It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation

It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation
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在有人注释之前,一切都是有趣和游戏:以语言注释为目的的视频游戏

DOI:
10.1162/tacl_a_00195
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发表时间:
2014
影响因子:
10.9
通讯作者:
Roberto Navigli
Roberto Navigli
中科院分区:
人文科学1区
文献类型:
--
作者:
David Jurgens;Roberto Navigli

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带注释的数据是许多 NLP 应用的先决条件。获取大规模注释语料库是一个主要瓶颈,需要大量的时间和资源。最近的工作建议将注释变成游戏,以增加其吸引力并降低其成本;然而,当前的游戏主要是基于文本的,并且与传统的注释任务非常相似。我们提出了一种新的语言注释范例,可以通过玩图形视频游戏来生成注释。该设计的有效性通过两个视频游戏得到证明:一个用于创建从 WordNet 语义到图像的映射,另一个游戏执行词义消歧。两种游戏都会产生准确的结果。第一款游戏的标注质量与专家相当,成本比同等众包降低73%;与当前最先进的 WordNet 意义消歧游戏相比,第二款游戏的准确性提高了 16.3%。
Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The first game yields annotation quality equal to that of experts and a cost reduction of 73% over equivalent crowdsourcing; the second game provides a 16.3% improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.