以用户为中心的人工创建机器学习训练数据的方法

Q1 Social Sciences i-com Pub Date : 2021-04-01 DOI:10.1515/icom-2020-0030
Sarah Alaghbari, A. Mitschick, Gregor Blichmann, M. Voigt, Raimund Dachselt
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引用次数: 2

摘要

人工智能的发展,如。对于计算机视觉,通过监督学习需要输入大量带注释或标记的数据对象作为训练数据。通常,高质量训练数据的创建是手动完成的,这可能是重复和累人的。游戏化,即在非游戏环境中使用游戏元素,是让乏味任务变得更有趣的一种方法。我们提出了一个多步骤的过程,用于游戏化人工创建用于机器学习的训练数据。在本文中,我们概述了相关概念和现有实现,并为现实生活中的用例提供了以用户为中心的方法。基于对目标用户群体的调查,我们确定了注释用例和主要玩家特征。这些结果作为设计游戏化概念的基础,然后与参与者进行讨论。最后的概念包括不断增加的难度、教程、进度指标和围绕机器人角色(同时也是用户助手)的叙述。实现的原型是AI产品公司现有注释工具的扩展,并作为进一步观察的基础。
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A User-Centered Approach to Gamify the Manual Creation of Training Data for Machine Learning
Abstract The development of artificial intelligence, e. g. for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. Usually, the creation of high-quality training data is done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make such tedious tasks more interesting. We propose a multi-step process for gamifying the manual creation of training data for machine learning purposes. In this article, we give an overview of related concepts and existing implementations and present a user-centered approach for a real-life use case. Based on a survey within the target user group we identified annotation use cases and dominant player characteristics. The results served as a foundation for designing the gamification concepts which were then discussed with the participants. The final concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of an existing annotation tool at an AI product company and serves as a basis for further observations.
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来源期刊
i-com
i-com Social Sciences-Communication
CiteScore
3.80
自引率
0.00%
发文量
24
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