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The game of search: what is the fun in that? 搜索游戏:其中的乐趣是什么?
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594786
Mark M. Shovman
Gamifying the core IR task, i.e. web search, is a challenging, but potentially rewarding task. We present several approaches to tackling it, going beyond the PBL (points-badges-leaderboards) triad: analysing actual and potential hedonic elements, and suggesting appropriate ludic mechanisms.
游戏化核心IR任务,即网络搜索,是一项具有挑战性但潜在回报的任务。我们提出了几种解决方法,超越了PBL(分数-徽章-排行榜)三元组合:分析实际和潜在的享乐元素,并建议适当的娱乐机制。
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引用次数: 11
Creating Zombilingo, a game with a purpose for dependency syntax annotation 创造《Zombilingo》,一款带有依赖语法注释的游戏
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594777
Karën Fort, Bruno Guillaume, Hadrien Chastant
This paper presents the design of Zombilingo, a Game With A Purpose (GWAP) that allows for the dependency syntax annotation of French corpora. The development will start mid-2014 and the game is to be made available by the end of the year. The created language resource will be freely and continuously available on the game Web site.
本文介绍了《Zombilingo》的设计,这是一款带有目的的游戏(GWAP),它允许法语语料库的依赖语法注释。开发将于2014年年中开始,游戏将于今年年底推出。创建的语言资源将在游戏网站上免费并持续提供。
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引用次数: 53
Crowd-powered experts: helping surgeons interpret breast cancer images 众筹专家:帮助外科医生解读乳腺癌图像
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594788
Carsten Eickhoff
Crowdsourcing is often applied for the task of replacing the scarce or expensive labour of experts with that of untrained workers. In this paper, we argue, that this objective might not always be desirable, but that we should instead aim at leveraging the considerable work force of the crowd in order to support the highly trained expert. In this paper, we demonstrate this different paradigm on the example of detecting malignant breast cancer in medical images. We compare the effectiveness and efficiency of experts to that of crowd workers, finding significantly better performance at greater cost. In a second series of experiments, we show how the comparably cheap results produced by crowdsourcing workers can serve to make experts more efficient AND more effective at the same time.
众包通常用于用未经培训的工人取代稀缺或昂贵的专家劳动力的任务。在本文中,我们认为,这一目标可能并不总是可取的,但我们应该以利用人群中相当大的劳动力为目标,以支持训练有素的专家。在本文中,我们在医学图像中检测恶性乳腺癌的例子上演示了这种不同的范式。我们将专家的有效性和效率与群体工作者的有效性和效率进行了比较,发现以更大的成本获得更好的绩效。在第二个系列的实验中,我们展示了由众包工作者产生的相对便宜的结果如何同时使专家更有效率和更有效。
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引用次数: 29
PageFetch 2: gamification the sequel PageFetch 2:游戏化是续作
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594784
L. Azzopardi, Martin Bevc, Andrew Gardner, David Maxwell, Abdullah Razzouk
This demo poster presents PageFetch 2, the sequel of PageFetch, Fu-Finder and PageHunt. The game is simple. A player is shown a Webpage. The player must then enter a query that they believe will retrieve the displayed page. The shorter the query and the higher the page appears in the returned rankings, the more points the player receives. Players have three minutes to find as many of the displayed pages as possible. What makes this iteration different is the inclusion of several additional gamification features other than just points and an updated scoring system. We include leaderboards, badges and an avatar component - all of which are designed to help and motivate players. The framework is also publicly available for download, and can be customised to create new search games - or even to evaluate different search engines and document collections. This demo is a preliminary report of the progress we have made to date. At the workshop, we hope to solicit feedback on how we can improve the game and its gameplay.
这张演示海报展示了PageFetch 2, PageFetch, Fu-Finder和PageHunt的续集。这个游戏很简单。玩家会看到一个网页。然后玩家必须输入一个他们认为会检索显示页面的查询。查询越短,页面在返回的排名中越靠前,玩家获得的积分就越多。玩家有三分钟的时间找到尽可能多的显示页面。这次迭代的不同之处在于,除了积分和更新的评分系统之外,它还包含了一些额外的游戏化功能。我们包括排行榜,徽章和角色组件-所有这些都是为了帮助和激励玩家。该框架也可以公开下载,并且可以定制来创建新的搜索游戏,甚至可以评估不同的搜索引擎和文档集合。这个演示是我们迄今为止所取得进展的初步报告。在研讨会上,我们希望征求关于我们如何改进游戏及其玩法的反馈。
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引用次数: 7
Enhancing collaborative search systems engagement through gamification 通过游戏化增强协同搜索系统的参与
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594785
J. M. Fernández-Luna, J. Huete, Humberto Rodríguez-Avila, Julio C. Rodríguez Cano
Collaborative search systems require to make sense of the information to achieve shared goals and reduce additional costs. These systems include cognitive load and the cost to coordinate various events and participants. By applying game mechanics and dynamics to these collaborative systems we can intensify seeker engagement with this type of applications and its collaborative tasks. To the best of our knowledge the use of game design elements in non-gaming contexts has been so far discussed in a few research contexts, without ties to existing literature on Collaborative Information Seeking. This paper presents a set of elements to gamify collaborative search systems.
协作搜索系统需要理解信息,以实现共享目标并减少额外成本。这些系统包括认知负荷和协调各种事件和参与者的成本。通过将游戏机制和动态应用于这些协作系统,我们可以加强探索者对这类应用及其协作任务的参与。据我们所知,游戏设计元素在非游戏环境中的使用目前只在一些研究环境中被讨论过,而没有与现有的协作信息搜索文献联系起来。本文提出了一套使协同搜索系统游戏化的要素。
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引用次数: 13
The beauty contest revisited: measuring consensus rankings of relevance using a game 重新审视了选美比赛:使用游戏衡量相关性的共识排名
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594780
Christopher G. Harris
In this paper, we examine the Keynesian Beauty Contest, a well-known examination of rational agents used to explain the role of consensus predictions in decision making such as price fluctuations in equity markets. Using a game, we study the crowd's ability to judge relevance for both images and textual documents. In addition to asking participants to determine if a document is relevant, we also ask them to rank all choices. One group of participants (N=137) was asked to make judgments based on their own assessment while another group of participants (N = 137) was asked to make judgments based on their estimate of a consensus decision. In addition to measuring recall and precision, our game also uses rank-biased overlap (RBO) to compare each participant's ranked list with the overall consensus decision. Results show the group asked to make ranking decisions based on their estimate of consensus had significantly higher recall for judging relevance in text documents and significantly higher recall and precision when judging relevance for a set of images. We believe this has implications for the determination of consensus across multiple contexts.
在本文中,我们研究了凯恩斯选美大赛,这是一个著名的理性行为的检验,用于解释共识预测在决策中的作用,如股票市场的价格波动。通过一个游戏,我们研究了人群判断图像和文本文档相关性的能力。除了要求参与者确定文档是否相关之外,我们还要求他们对所有选择进行排序。一组参与者(N=137)被要求根据他们自己的评估做出判断,而另一组参与者(N=137)被要求根据他们对共识决策的估计做出判断。除了测量召回率和精确度,我们的游戏还使用了秩偏重叠(RBO)来比较每个参与者的排序列表和总体共识决策。结果显示,被要求根据他们的共识估计做出排名决定的小组在判断文本文档的相关性方面具有显着更高的召回率,在判断一组图像的相关性方面具有显着更高的召回率和准确率。我们认为,这对在多种情况下确定共识具有启示意义。
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引用次数: 13
PictureSort: gamification of image ranking PictureSort:图片排名的游戏化
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594789
M. Lux, Mario Guggenberger, M. Riegler
Human computation is a very powerful tool for solving tasks that cannot be solved by computers efficiently. One such problem is ranking images upon their relevance for a semantic query or upon how well they depict a semantic concept. In this paper we investigate a method to leverage human computation in a divide-and-conquer approach to create precise ranking models. We discuss the basic technique, our prototype client, its adoption to a gamification approach, and present the results of a study with the prototype. Results from the study indicate that with our method the ranking aggregated from the user input converges fast to an optimal ranking.
人类计算是一种非常强大的工具,可以解决计算机无法有效解决的任务。其中一个问题是根据图像与语义查询的相关性或它们对语义概念的描述程度对图像进行排序。在本文中,我们研究了一种利用人类计算的分而治之的方法来创建精确的排名模型。我们讨论了基本技术,我们的原型客户端,它对游戏化方法的采用,并展示了原型的研究结果。研究结果表明,用我们的方法从用户输入中聚合的排名快速收敛到最优排名。
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引用次数: 12
Information reconstruction: unpicking the GamifIR call for papers 信息重构:拆解GamifIR论文征集
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2597423
R. Bartle
Gamification is a new and burgeoning field, with which Information Retrieval appears to have a particular affinity. In this talk, I consider what it is that Gamification offers Information Retrieval and at what potential cost. I do this by examining the Call for Papers for the workshop, attempting to tease out what Gamification is laying on the table that other approaches - especially games themselves - do not. Gamification is being consciously distanced from Serious Games, with only the "best bits" being used, but there appears to be no consensus as to why and (because it's so young a field and Information Retrieval is getting into it early) only a superficial understanding of what Gamification is. I believe that it's entirely possible that the uses of Gamification in Information Retrieval extend well beyond those envisaged. I conclude by arguing that although Game Design is an art form, Gamification is an application of Psychology. As successful Information Retrieval relies on an understanding of human motivation, it is therefore no surprise that the two are well suited to one another.
游戏化是一个新兴的领域,信息检索似乎与之有着特殊的亲和力。在这次演讲中,我将讨论游戏化提供的信息检索是什么以及潜在的成本是什么。为此,我考察了研讨会的论文征集活动,试图梳理出游戏化是什么,而其他方法——尤其是游戏本身——没有。人们有意识地将游戏化与严肃游戏区分开来,只使用“最好的部分”,但似乎对于游戏化的原因并没有达成共识(因为这是一个非常年轻的领域,信息检索也很早就进入了这个领域),人们对游戏化的理解也很肤浅。我相信游戏化在信息检索中的应用完全有可能远远超出想象。我的结论是,尽管游戏设计是一种艺术形式,但游戏化是心理学的一种应用。由于成功的信息检索依赖于对人类动机的理解,因此两者非常适合彼此也就不足为奇了。
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引用次数: 4
Gamification of private digital data archive management 私人数字数据档案管理的游戏化
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594783
C. Maltzahn, A. Jhala, Michael Mateas, E. Whitehead
The super-exponential growth of digital data world-wide is matched by personal digital archives containing songs, ebooks, audio books, photos, movies, textual documents, and documents of other media types. For many types of media it is usually a lot easier to add items than to keep archives from falling into disarray and incurring data loss. The overhead of maintaining these personal archives frequently surpasses the time and patience their owners are willing to dedicate to this important task. The promise of gamification in this context is to significantly extend the willingness to maintain personal archives by enhancing the experience of personal archive management. In this paper we focus on a subcategory of personal archives which we call private archives. These are archives that for a variety of reasons the owner does not want to make available online and which consequently limits archive maintenance to an individual activity and does not allow any form of crowdsourcing out of fear for unwanted information leaks. As an example of private digital archive maintenance gamification we describe InfoGarden, a casual game that turns document tagging into an individual activity of (metaphorically) weeding a garden and protecting plants from gophers and includes a reward system that encourages orthogonal tag usage. The paper concludes with lessons learned and summarizes remaining challenges.
与全球数字数据的超指数增长相匹配的是包含歌曲、电子书、有声书、照片、电影、文本文件和其他媒体类型文件的个人数字档案。对于许多类型的媒体来说,添加项目通常比防止档案陷入混乱和导致数据丢失要容易得多。维护这些个人档案的开销经常超过他们的主人愿意投入这项重要任务的时间和耐心。在这种情况下,游戏化的前景是通过提高个人档案管理的经验,显著延长维护个人档案的意愿。本文主要研究个人档案的一个子类,即私人档案。由于各种原因,这些档案的所有者不希望在网上提供,因此将档案维护限制为个人活动,并且不允许任何形式的众包,因为担心不必要的信息泄露。作为私人数字档案维护游戏化的一个例子,我们将其描述为《InfoGarden》,这是一款休闲游戏,它将文件标记转变为一种个人活动,例如为花园除草和保护植物免受地鼠侵害,并包含鼓励正交标记使用的奖励系统。本文总结了经验教训,并总结了仍然存在的挑战。
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引用次数: 8
On the application of game mechanics in information retrieval 论博弈机制在信息检索中的应用
Pub Date : 2014-04-13 DOI: 10.1145/2594776.2594778
Luca Galli, P. Fraternali, A. Bozzon
The exponential growth of digital generated content in the form of audio, video and complex data structures calls for novel methods and tools able to cope with the limitation of automated analysis techniques. Gamification, the process of using game design methodologies and game mechanics to enhance traditional applications, is a promising tool that can help to increase the active involvement of humans in the Information Retrieval processes. This work contributes to the emerging research field of Gamification in Information Retrieval by providing an overview on: 1) the fundamental elements of a game; 2) the major game mechanics that have been applied in traditional games and gamication techniques; and 3) an overview of the possible adoption of such techniques in a typical IR scenario. The goal is to lay a path for the adoption of these new tools in IR systems, focusing on their application to the traditional building blocks of the query and content analysis processes.
数字生成内容以音频、视频和复杂数据结构的形式呈指数级增长,需要能够应对自动化分析技术局限性的新方法和工具。游戏化是使用游戏设计方法和游戏机制来增强传统应用程序的过程,是一种很有前途的工具,可以帮助增加人类在信息检索过程中的积极参与。这项工作通过概述以下内容对信息检索中的游戏化这一新兴研究领域做出了贡献:1)游戏的基本元素;2)传统游戏中的主要游戏机制和游戏化技术;3)在典型IR场景中可能采用此类技术的概述。目标是为在IR系统中采用这些新工具铺平道路,重点关注它们在传统的查询和内容分析过程构建块中的应用。
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引用次数: 16
期刊
GamifIR '14
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