Experiment-Driven Development of a GWAP for Marking Segments in Text

Experiment-Driven Development of a GWAP for Marking Segments in Text
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用于标记文本片段的 GWAP 的实验驱动开发

DOI:
10.1145/3130859.3131332
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发表时间:
2017
期刊:
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
影响因子:
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通讯作者:
Massimo Poesio
Massimo Poesio
中科院分区:
--
文献类型:
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作者:
Chris Madge;Jon Chamberlain;Udo Kruschwitz;Massimo Poesio

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本文描述了TileAttack,一个创新的高度可配置的有目的游戏(GWAP),旨在为文本分割任务收集注释,同时探索不同游戏机制对NLP(自然语言处理)问题的GWAP的影响,以期提高玩家贡献和玩家吸收的质量。在这项工作中,我们提出了一个试点实验,展示了TileAttack标记“提及”,并用于测试游戏时间限制对准确性和玩家粘性的影响。我们使用一组源自于评估免费游戏的参数来呈现实验结果。
This paper describes TileAttack, an innovative highly configurable game-with-a-purpose (GWAP) designed to gather annotations for text segmentation tasks whilst exploring the effects of different game mechanics on GWAP for NLP (Natural Language Processing) problems, with a view to improving both quality of player contributions and player uptake. In this work we present a pilot experiment that shows TileAttack labelling "mentions" and being used to test the effects of in game time constraints on accuracy and player engagement. We present the results of this experiment using a set of metrics derived from those used for evaluating Free-To-Play (F2P) games.