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2013 | OriginalPaper | Buchkapitel

1. Using Games to Create Language Resources: Successes and Limitations of the Approach

verfasst von : Jon Chamberlain, Karën Fort, Udo Kruschwitz, Mathieu Lafourcade, Massimo Poesio

Erschienen in: The People’s Web Meets NLP

Verlag: Springer Berlin Heidelberg

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Abstract

One of the more novel approaches to collaboratively creating language resources in recent years is to use online games to collect and validate data. The most significant challenges collaborative systems face are how to train users with the necessary expertise and how to encourage participation on a scale required to produce high quality data comparable with data produced by “traditional” experts. In this chapter we provide a brief overview of collaborative creation and the different approaches that have been used to create language resources, before analysing games used for this purpose. We discuss some key issues in using a gaming approach, including task design, player motivation and data quality, and compare the costs of each approach in terms of development, distribution and ongoing administration. In conclusion, we summarise the benefits and limitations of using a gaming approach to resource creation and suggest key considerations for evaluating its utility in different research scenarios.

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Fußnoten
21
It is possible for an interpretation to have more annotations and validations than required if a player enters an existing interpretation after disagreeing or if several players are working on the same markables simultaneously.
 
28
This figure was obtained by informally asking several experienced researchers involved in funding applications for annotation projects.
 
31
From personal communication with K. Cohen.
 
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Metadaten
Titel
Using Games to Create Language Resources: Successes and Limitations of the Approach
verfasst von
Jon Chamberlain
Karën Fort
Udo Kruschwitz
Mathieu Lafourcade
Massimo Poesio
Copyright-Jahr
2013
Verlag
Springer Berlin Heidelberg
DOI
https://doi.org/10.1007/978-3-642-35085-6_1