steganography |
0.2 | 4 | 2009 | Provably Secure Steganography · IEEE Trans. Computers 2009 Public-Key Steganography · EUROCRYPT 2004 Provably Secure Steganography · CRYPTO 2002 |
Digital forensics and information hiding › steganography › secure steganography
provably secure steganography |
0.1 | 3 | 2009 | Provably Secure Steganography · IEEE Trans. Computers 2009 Provably Secure Steganography · CRYPTO 2002 Covert two-party computation · STOC 2005 |
Accessibility and assistive technology
image description |
0.1 | 2 | 2006 | Improving accessibility of the web with a computer game · CHI 2006 Labeling images with a computer game · CHI 2004 |
Collaborative and social computing
crowdsourcing |
0.1 | 1 | 2009 | Matchin: eliciting user preferences with an online game · CHI 2009 |
Digital forensics and information hiding › steganography
robust steganography |
0.1 | 1 | 2009 | Provably Secure Steganography · IEEE Trans. Computers 2009 |
Collaborative and social computing › crowdsourcing
games with a purpose |
0.1 | 1 | 2008 | Human Computation · ICDE 2008 |
Authentication and access control › human interactive proofs › CAPTCHA
CAPTCHA security |
0.1 | 1 | 2008 | Breaking Audio CAPTCHAs · NIPS 2008 |
Accessibility and assistive technology
web accessibility |
0.1 | 1 | 2006 | Improving accessibility of the web with a computer game · CHI 2006 |
Cryptographic protocols and secure computation › secure multiparty computation
secure two-party computation |
0.1 | 1 | 2005 | Covert two-party computation · STOC 2005 |
Digital forensics and information hiding › steganography › secure steganography
public-key steganography |
0.0 | 1 | 2004 | Public-Key Steganography · EUROCRYPT 2004 |
Network security
anonymity networks |
0.0 | 1 | 2003 | k-anonymous message transmission · CCS 2003 |
Authentication and access control › human interactive proofs
CAPTCHA |
0.0 | 1 | 2003 | CAPTCHA: Using Hard AI Problems for Security · EUROCRYPT 2003 |
Cryptographic primitives and cryptanalysis
provable security |
0.0 | 1 | 2002 | Provably Secure Steganography · CRYPTO 2002 |
Recommender systems
collaborative filtering |
0.0 | 1 | 2009 | Matchin: eliciting user preferences with an online game · CHI 2009 |
Audio and music processing › music information retrieval
music tagging |
0.0 | 1 | 2009 | Input-agreement: a new mechanism for collecting data using human computation games · CHI 2009 |
Cryptographic primitives and cryptanalysis
one-way functions |
0.0 | 1 | 2009 | Provably Secure Steganography · IEEE Trans. Computers 2009 |
Computer vision › Segmentation and scene understanding
semantic segmentation |
0.0 | 1 | 2008 | Human Computation · ICDE 2008 |
Knowledge, reasoning and agents › Multi-agent systems
crowdsourcing |
0.0 | 1 | 2007 | Human Computation · USENIX ATC 2007 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › commonsense reasoning
commonsense knowledge acquisition |
0.0 | 1 | 2006 | Verbosity: a game for collecting common-sense facts · CHI 2006 |
Multimedia analysis and retrieval
image annotation |
0.0 | 1 | 2004 | Labeling images with a computer game · CHI 2004 |
Methods — techniques the papers use, named apart from their topics
game design · 0.5crowdsourcing · 0.4adaboost · 0.2SVM · 0.2pairwise comparison · 0.2data analysis · 0.2collaborative filtering · 0.2KNN · 0.2crowdsourcing game · 0.1rejection sampling · 0.1computational indistinguishability · 0.1complexity-theoretic proofs · 0.1k-NN · 0.1random oracle model · 0.1honest-but-curious model · 0.1decisional diffie-hellman assumption · 0.1DC-Nets · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Behind the Scenes of Duolingo
Luis von Ahn, Matthew J. Streeter |
EDM | 1 |
| 2013 | Duolingo: learn a language for free while helping to translate the webabstractI want to translate the Web into every major language: every webpage, every video, and, yes, even Justin Bieber's tweets. With its content split up into hundreds of languages -- and with over 50% of it in English -- most of the Web is inaccessible to most people in the world. This problem is pressing, now more than ever, with millions of people from China, Russia, Latin America and other quickly developing regions entering the Web. In this talk, I introduce my new project, called Duolingo, which aims at breaking this language barrier, and thus making the Web truly "world wide." Luis von Ahn |
IUI | 1 |
| 2011 | Three human computation projectsabstractAt the height of its construction, 44,733 people worked on the Panama Canal. The Great Pyramid of Giza required 50,000 workers and the Apollo Project 400,000. No matter what you put on this list, humanity's largest achievements have been accomplished with less than a few hundred thousand workers because it has been impossible to assemble (let alone pay!) more people to work together --- until now. With the Internet, we can coordinate the efforts of billions of humans. If 400,000 people put a man on the moon, what can we do with 100 million? My research aims to develop theories and build computer systems that enable massive collaborations between humans and computers for the benefit of humanity. I am working to develop a new area of computer science called human computation, which studies how to harness the combined power of humans and computers to solve problems that would be impossible for either to solve alone. Luis von Ahn |
SIGCSE | 1 |
| 2009 | Matchin: eliciting user preferences with an online gameabstractEliciting user preferences for large datasets and creating rankings based on these preferences has many practical applications in community-based sites. This paper gives a new method to elicit user preferences that does not ask users to tell what they prefer, but rather what a random person would prefer, and rewards them if their prediction is correct. We provide an implementation of our method as a two-player game in which each player is shown two images and asked to click on the image their partner would prefer. The game has proven to be enjoyable, has attracted tens of thousands of people and has already collected millions of judgments. We compare several algorithms for combining these relative judgments between pairs of images into a total ordering of all images and present a new algorithm to perform collaborative filtering on pair-wise relative judgments. In addition, we show how merely observing user preferences on a specially chosen set of images can predict a user's gender with high probability. Severin Hacker, Luis von Ahn |
CHI | 2 |
| 2009 | Input-agreement: a new mechanism for collecting data using human computation gamesabstractSince its introduction at CHI 2004, the ESP Game has inspired many similar games that share the goal of gathering data from players. This paper introduces a new mechanism for collecting labeled data using "games with a purpose." In this mechanism, players are provided with either the same or a different object, and asked to describe that object to each other. Based on each other's descriptions, players must decide whether they have the same object or not. We explain why this new mechanism is superior for input data with certain characteristics, introduce an enjoyable new game called "TagATune" that collects tags for music clips via this mechanism, and present findings on the data that is collected by this game. Edith Law, Luis von Ahn |
CHI | 2 |
| 2009 | Human computationabstractThis talk is about harnessing human brainpower to solve problems that computers cannot. Although computers have advanced dramatically over the last 50 years, they still do not possess basic conceptual intelligence or perceptual capabilities that most humans take for granted. By leveraging human abilities in a novel way, I solve large-scale computational problems and collect data to teach computers basic human talents. To this end, I treat human brains as processors in a distributed system, each performing a small part of a massive computation. Luis von Ahn |
DAC | 1 |
| 2009 | Provably Secure SteganographyabstractSteganography is the problem of hiding secret messages in "innocent-lookingrdquo public communication so that the presence of the secret messages cannot be detected. This paper introduces a cryptographic formalization of steganographic security in terms of computational indistinguishability from a channel, an indexed family of probability distributions on cover messages. We use cryptographic and complexity-theoretic proof techniques to show that the existence of one-way functions and the ability to sample from the channel are necessary conditions for secure steganography. We then construct a steganographic protocol, based on rejection sampling from the channel, that is provably secure and has nearly optimal bandwidth under these conditions. This is the first known example of a general provably secure steganographic protocol. We also give the first formalization of "robustrdquo steganography, where an adversary attempts to remove any hidden messages without unduly disrupting the cover channel. We give a necessary condition on the amount of disruption the adversary is allowed in terms of a worst case measure of mutual information. We give a construction that is provably secure and computationally efficient and has nearly optimal bandwidth, assuming repeatable access to the channel distribution. Nicholas Hopper, Luis von Ahn, John Langford 0001 |
IEEE Trans. Computers | 2 |
| 2008 | Human ComputationabstractTasks like image recognition are trivial for humans, but continue to challenge even the most sophisticated computer programs. This talk discusses a paradigm for utilizing human processing power to solve problems that computers cannot yet solve. Traditional approaches to solving such problems focus on improving software. I advocate a novel approach: constructively channel human brainpower to perform the tasks that computers cannot yet perform. For example, the ESP Game, described in this talk, is an enjoyable online game - many people play over 40 hours a week - and when people play, they help label images on the Web with descriptive keywords. These keywords can be used to significantly improve the accuracy of image search. People play the game not because they want to help, but because they enjoy it. Luis von Ahn |
ICDE | 1 |
| 2008 | Breaking Audio CAPTCHAsabstractCAP T C H A s are computer-generated tests that humans can pass but current computer systems cannot. CAP T C H A s provide a method for automatically distinguishing a human from a computer program, and therefore can protect Web services from abuse by so-called "bots." Most CAP T C H A s consist of distorted images, usually text, for which a user must provide some description. Unfortunately, visual CAP T C H A s limit access to the millions of visually impaired people using the Web. Audio CAP T C H A s were created to solve this accessibility issue; however, the security of audio CAP T C H A s was never formally tested. Some visual CAP T C H A s have been broken using machine learning techniques, and we propose using similar ideas to test the security of audio CAP T C H A s . Audio CAP T C H A s are generally composed of a set of words to be identified, layered on top of noise. We analyzed the security of current audio CAP T CH A s from popular Web sites by using AdaBoost, SVM, and k-NN, and achieved correct solutions for test samples with accuracy up to 71%. Such accuracy is enough to consider these CAPTCHAs broken. Training several different machine learning algorithms on different types of audio CAP T C H A s allowed us to analyze the strengths and weaknesses of the algorithms so that we could suggest a design for a more robust audio CAPTCHA. 1 Int r o d u c t i o n CAP T C H A s [1] are automated tests designed to tell computers and humans apart by presenting users with a problem that humans can solve but current computer programs cannot. Because CAPTCHAs can distinguish between humans and computers with high probability, they are used for many different security applications: they prevent bots from voting continuously in online polls, automatically registering for millions of spam email accounts, automatically purchasing tickets to buy out an event, etc. Once a CAP T C H A is broken (i.e., computer programs can successfully pass the test), bots can impersonate humans and gain access to services that they should not. Therefore, it is important for CAP T C H A s to be secure. To pass the typical visual CAP T C H A , a user must correctly type the characters displayed in an image of distorted text. Many visual CAP T C H A s have been broken with machine learning techniques [2]-[3], though some remain secure against such attacks. Because visually impaired users who surf the Web using screen-reading programs cannot see this type of CAPTCHA, audio CAP T C H A s were created. Typical audio CAP T C H A s consist of one or several speakers saying letters or digits at randomly spaced intervals. A user must correctly identify the digits or characters spoken in the audio file to pass the CAP T C H A . To make this test difficult for current computer systems, specifically automatic speech recognition (ASR) programs, background noise is injected into the audio files. Since no official evaluation of existing audio CAP T C H A s has been reported, we tested the security of audio CAP T C H A s used by many popular Web sites by running machine learning experiments designed to break them. In the next section, we provide an overview of the literature related to our project. Section 3 describes our methods for creating training data, and section 4 describes how we create classifiers that can recognize letters, digits, and noise. In section 5, we discuss how we evaluated our methods on widely used audio CAP T C H A s and we give our results. In particular, we show that the audio CAP T C H A s used by sites such as Google and Digg are susceptible to machine learning attacks. Section 6 mentions the proposed design of a new more secure audio CAP T C H A based on our findings. 2 Lit e r a t u r e r e v i e w To break the audio CAP T C H A s , we derive features from the CAP T C H A audio and use several machine learning techniques to perform ASR on segments of the CAPTCHA. There are many popular techniques for extracting features from speech. The three techniques we use are mel-frequency cepstral coefficients (MFCC), perceptual linear prediction (PLP), and relative spectral transform-PLP (RAS TA - P L P) . MFCC is one of the most popular speech feature representations used. Similar to a fast Fourier transform (FF T ) , MFCC transforms an audio file into frequency bands, but (unlike FF T ) MFCC uses mel-frequency bands, which are better for approximating the range of frequencies humans hear. PLP was designed to extract speaker-independent features from speech [4]. Therefore, by using PLP and a variant such as RAS TA - P L P, we were able to train our classifiers to recognize letters and digits independently of who spoke them. Since many different people recorded the digits used in one of the types of audio CAP T C H A s we tested, PLP and RAS TA- PL P were needed to extract the features that were most useful for solving them. In [4]-[5], the authors conducted experiments on recognizing isolated digits in the presence of noise using both PLP and RAS TA - PL P. However, the noise used consisted of telephone or microphone static caused by recording in different locations. The audio CAP T C H A s we use contain this type of noise, as well as added vocal noise and/or music, which is supposed to make the automated recognition process much harder. The authors of [3] emphasize how many visual CAP T C HA s can be broken by successfully splitting the task into two smaller tasks: segmentation and recognition. We follow a similar approach in that we first automatically split the audio into segments, and then we classify these segments as noise or words. In early March 2008, concurrent to our work, the blog of Wintercore Labs [6] claimed to have successfully broken the Google audio CAP T C H A . After reading their Web article and viewing the video of how they solve the CAP T C H A s , we are unconvinced that the process is entirely automatic, and it is unclear what their exact pass rate is. Because we are unable to find any formal technical analysis of this program, we can neither be sure of its accuracy nor the extent of its automation. 3 Cr e a t i o n o f tra i n i n g dat a Since automated programs can attempt to pass a CAPTCHA repeatedly, a CAPTCHA is essentially broken when a program can pass it more than a non-trivial fraction of the time; e.g., a 5% pass rate is enough. Our approach to breaking the audio CAP T C H A s began by first splitting the audio files into segments of noise or words: for our experiments, the words were spoken letters or digits. We used manual transcriptions of the audio CAP T C H A s to get information regarding the location of each spoken word within the audio file. We were able to label our segments accurately by using this information. We gathered 1,000 audio CAP T C H A s from each of the following Web sites: google.com, digg.com, and an older version of the audio CAP T C H A in recaptcha.net. Each of the CAP T C H A s was annotated with the information regarding letter/digit locations provided by the manual transcriptions. For each type of CAPTCHA, we randomly selected 900 samples for training and used the remaining 100 for testing. Using the digit/letter location information provided in the manual CAP T C H A transcriptions, each training CAP T C H A is divided into segments of noise, the letters a-z, or the digits 0-9, and labeled as such. We ignore the annotation information of the CAP T C H A s we use for testing, and therefore we cannot identify the size of those segments. Instead, each test CAP T C H A is divided into a number of fixed-size segments. The segments with the highest energy peaks are then classified using machine learning techniques (Figure 1). Since the size of a feature vector extracted from a segment generally depends on the size of the segment, using fixed-size segments allows each segment to be described with a feature vector of the same length. We chose the window size by listening to a few training segments and adjusted accordingly to ensure that the segment contained the entire digit/letter. There is undoubtedly a more optimal way of selecting the window size, however, we were still able to break the three CAP T C H A s we tested with our method. Figure 1: A test audio CAP T C H A with the fixed-size segments containing the highest energy peaks highlighted. The information provided in the manual transcriptions of the audio CAP T C H A s contains a list of the time intervals within which words are spoken. However, these intervals are of variable size and the word might be spoken anywhere within this interval. To provide fixeds ize segments for training, we developed the following heuristic. First, divide each file into variable-size segments using the time intervals provided and label each segment accordingly. Then, within each segment, detect the highest energy peak and return its fixed-size neighborhood labeled with the current segment's label. This heuristic achieved nearly perfect labeling accuracy for the training set. Rare mistakes occurred when the highest energy peak of a digit or letter segment corresponded to noise rather than to a digit or letter. To summarize this subsection, an audio file is transformed into a set of fixed-size segments labeled as noise, a digit between 0 and 9, or a letter between a and z. These segments are then used for training. Classifiers are trained for one type of CAPTCHA at a time. 4 C l a s s i f i e r co n s t r u c t i o n From the training data we extracted five sets of features using twelve MFCCs and twelfth- order spectral (SPEC) and cepstral (CEPS) coefficients from PLP Matlab functions for extracting these features were provided online Voicebox package. We use AdaBoost, SVM, and k-NN algorithms digit and letter recognition. We detail our implementation of following subsections. 4 .1 AdaBoost and RAS TA- P L P. The at [7] and as part of the to implement automated each algorithm in the Using decision stumps as weak classifiers for AdaBoost, anywhere from 11 to 37 ensemble classifiers are built. The number of classifiers built depends on which type of CAPTCHA we are solving. Each classifier trains on all the segments associated with that type of CAP T C H A , and for the purpose of building a single classifier, segments are labeled by either -1 (negative example) or +1 (positive example). Using cross-validation, we choose to use 50 iterations for our AdaBoost algorithm. A segment can then be classified as a particular letter, digit, or noise according to the ensemble classifier that outputs the number closest to 1. 4 .2 S u p p o rt v ecto r ma ch i n e To conduct digit recognition with SVM, we used the C++ implementations of libSVM [8] version 2.85 with C-SMV and RBF kernel. First, all feature values are scaled to the range of -1 to 1 as suggested by [8]. The scale parameters are stored so that test samples can be scaled accordingly. Then, a single multiclass classifier is created for each set of features using all the segments for a particular type of CAPTCHA. We use cross-validation and grid search to discover the optimal slack penalty (C=32) and kernel parameter (=0.011). 4 .3 k - n e a re s t n e i g h b o r ( k - N N ) We use k-NN as our final method for classifying digits. For each type of CAP T C H A , five different classifiers are created by using all of the training data and the five sets of features associated with that particular type of CAP T C H A . Again we use cross-validation to discover the optimal parameter, in this case k=1. We use Euclidian distance as our distance metric. 5 Ass e s s m e n t of cu r r e n t a u d i o CAPTCHAs Our method for solving CAP T C H A s iteratively extracts an audio segment from a CAP T C H A , inputs the segment to one of our digit or letter recognizers, and outputs the label for that segment. We continue this process until the maximum solution size is reached or there are no unlabeled segments left. Some of the CAPTCHAs we evaluated have solutions that vary in length. Our method ensures that we get solutions of varying length that are never longer than the maximum solution length. A segment to be classified is identified by taking the neighborhood of the highest energy peak of an as yet unlabeled part of the CAP T C H A . Once a prediction of the solution to the CAPTCHA is computed, it is compared to the true solution. Given that at least one of the audio CAP T C H A s allows users to make a mistake in one of the digits (e.g., reCAPTCHA), we compute the pass rate for each of the different types of CAPTCHAs with all of the following conditions: The prediction matches the true solution exactly. Inserting one digit into the prediction would make it match the solution exactly. Replacing one digit in the prediction would make it match the solution exactly. Removing one digit from the prediction would make it match the solution exactly. However, since we are only sure that these conditions apply to reCAPTCHA audio CAP T C H A s , we also calculate the percentage of exact solution matches in our results for each type of audio CAP T C H A . These results are described in the following subsections. 5 .1 Goog le Google audio CAP T C H A s consist of one speaker saying random digits 0-9, the phrase "once again," followed by the exact same recorded sequence of digits originally presented. The background noise consists of human voices speaking backwards at varying volumes. A solution can range in length from five to eight words. We set our classifier to find the 12 loudest segments and classify these segments as digits or noise. Because the phrase "once again" marks the halfway point of the CAPTCHA, we preprocessed the audio to only serve this half of the CAP T C H A to our classifiers. It is important to note, however, that the classifiers were always able to identify the segment containing "once again," and these segments were identified before all other segments. Therefore, if necessary, we could have had our system cut the file in half after first labeling this segment. For AdaBoost, we create 12 classifiers: one classifier for each digit, one for noise, and one for the phrase "once again." Our results ( Tab le 1) show that at best we achieved a 90% pass rate using the "one mistake" passing conditions and a 66% exact solution match rate. Using SVM and the "one mistake" passing conditions, at best we achieve a 92% pass rate and a 67% exact solution match. For k-NN, the "one mistake" pass rate is 62% and the exact solution match rate is 26%. Table 1: Google audio CAP T C H A results: Maximum 67% accuracy was achieved by SVM. Classifiers Used AdaBoost One mistake MFCC PLPS PEC PLPCEP S RAS TA P L PS PEC RAS TA P L PCEP S 5 .2 Digg 88% 90% 90% 88% exact match 61% 66% 66% 48% SVM one mistake 92% 90% 92% 90% exact match 67% 67% 67% 61% k-NN one mistake 30% 60% 62% 29% exact match 1% 26% 23% 1% Jennifer Tam, Jiri Simsa, Sean Hyde, Luis von Ahn |
NIPS | 4 |
| 2007 | Improving Image Search with PHETCHabstractKeyword-based image search engines are hindered by the lack of proper labeling for images in their indices. In many cases the labels do not agree with the contents of the image itself, since images are generally indexed by their filename and the surrounding text in the Web page. Another popular approach to image search, content based image retrieval, suffers from a gap between the available low level data and the semantic needs of user searches. To overcome these problems we suggest human annotation of images with natural language descriptions. To this end we present Phetch, an engaging multiplayer game that allows people to attach accurate explanatory text captions to arbitrary images on the Web. People play the game because it is fun, and as a side effect we collect valuable information that can be applied towards improving image retrieval. Furthermore, the game can also be used for other novel applications. Luis von Ahn, Shiry Ginosar, Mihir Kedia, Manuel Blum 0001 |
ICASSP (4) | 1 |
| 2007 | Human computation
Luis von Ahn |
K-CAP | 1 |
| 2007 | Human Computation
Luis von Ahn |
USENIX ATC | 1 |
| 2006 | Improving accessibility of the web with a computer gameabstractImages on the Web present a major accessibility issue for the visually impaired, mainly because the majority of them do not have proper captions. This paper addresses the problem of attaching proper explanatory text descriptions to arbitrary images on the Web. To this end, we introduce Phetch, an enjoyable computer game that collects explanatory descriptions of images. People play the game because it is fun, and as a side effect of game play we collect valuable information. Given any image from the World Wide Web, Phetch can output a correct annotation for it. The collected data can be applied towards significantly improving Web accessibility. In addition to improving accessibility, Phetch is an example of a new class of games that provide entertainment in exchange for human processing power. In essence, we solve a typical computer vision problem with HCI tools alone. Luis von Ahn, Shiry Ginosar, Mihir Kedia, Ruoran Liu, Manuel Blum 0001 |
CHI | 1 |
| 2006 | Verbosity: a game for collecting common-sense factsabstractWe address the problem of collecting a database of ""common-sense facts"" using a computer game. Informally, a common-sense fact is a true statement about the world that is known to most humans: ""milk is white,"" ""touching hot metal hurts,"" etc. Several efforts have been devoted to collecting common-sense knowledge for the purpose of making computer programs more intelligent. Such efforts, however, have not succeeded in amassing enough data because the manual process of entering these facts is tedious. We therefore introduce Verbosity, a novel interactive system in the form of an enjoyable game. People play Verbosity because it is fun, and as a side effect of them playing, we collect accurate common-sense knowledge. Verbosity is an example of a game that not only brings people together for leisure, but also collects useful data for computer science. Luis von Ahn, Mihir Kedia, Manuel Blum 0001 |
CHI | 1 |
| 2006 | Peekaboom: a game for locating objects in imagesabstractWe introduce Peekaboom, an entertaining web-based game that can help computers locate objects in images. People play the game because of its entertainment value, and as a side effect of them playing, we collect valuable image metadata, such as which pixels belong to which object in the image. The collected data could be applied towards constructing more accurate computer vision algorithms, which require massive amounts of training and testing data not currently available. Peekaboom has been played by thousands of people, some of whom have spent over 12 hours a day playing, and thus far has generated millions of data points. In addition to its purely utilitarian aspect, Peekaboom is an example of a new, emerging class of games, which not only bring people together for leisure purposes, but also exist to improve artificial intelligence. Such games appeal to a general audience, while providing answers to problems that computers cannot yet solve. Luis von Ahn, Ruoran Liu, Manuel Blum 0001 |
CHI | 1 |
| 2005 | Covert two-party computationabstractWe introduce covert two-party computation, a stronger notion of security than standard secure two-party computation. Like standard secure two-party computation, covert two-party computation allows Alice and Bob, with secret inputs xA and xB respectively, to compute a function f(xA,xB) without leaking any additional information about their inputs. In addition, covert two-party computation guarantees that even the existence of a computation is hidden from all protocol participants unless the value of the function mandates otherwise. This allows the construction of protocols that return f(xA,xB) only when it equals a certain value of interest (such as "Yes, we are romantically interested in each other") but for which neither party can determine whether the other even ran the protocol whenever f(xA,xB) is not a value of interest. Since existing techniques for secure function evaluation always reveal that both parties participate in the computation, covert computation requires the introduction of new techniques based on provably secure steganography. We introduce security definitions for covert two-party computation and show that this surprising notion can be achieved by a protocol given the Decisional Diffie-Hellman assumption in the "honest but curious" model. Using this protocol as a subroutine, we present another protocol which is fair and secure against malicious adversaries in the Random Oracle Model --- unlike most other protocols against malicious adversaries, this protocol does not rely on zero-knowledge proofs (or similar cut-and-choose techniques), because they inherently reveal that a computation took place. We remark that all our protocols are of comparable efficiency to protocols for standard secure two-party computation. Luis von Ahn, Nicholas Hopper, John Langford 0001 |
STOC | 1 |
| 2004 | Labeling images with a computer gameabstractWe introduce a new interactive system: a game that is fun and can be used to create valuable output. When people play the game they help determine the contents of images by providing meaningful labels for them. If the game is played as much as popular online games, we estimate that most images on the Web can be labeled in a few months. Having proper labels associated with each image on the Web would allow for more accurate image search, improve the accessibility of sites (by providing descriptions of images to visually impaired individuals), and help users block inappropriate images. Our system makes a significant contribution because of its valuable output and because of the way it addresses the image-labeling problem. Rather than using computer vision techniques, which don't work well enough, we encourage people to do the work by taking advantage of their desire to be entertained. Luis von Ahn, Laura A. Dabbish |
CHI | 1 |
| 2004 | Public-Key Steganography
Luis von Ahn, Nicholas Hopper |
EUROCRYPT | 1 |
| 2003 | k-anonymous message transmissionabstractInformally, a communication protocol is sender k - anonymous if it can guarantee that an adversary, trying to determine the sender of a particular message, can only narrow down its search to a set of k suspects. Receiver k-anonymity places a similar guarantee on the receiver: an adversary, at best, can only narrow down the possible receivers to a set of size k. In this paper we introduce the notions of sender and receiver k-anonymity and consider their applications. We show that there exist simple and efficient protocols which are k-anonymous for both the sender and the receiver in a model where a polynomial time adversary can see all traffic in the network and can control up to a constant fraction of the participants. Our protocol is provably secure, practical, and does not require the existence of trusted third parties. This paper also provides a conceptually simple augmentation to Chaum's DC-Nets that adds robustness against adversaries who attempt to disrupt the protocol through perpetual transmission or selective non-participation. Luis von Ahn, Andrew Bortz, Nicholas Hopper |
CCS | 1 |
| 2003 | CAPTCHA: Using Hard AI Problems for Security
Luis von Ahn, Manuel Blum 0001, Nicholas Hopper, John Langford 0001 |
EUROCRYPT | 1 |
| 2002 | Provably Secure Steganography
Nicholas Hopper, John Langford 0001, Luis von Ahn |
CRYPTO | 3 |