Chamberlain, J and Fort, K and Kruschwitz, U and Lafourcade, M and Poesio, M (2013) Using Games to Create Language Resources: Successes and Limitations of the Approach. In: The People?s Web Meets NLP : Collaboratively Constructed Language Resources. Theory and Applications of Natural Language Processing . Springer, pp. 3-44. ISBN 9783642350849. Official URL: https://doi.org/10.1007/978-3-642-35085-6_1
Chamberlain, J and Fort, K and Kruschwitz, U and Lafourcade, M and Poesio, M (2013) Using Games to Create Language Resources: Successes and Limitations of the Approach. In: The People?s Web Meets NLP : Collaboratively Constructed Language Resources. Theory and Applications of Natural Language Processing . Springer, pp. 3-44. ISBN 9783642350849. Official URL: https://doi.org/10.1007/978-3-642-35085-6_1
Chamberlain, J and Fort, K and Kruschwitz, U and Lafourcade, M and Poesio, M (2013) Using Games to Create Language Resources: Successes and Limitations of the Approach. In: The People?s Web Meets NLP : Collaboratively Constructed Language Resources. Theory and Applications of Natural Language Processing . Springer, pp. 3-44. ISBN 9783642350849. Official URL: https://doi.org/10.1007/978-3-642-35085-6_1
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.
Item Type: | Book Section |
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Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
Depositing User: | Unnamed user with email elements@essex.ac.uk |
Date Deposited: | 07 Oct 2015 14:37 |
Last Modified: | 06 Dec 2024 01:10 |
URI: | http://repository.essex.ac.uk/id/eprint/14752 |
Available files
Filename: 560015c208aeafc8ac8c4b8c.pdf