Abstract
The effective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- ticsacquisitiontasksintothegameprocesses. Weanalyze existing GWAPs and propose their classification. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for specific domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classification sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them.
CategoriesandSubject Descriptors H.3 [Information Storage and Retrieval]: Content AnalysisandIndexing;K.8[PersonalComputing]: Ga- mes
Keywords
human computing, crowdsourcing, game with a purpose, semantics, descriptive metadata, domain models, multi- media, metadata acquisition
1. Introduction
Nowadays, the number of resources, especially on the Web, growsfast [17]. In orderto be able to searchtheWeb and utilize its content, we require meta-information about individual resources (the resource metadata), especially describing the semantic meaning of resource contents (the resource semantics). In opposite to the heterogeneity of web resources (e.g., texts, web pages, multimedia, appli- cations), metadata must be homogeneous in order to be easily processed by machines. Due to the scale and grow- ing speed of the Web, the approaches for the metadata acquisition must be scalable (to cover the large space of resources) and precise (to provide quality metadata that would not mislead their users).
The Semantic Web was envisioned as a future form of Web, which (in addition to human-readable resources) would offer a machine readable representation of the in- formation and knowledge contained within its resources. The Semantic Web can be seen as a meta-layer of the "common" Web: a collection of web resource description unified under universal and widely accepted domain mod- els using the unified representation.
Unfortunately the vision is far from the fulfillment. The Semantic Web does not exists in the scale needed to be- come a background for a prevailing search paradigm (al- thoughwecanobserve promisinginitiativessuchas linked data creation [3]). The reason is that creation of proper web resource metadata and domain models requires hu- man expertise (which is extremely costly in web scale) or sophisticated automated methods doing the same job (which have presently only limited capabilities).
As a way to overcome the quantitative limits of expert work, the crowdsourcing paradigm has emerged. The crowdsourcingrepresentsprocess, wheremanynon-expert individuals participate on solving a particular human in- telligence task (a task hard to be performed by machines, such as semantics acquisition). Instead of relying on in- dividual authorities, the quality in crowdsourcing is as- sured by redundancy and collaborative filtering. The mo- tivationfor the"workers"toparticipate in the processis achieved through various means such as money, reputa- tion, altruism or entertainment.
Thegameswithapurpose (orGWAPs)representabranch ofcrowdsourcing approaches. Theyarea recently emerged phenomenon and research field [30, 13, 26]. They take an advantage of a fact that computer game players do non- trivial thinking during gaming in order to win: they for- mulate strategies, evaluate complex situations, make de- cisions or consume and process the multimedia content. GWAPs aim to harness this actual brain power in their favor. Using a specially designed game rules, they align the game process and winning conditions with solving a human intelligence task - a task that is easy to be solved by a human being, but hard or impossible to be done by a machine [22, 16, 10]. GWAPs record played games and use these logs to extract portions of knowledge produced by the players, further cross-validating them in order to retrieve problem solutions and useful virtual artifacts.
Altogether, the games with a purpose represent a very at- tractive research field as they may be potentially used for any human intelligence tasks, especially in the Seman- tic Web and semantics acquisition domain. But apart from fulfilling individual purposes, the GWAPs impose also some general design challenges that have not yet been solved: lack of effective validation of human-created artifacts (i.e. the "useful" products of the game), anti- cheating issues, lack of popularity and attractiveness [30, 13]. Today GWAPs are created ad hoc for each human intelligence task, and there is no generic methodology for straightforward transformation of a problem to a game, whichleavesveryinteresting researchquestions open. The- se open issues drove us in formulating goals of our work.
Firstly, fromthesemanticsacquisitionpointofview, there are several open challenges, concerning GWAPs. There is still a lack of sufficient semantics for domain models, es- pecially in specialized domains (as opposite to the well establishing general domain models of linked data). The ever increasing number of multimedia resources (images, music) is not covered with sufficient descriptive meta- data creation (in both quantity and quality). In connec- tion to the above, the GWAP approaches have trouble to solve more specific human intelligence tasksfor which only smallgroupof sufficiently experiencedplayersis available. Based on these challenges, we formulated our first goal:
Goal 1: Add to semantics acquisition with new effective andfunctioning, GWAP-basedapproaches,andifpossible, for specific domains, where the lack of the semantics is more severe and where only limited number of players is available.
Secondly, the GWAP design and development is a non- trivial task and there isonlya littleofexistingguidance on how to create these games. The GWAPs are created ad- hoc and have to deal with the cold-start problems (they fail to provide feedback to the players according to the quality of artifacts they are producing), popularity (the games look more or less like a work) and player cheat- ing problems (which hamper not only the fairness of the game but also damages their"purposeful"output value). A major challenge for researchers is to come up with a complex methodology for GWAP design.
Player-produced artifact validation schemes such as syn- chronous consensus of the crowd, which GWAPs use for ensuring the quality of their output, are not sufficient in acquisition of correct solutions for human intelligence tasks that require certain degree of expertise of the work- ers. Even if there is a minority of experts in the crowd, their voice is "overrun" by the lay majority. The re- search challenge is therefore to identify experts and au- thorities within the crowd, and assign them with more voting power. Analogously, the same applies for the do- main of GWAPs. Based on these, we formulated our sec- ond goal:
Goal 2: Improve the effectiveness of games with a purpose by developing design principles, independent on the prob- lem domain, which GWAP deals with. In particular, we focus on the possibilities of
1. reducing the cold start problems of GWAPs,
2. preventing malicious player behavior and
3. taking advantage of players with more expertise and confidence for solving the game's purpose.
2. State-of-the-art: semanticsacquisition We have reviewed the existing approaches to semantics acquisition, which can be, on the top level, split into sev- eral categories:
Expert (manual) work. Comprises work of domain ex- perts, who create either annotations of resources or do- mainontologies(e.g.,projectCyc[15]). Theymayalsoin- clude other approaches where metadata are created with expertise of a single individual. Manual semantics cre- ation delivers high quality results, but cannot cover the vastness of the Web without being too expensive.
Crowd (manual) work is still human-originating seman- tics creation, but capable of delivering semantics in high quantity, although with quality varying in terms of gener- ality (they do not work well in specialized domains). The "crowd"means thattherearemanyknowledge-contributing individuals in the process, which is thanks to the fact that users contribute only as a by-product of other primary ac- tivity they are motivated to do (e.g., contributing image annotations while organizing their image galleries). To eliminate incorrect facts created this way, multiple user agreement principle is used [20, 4]. Crowdsourcing ap- proaches also include games with a purpose - specially designed games transforming work-like tasks to entertain- ment. This field (the games with a purpose) is the pri- mary field of interest of this work.
Machine (automated) approaches for semantics acquisi- tion implement various natural language processing tech- niques, data mining and machine learning in order to an- notate resources or extract domain knowledge [12, 18, 21, 23, 36]. While capable of delivering even web scale quan- tity of information, they often suffer from inaccuracies, mainly due to the heterogeneous nature of the Web and natural language, which they cannot effectively sustain. Nevertheless, they are effectively being deployed to nar- row problems, where enough training data is available or when they can be supervised by humans effectively.
3. State-of-the-art: gameswithapuspose As an illustrative example, the probably most successful GWAP yet, the ESP Game, is often presented. The game acquires image descriptions (tags). It is a game for two players who are given the same image as only connection between them - they do not know each other and cannot communicate. Their task is to agree on the same word describing the given image and only after that they re- ceive winning points. It is apparent that these players have virtually no chance of agreeing on a word that is not related to the image. Therefore if they agree on some, it is highly probable that this word describes the image and a textual annotation for the image can be created [30].
Games with a purpose formally belong to crowdsourc- ing approaches (to semantics acquisition): their source of"knowledge"or problemsolutions is thecrowdof their players. The crowd is non-expert and usually open. The GWAPs typically use the agreement principle for knowl- edge acquisition. The main distinction of the GWAPs within the crowdsourcing field is the contributor (player) motivation for using them: the entertainment.
We reviewed the state-of-the-art among existing GWAP approaches. A vast majority of the games with a purpose is used for (web) semantics creation tasks:
* Multimedia annotations. Here, the games are de- signed in a way that players need to provide in- formation about multimedia, mostly images, in or- der to win [25]. Apart from the mentionedESP Game [30]. Many other multimedia metadata ac- quisition games revolve around the same principle, for example audio resource metadataGWAPs [1, 19] or image metadata GWAPs(Ho2009,Ahn2008).
* Text annotations. Some GWAPs were also devised for text analysis, namely the co-reference matching in the text [9, 5].
* Domain modeling. Variety of games was designed for ontology construction, like common fact collect- ing[30], ontologyexpansion[13,16]orontologylink- ing [26].
We built a taxonomy based on the purpose that existing GWAPs were built for (see Figure 1). Naturally, GWAPs are also a part of a groupof computer programs we usually call games (with all their usual characteristics [24]). Be- tweenthetwo concepts("the GWAP"and"the game"), in the concept hierarchy, lies the concept of serious games, which comprises all types of computer games, designed not only to entertain. These include marketing and ed- ucational games [7] but also mechanisms like Gamify 1 which insert game-like competition principles like system of game-token rewarding into existing working schemes (e.g., for each completed task, an employee of the com- pany receive a virtual points in some form to compete with colleagues).
4. GWAP fortermrelationshipacquisition As our first contribution to the semantics acquisition do- main, we have devised a game with a purpose called the Little Search Game (LSG). Its aim is to contribute to the semanticsacquisitionfield by acquiring alightweightterm relationship network (similar to folksonomy). The game was originally designed for general domain terms. Later on, we devised a modified version, called TermBlaster which aims for specific domain terms (namely for the field of software engineering education) [34, 35].
LSG is a single-player, competitive game of search query formulation (screenshot of the game can be seen in the Figure 2). The task of the player is to complement the initially-given query with negative search terms to maximize the reduction of the original result set (minimize the result count). This way, he reveals, which terms he considers related to the query term. The game utilizes a search engine to call search queries and retrieve counts of results the search engine can provide. The main differences of the TermBlaster to the Little Search Game are that the player selects negative terms from preset set and that the TermBlaster's search engine operates over a closed corpus of domain specific documents.
The Little Search Game utilizes the principle of negative search, in which the original set of web search results is strippedoff a subset of results containingspecific negative terms. At the start of the game, the player is given a task in the form of a positive query term that yields a certain number of search results. The player's task is to reduce the number of results by adding proper negative terms to the given initial query term. The lower the final num- ber of results, the better rank the player gets. In order to achieve best results, players must enter negative terms that have high co-occurrences with the task term on the Web. This principle is the key for term relationship net- work acquisition since players interpret the co-occurrence ofterms as asemanticrelationshipbetween them andvice versa. The game constructs a term relationship network by mining the game query logs.
We have devised and deployed Little Search Game as a browser game. We have recorded over 3800 played games (done by 300 players). In total, players submitted 27000 queries. In them, players used over 3200 negative search terms working with 40 task terms. The resulting term network comprised 400 nodes and 560 edges.
We tested the resulting term network in several ways [34, 35]:
1. We a posteriori tested the soundness of acquired term relationships. This way, we achieved a 91% precision.
2. We tested how many of the acquired term relation- shipsare"hidden", meaningthat theyaresemanti- cally sound, but have no statistical support in the document corpus. Acquiring these relationships thr- ough GWAP is valuable, since they are hard to be acquired automatically. Our experiments shown, that about 40% of the LSG-acquired term relation- ships are "hidden".
3. We examined the types of the acquired term rela- tionships. By comparison against the ConceptNet corpus and by expert evaluation, we labelled rela- tionships with 23 general relationships types used in ConceptNet (e.g. IsA, HasA, UsedFor, Capa- bleOf). Many relationships fell to "conceptually- related-to" type. Numerous were also meronymic and taxonomic relationships.
5. GWAP forimagetag acquisition WedevisedthecardgamePexAce, whereplayerannotates images featured in it [32, 33]. The game is a modification of a popular board game called Concentration(or Pexeso) where player's task is to uncover identical pairs of images from a set of concealed cards (usually, a board of 10x10 cards). In this game originally designed as memory game, the player-on-turn uncovers two of the concealed cards to see the images on them. If two identical images are found, the player receives points, if not, he is penalized. In our modification, the PexAce, the players are allowed to make textual notes on what they have seen on the images. Later, they canrecallthese annotations"for free" (i.e. without penalization) finishing the game with higher score. The screenshot of the game can be seen in the Figure 3. The PexAce serves as:
* Multimedia metadata authoring tool via collecting and evaluating player assigned annotations into me- tadata. Players are free to use any texts that might help them to recall, what image is hidden under the card. Yet, it is highly probable, that only texts actually describing the images will help the play- ers. Therefore, players will probably use such texts. The game automatically processes these annotations to terms, which may be potentially assigned to im- agesasmetadata. Tofilter-outpotentialnoise, these "candidate"tagsarecollaborativelyfiltered,i.e. two or more players must suggest the same term to an image featured in the game.
* Tool for dynamic interactive presentation of mul- timedia (image) content. A joy of reviewing new images was reported as important incentive to play the game by many players.
* Entertainment by engaging players by mental chal- lenges and friendly competition. This is provided by scoring and ladder system of the game.
In evaluation of the PexAce, we deployed the game as a browser game and featured images of the Corel 5K dataset in it (the dataset is standardly used in evaluation of auto- mated image metadata acquisition methods) [2]. We have recorded 814 games played by 107 players. The players annotated 2792 images by 22176 annotations. The result was 5723 produced tags (which passed the collaborative filtering). Werandomlyselected400ofthesufficiently an- notated images (at least 5 tags) and evaluated the preci- sionof theiracquiredtags, eitheragainsthe gold standard (68%) and a posteriori (94%).
We originally devised the approach for general domain imagesandmetadata. Asweexperimentedwithit, weex- plored its potential for using it also for personal imagery, where specific metadata are needed (while there is much less approaches for their acquisition) [29]. Therefore, we devisedamodification of PexAce, whereplayers play with their own images and, while playing, help themselves in organizing their personal image repositories.
Weevaluatedthe"PexAce personal"byacombined quali- tative-quantitativeexperimentwith totalof 8 participants. The participants were selected out of two social groups (they shared personal multimedia content). From each group, one member selected images to the game, two members played the game and one evaluated the result- ing metadata. We have recorded 90% correctness of tags acquired this way, moreover, 38% of the correct tags were "social-circle-specific"(e.g. namesof persons, events,pla- ces), which are very much needed in organization of per- sonal image repositories and which are yet impossible to be acquired either automatically or by general crowd- sourcing.
6. GWAP for music metadata validation We addressed the issue of noisy multimedia metadata through the GWAP called CityLights [8]. This approach sees the metadata acquisition process as a filtration of a larger, poor quality metadata set rather than as the cre- ation of new metadata. Though we demonstrate it for a music domain, it can be analogically used for other types of multimedia metadata validation (e.g. tags assigned to images) or for validation of multimedia relationships to other multimedia (e.g. images assigned to music). As in- put it takes the multimedia (music tracks) with existing metadata with uncertain quality (textual tags), and out- puts the validity ratings for the provided input metadata.
The basic task that player solves in the game, has a form of a choice question: the player is presented with the mul- timedia sample (he hears the music) and a set of choices, one of which he is asked to pick. The choices are sets oftags. One of thechoices(the"correct"choice)is com- posed of tags that have been assigned to the actual music trackintheinputcorpus. Otherchoicesconsistoftagsas- signed to different music tracks in the corpus. The player is asked to pick the "correct" tag set (i.e. the one that originally belongs to the music track). If he succeeds, he receives points, if he picks a wrong one, he looses them (he bets score points). The screenshot of the game can be seen in the Figure 4.
By answering the music questions described above, the player gives us the information on the validity of the pre- sentedtagassignments: ifheanswersaquestioncorrectly, it can be assumed that some of the tags of the choice he picked somehow describe the track that he hears. If he answers incorrectly, then the descriptive value of the tags in the"correct"choiceis limited. By consecutivelyrepeat- ing thesame(orsimilar) questionfor multipleplayers, the personal views of the player become the crowd "wisdom", ruling out or confirming individual tags. This implicit feedback on tag validity is also complemented by explicit options for the player: for a small point gain, he may rule out tags which confused him in his decisions, leaving furher information on their validity.
To evaluate the CityLights, we deployed the game online. Theused tag dataset was drawnfrom the LastFM portal - a probably largest collaboratively created database of mu- sicmetadata. Weused100musictracks, foreach, wetook 30 tags ranking from 10th to 40th place in the LastFM. The game was deployed online for 10 days. During this time 875 games were played (featuring 4933 questions). Out of the 3000 tags, 1492 was used in the game at least once. 17.75 implicit and 5.29 explicit feedback actions were collected averagely for one tag. After the live exper- iment was closed, the players remained active for several weeks. By evaluation agains gold standard prepared by three judges over the same dataset, we have reached 51% confidence of our method with the correctness 68%.
7. State-of-the-art: GWAPdesign We study the existing GWAPs also from their design per- spective. We set up a set of questions, answering which we believe would help understanding the GWAP design better. These questions are:
* What mechanisms and rules govern the GWAPs? What are their key properties?
* What are the conditions that each GWAP must meet to be successful, or to at least have a chance to success?
* Arethere anyrecurring"design patterns"in GWAPs?
* What are the good practices in designing the GWAPs?
* What are the recurring issues of GWAPs that hinder theirs success?
* How can we suppress/mitigate/rule-out these issues?
* Can traditional game design theories and method- ologies be useful in designing GWAPs?
These questions guided us in our GWAP design research. Using them, we examined existing GWAP approaches and identified six design aspects common for all GWAPs. These aspects serve as a backbone of our classification of GWAPs. Each aspect represents one or more require- ments a well-functioning GWAP must meet. It also rep- resents a set of possible solutions for meeting these re- quirements.
Validation of player output (artifacts). How do GWAPs validate if players are creating value when playing? How are the players scored? Every GWAP has to solve the issue of validation of player output (inferred from the set of actions he does in the game) in order to give him the score feedback. The score must correlate with value of his outputfrom the purpose perspective, otherwise the player would tend to produce outputs with no value in the fu- ture. This means the game has to be able to evaluate the value of user output, and has to do it immediately after the game ends, so the player receives feedback and stays motivated to play again. But how can we evaluate an ar- tifact, which was created by the player for the first time? In other words, if the purpose of the game is to create new artifacts, and creating those artifacts is only within the power of a human, then who, apart from human can val- idate the correctness of the output? As existing answers to this issue, we identified following patterns:
1. Mutual agreement of two, simultaneously playing players-cooperating oropposingeachother(anony- moustoeachotherin caseof cooperatingplayers)[30, 9, 10, 5, 16, 14, 31].
2. Bootstrapping (some of the player's output is evalu- ated according to existing data) [25].
3. The exact automatic validation [27, 6].
4. The approximative automatic validation [35].
5. The helper artifacts scheme, which we describe and demonstrate using the PexAce GWAP [33].
Problem decomposition and task difficulty. Is the problem that GWAP solves decomposable into smaller ones? Are all the tasks equally difficult or not? What does it mean for GWAP design? The summary from the perspective of problem decomposition and task difficulty is that we have two possible models in GWAPs: either all tasks are equal in their complexity and are relatively easy to solve, or there is a gradual increase of complexity of tasks.
Task distribution and player competences. Are the com- petences of all players equal? If not, how does the game distribute the tasks totheplayersaccording totheir skills? For task distribution, we recognize following design vari- ants: random task selection, greedy task selection, task value task selection, data (ontology) driven task selection and capability-based player selection.
Player challenges. This aspect coverstheways the GWAP challenges it's players into play. What are the types of game aesthetics that motivate GWAP players to play? From the game perspective, an important part of the mo- tivation is the type of the pleasure the game offers. Hu- nicke et al. [11] identified eight types of aesthetics, for GWAPs, we identify a subset of these:
1. Social experiencethroughinteraction with other play- ers [30, 28, 1].
2. Competition among players [9, 5, 10, 30].
3. Self-challenge overcoming a player's own previous achievement, joy of reaching a goal [25, 27].
4. Discovery - a joy of exploring the game content [14, 1].
Purpose encapsulation. Is the purpose of the game visi- ble/known to player? How does this influences the player motivation to play? One of the aspects which character- izes a GWAP is how apparent is the purpose hidden in it.
Cheating vulnerability. How does the GWAP deal with possible security threats and dishonest player behavior? In all computer games, including games with a purpose, cheating and dishonest player behavior is a phenomenon that must be considered. GWAPs usually implement the followinganti-cheatingstrategies (including combinations): prevention by restrictive rules, mutual player supervision, anomalous behavior pattern detection (machine learning, validation data use) and a posteriori cheating detection.
8. GWAP designimprovements
We proposed a new GWAP design mechanisms to solve some of the listed GWAP issues. The core three of them, are:
8.1 Anovel approach forartifact validation
Being a game with a purpose, the PexAce has an unusual scoring mechanism, called"helper artifacts"which is not dependent on the actual quality of the artifacts (image an- notations) that player creates within the game. In fact, the player can completely omit the annotations and rely on his memory only. He is scored only according to the time he need for the game and (more importantly) the number of flips he makes. Nevertheless, creating mean- ingful annotations may help him a lot in improving his score, so the player is usually motivated to do it. And he does it.
The game can stay single-player thisway. Itsscoring func- tion is objective, exact, transparent and can be executed automatically. This greatly boosts the game in its early stages of deployment - there is no cold start problem re- garding insufficient number of players wanting to play or a need for an existing validation data set. And still, even if the score is not computed out of the quality of the ar- tifacts created, the players create them and they create them in quality (they truly describe the given images), because otherwise, they would not be useful for them.
8.2 Aposteriori cheatingdetection
Wecontributetothe generalGWAPdesignwitha general a posteriori cheating detection method for games with a purpose. It is a regression based anomaly detection. We utilized the method in both Little Search Game and Pex- Ace. It is based on measuring the usefulness of artifacts produced by players and the score ranking of these play- ers. If some player score's height is too disproportional to the usefulness or quantity of artifacts he provides, he is automatically identified as suspicious of cheating. In- stead of artifacts themselves, the behavioral patterns (of the players) that led to the artifacts may also be con- sidered. The behavioral pattern is an abstract sequence of player's actions that somehow characterize player's be- havior in the game. It is be viable if the game mechanics are not so simple and may be combined in many ways to create problem solutions. If for example, a pattern has led to a suspicious solution, it may be a good idea to investigate where else this pattern occurred.
8.3 Utilizing player competences
In PexAce and CityLights, we have also experimented with recognizing player competences and using them for improving the game's output. The overall idea was to stratify the player pool according to competences of indi- vidual players regarding solving of the game tasks. After this, the wecouldweight more the task solutions provided by more skilled players.
In our experiments with PexAce game logs, we measured player competences through usefulness (a relative count of correct task solution suggestion of the player) against gold standard and consensus ratio (a relative count of suggestions, which were passed the collaborative filter- ing). Using them to weight player"votes"during collabo- rative filtering, better overall correctness of result set was expected. In experiments, the usefulness was rendered more effective in terms of confidence of the method. On the other hand, the consensus ratio is more practical to measure, since it does not require (compared to useful- ness) a reference result set.
We also devised another way of approximating the useful- ness of the player: assessing the confidence of the GWAP player. Theconfidence isaninformationabouthow"sure" the player is in solving of a particular task. We proposed an approachto acquirethis information through a betting mechanismwithintheGWAP:inthegame, theplayeren- counters situations where he has to risk some of his score points as a bet on his own decision (which can be either correct or wrong). By scaling the risk (bet height), the player indirectly declares his confidence.
9. Conclusions
Nowadays, thesemanticsacquisition forinformation spaces, either of resource descriptions or domain models, is a still challenging task. Among the existing approaches, three main branches exist: expert, automated and crowdsourc- ing approaches. Specifically, our interest lies in the field of games with a purpose (GWAPs), which belong to the crowdsourcing branch. GWAPs represent an attractive concept since they harness human computational power "for free". Yet they are also hard to create.
In our work, we stated two goals regarding semantics ac- quisition and the games with a purpose. First to add to semantics acquisition with new effective and function- ing, GWAP-based approaches (particularly for specific domains). Second, to improve the effectiveness of games with a purpose by developing design principles, indepen- dent on the problem domain, which GWAP deals with. Reflecting these goals we list our main contributions:
Little Search Game: a Game-based term relationship ac- quisition approach, which we demonstrated through live experiments. The method also contributes to the general GWAP design theory with unique single player design (radically reducing the cold-start problem) and demon- strates the use of our posterior anti-cheating mechanism. We show the potential of the method within general but alsomorespecificdomain, whichisnotusualwithexisting GWAPs.
PexAce: Game-based method for image tag acquisition, which we evaluate through live experiments. The game is single-player and suffers of no cold-start problems. Using itslogs, wedemonstratedthefeasibilityofplayerexpertise exploitation for improving game output quality. We also demonstrated the possible use of PexAce for annotation of personal image archives - a specific environment where cross-player validation cannot be sufficiently used.
CityLights: Game-based method for music metadata vali- dationwhichweevaluatethroughliveexperiments. Mean- while, its principle can be straightforwardly applied to other (multimedia) resource types as well. The game is single-player and suffers of no cold-start problems. The game also demonstrate the use of a betting mechanism for explicit acquisition of player confidence, which can be used to improve game output.
GWAP artifact validation schemeof"helper artifacts"(fea- tured in PexAce), which enable a GWAP to be single- player which reduces the initial problem of low number of active players during the initial phases of the GWAP deployment. We demonstrated the scheme in specific en- vironment of our game and also outline the suggestions for its general use in future GWAPs.
An universal a posteriori cheating-detection scheme used to detect GWAP players with malicious behavior. Our approach takes into account a quality of the artifacts pro- duced by the tested player, measured according to other players and a score gain of the tested player. The output of the approach is the list of suspicious players, whose point gains do not correlate with the quality of artifacts they "create" during the game. The actual semantics of the artifacts is transparent to our approach, which is therefore universally applicable in any GWAP.
Approaches for assessment of the information on player competences. We defined usefulness and the consensus ratio - as metric for approximating long term level of player's skills in the particular GWAP. This metrics cor- relates partially to the objective player competence level and canbeused for weightingthe player-created artifacts. We also introduced a in-game betting mechanism allow- ing to assess player confidence, which too is aligned to objective competence of the player.
Acknowledgements. Thiswork was partiallysupported by Scientific Grant Agency of the Ministry of Education of Slovak Republic and the Slovak Academy of Sciences, grants No. VGA 1/0508/09 and VGA 1/0675/11, Slovak Research and Development Agency, grant No. APVV- 0208-10 and it is the partial result of the Research & Development Operational Programme for the project Re- search of methods for acquisition, analysis and person- alized conveying of information and knowledge, ITMS 26240220039, co-funded by the ERDF.
http://gamify.com
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Selected PapersbytheAuthor
J.Simko,M.Tvaroek,M.Bieliková. Semanticsdiscoveryviahuman computationgames. Int.JournalonSem.WebandInf. Systems, 7(3):23-45, 2011.
J.Simko,M.Tvaroek,M.Bieliková. HumanComputation: Single-playerAnnotationGamefor ImageMetadata. InternationalJournalonHuman-ComputerStudies. [Inminor revision]
J.Simko,M.Tvaroek,M.Bieliková. LittleSearchGame: Term NetworkAcquisitionViaaHumanComputationGame. In Proceedings ofthe 22thACM conferenceon Hypertextand hypermedia. 2011. ACM,NewYork, NY,USA,57-62.
J.Simko,M.Bieliková. GameswithaPurpose: UserGeneratedValid MetadataforPersonalArchives. InProceedingsofthe2011Sixth International Workshop on Semantic Media Adaptation and Personalization(SMAP'11). IEEEComputerSociety, Washington, DC, USA, 45-50, 2011.
J.Simko,M.Tvaroek,M.Bieliková.SemanticHistoryMap: Graphs AidingWebRevisitationSupport. In:DEXA2010,Proceedings of the Workshops on Database and Expert Systems Applications, 2010,Bilbao,Spain. LosAlamitos,IEEEComputerSociety, 2010. pp. 206-210.
J.Simko,M.Bieliková.PersonalImageTagging: aGame-based ApproachIn: I-Semantics2012Proceedingsofthe8th International ConferenceonSemanticSystems2012 Graz, Austria.NewYork,ACM,2012. pp. 88-93.
P.Dulac?ka,J.Simko,M.Bieliková. ValidationofMusicMetadatavia GamewithaPurpose. In: I-Semantics2012Proceedingsofthe 8thInternationalConference onSemanticSystems,2012 Graz, Austria. -NewYork,ACM,2012. pp. 177-180.
J.Simko: AugmentingHumanComputedLightweightSemantics. In: InformationSciences andTechnologiesBulletinoftheACM Slovakia. Vol. 3,No. 2(2011),pp. 116-118.
J.Simko,M.Tvaroek,M.Bieliková.LittleGoogleGame: Creation oftermnetworkviasearchgame. InDatakon2010: Proceedings of the Annual Database Conference, 2010, Mikulov, Czech Republic. UniversityofOstrava,2010,pp. 111-120. (InSlovak).
J.Simko,M.Tvaroek,M.Bieliková. Gameswithapurposeof acquisitionofsemanticsontheWeb. InWIKT2010. Proceedings, 5th Workshop on Intelligent and Knowledge orientedTechnologies,2010Bratislava,Slovakia. Bratislava: InstituteofinformaticsSAS,2010,pp.32-35. (InSlovak).
J.Simko,M.Tvaroek,M.Bieliková. Creationofgameswitha purposeastoolsforknowledgediscovery. Znalosti2011,10th annualconference,StaráLesná,VysokéTatry. 2011Proceedings. Ostrava: Faculty of electrotechnicsandinformatics,VsB TechnicalUniversityofOstrava,2011,pp. 194-205. (InSlovak).
J.Simko.: Perspectivesofgameswithapurposeformetadatacreation. In: WIKT 2011Proceedings6thWorkshop onIntelligent and Knowledge oriented Technologies, 2011 Herl'any, Slovakia. Kosice,TechnicalUniversity,2011.pp. 149-154.(InSlovak).
J.Simko,M.Simko,M.Labaj,M.Bieliková. Question-answer learningobjects: acollaborativevalidationbycrowdofstudents. In: ZNALOSTI2012: Proceedingsof11thannualconference, Mikulov. Praha,Matfyzpress,2012. pp. 11-20. (InSlovak).
J.Simko,M.Bieliková. Influenceofplayerskillsonthesuccessofthe gameswithapurpose.In:WIKT2012: 7thWorkshopon Intelligentand KnowledgeOrientedTechnologiesProceedings, 2012Smolenice,Slovakia.Bratislava,STU,2012.pp.59-62. (In Slovak).
Jakub Simko?
InstituteofInformatics and SoftwareEngineering
Facultyof Informatics and Information Technologies
SlovakUniversity ofTechnologyinBratislava
Ilkovic?ova, 84216Bratislava,Slovakia
*Recommended by thesis supervisor: Prof. Ma'ria Bielikov'a. Defended at Faculty of Informatics and In- formation Technologies, Slovak University of Technology in Bratislava on June, 2013.
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Simko, J. Harnessing Manpower for Creating Semantics. Information Sciences and Technologies Bulletin of the ACM Slovakia, Vol. 5, No. 3 (2013) 32-40
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Copyright Slovak Technical University Press Sep 2013
Abstract
The effective information processing of the heterogeneous information spaces requires metadata layer above the resources. However, the acquisition of resource metadata and domain models are challenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAP) which encapsulate the semantics acquisition tasks into the game processes. The authors have analyzed existing GWAPs and propose their classification. Furthermore, they devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, they devised a search query formulation game, usable also for specific domain models. For validation of music metadata, the authors have devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. They also looked at the GWAPs from their design perspectives. They present a design oriented classification system for GWAPs, address several design issues recurring in GWAPs, and present new design patterns to solve them.
You have requested "on-the-fly" machine translation of selected content from our databases. This functionality is provided solely for your convenience and is in no way intended to replace human translation. Show full disclaimer
Neither ProQuest nor its licensors make any representations or warranties with respect to the translations. The translations are automatically generated "AS IS" and "AS AVAILABLE" and are not retained in our systems. PROQUEST AND ITS LICENSORS SPECIFICALLY DISCLAIM ANY AND ALL EXPRESS OR IMPLIED WARRANTIES, INCLUDING WITHOUT LIMITATION, ANY WARRANTIES FOR AVAILABILITY, ACCURACY, TIMELINESS, COMPLETENESS, NON-INFRINGMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. Your use of the translations is subject to all use restrictions contained in your Electronic Products License Agreement and by using the translation functionality you agree to forgo any and all claims against ProQuest or its licensors for your use of the translation functionality and any output derived there from. Hide full disclaimer





