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Creators/Authors contains: "Moussaïd, Mehdi"

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  1. Collective decision-making constitutes a core function of social systems and is, therefore, a central tenet of collective intelligence research. From fish schools to human crowds, we start by interrogating ourselves about the very definition of collective decision-making and the scope of the scientific research that falls under it. We then summarize its history through the lenses of social choice theory and swarm intelligence and their accelerating collaboration over the past 20 or so years. Finally, we offer our perspective on the future of collective decision-making research in 3 mutually inclusive directions. We argue (1) that the possibility to collect data of a new nature, including fine-grain tracking information, virtual reality, and brain imaging inputs, will enable a direct link between plastic individual cognitive processes and the ontogeny of collective behaviors; (2) that current theoretical frameworks are not well suited to describe the long-term consequences of individual plasticity on collective decision-making processes and that, therefore, new formalisms are necessary; and finally (3) that applying the results of collective decision-making research to real-world situations will require the development of practical tools, the implementation of monitoring processes that respect civil liberties, and, possibly, government regulations of social interventions by public and private actors. 
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  2. A carefully designed map can reduce pedestrians’ cognitive load during wayfinding and may be an especially useful navigation aid in crowded public environments. In the present paper, we report three studies that investigated the effects of map complexity and crowd movement on wayfinding time, accuracy and hesitation using both online and laboratory-based networked virtual reality (VR) platforms. In the online study, we found that simple map designs led to shorter decision times and higher accuracy compared to complex map designs. In the networked VR set-up, we found that co-present participants made very few errors. In the final VR study, we replayed the traces of participants’ avatars from the second study so that they indicated a different direction than the maps. In this scenario, we found an interaction between map design and crowd movement in terms of decision time and the distributions of locations at which participants hesitated. Together, these findings can help the designers of maps for public spaces account for the movements of real crowds. 
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