Merging the real with the virtual: crowd behaviour mining with virtual environments

Paul Garwood, Eugene Ch’ng, Vincent Gaffney, Henry Chapman, Richard Bates, Wolfgang Neubauer

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)
192 Downloads (Pure)


The first recorded crowdsourcing activity was in 1714 [1], with intermittent public event occurrences up until the millennium when such activities become widespread, spanning multiple domains. Crowdsourcing, however, is relatively novel as a methodology within virtual environment studies, in archaeology, and within the heritage domains where this research is focused. The studies that are being conducted are few and far between in comparison to other areas. This paper aims to develop a recent concept in crowdsourcing work termed `crowd behaviour mining' [2] using virtual environments, and to develop a unique concept in crowdsourcing activities that can be applied beyond the case studies presented here and to other domains that involve human behaviour as independent variables. The case studies described here use data from experiments involving separate heritage projects and conducted during two Royal Society Summer Science Exhibitions, in 2012 and 2015 respectively. `Crowd Behaviour Mining' analysis demonstrated a capacity to inform research in respect of potential patterns and trends across space and time as well as preferences between demographic user groups and the influence of experimenters during the experiments.
Original languageEnglish
Title of host publication2016 22nd InternationalConference on Virtual Systems& Multimedia (VSMM 2016)
Number of pages9
ISBN (Electronic)978-1-4673-8993-8
ISBN (Print)978-1-4673-8994-5 (PoD)
Publication statusPublished - 28 Feb 2017
Event2016 22nd International Conference on Virtual System & Multimedia - Sunway University, Kuala Lumpur, Malaysia
Duration: 17 Oct 201621 Oct 2016

Publication series

ISSN (Electronic)2474-1485


Conference2016 22nd International Conference on Virtual System & Multimedia
Abbreviated titleVSMM 2016
CityKuala Lumpur


  • Crowdsourcing
  • Europe
  • Virtual environments
  • Sea measurements
  • Market research
  • Google
  • Context


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