@inproceedings{ogawa-etal-2020-gamification,
title = "Gamification Platform for Collecting Task-oriented Dialogue Data",
author = "Ogawa, Haruna and
Nishikawa, Hitoshi and
Tokunaga, Takenobu and
Yokono, Hikaru",
editor = "Calzolari, Nicoletta and
B{\'e}chet, Fr{\'e}d{\'e}ric and
Blache, Philippe and
Choukri, Khalid and
Cieri, Christopher and
Declerck, Thierry and
Goggi, Sara and
Isahara, Hitoshi and
Maegaard, Bente and
Mariani, Joseph and
Mazo, H{\'e}l{\`e}ne and
Moreno, Asuncion and
Odijk, Jan and
Piperidis, Stelios",
booktitle = "Proceedings of the Twelfth Language Resources and Evaluation Conference",
month = may,
year = "2020",
address = "Marseille, France",
publisher = "European Language Resources Association",
url = "https://aclanthology.org/2020.lrec-1.876",
pages = "7084--7093",
abstract = "Demand for massive language resources is increasing as the data-driven approach has established a leading position in Natural Language Processing. However, creating dialogue corpora is still a difficult task due to the complexity of the human dialogue structure and the diversity of dialogue topics. Though crowdsourcing is majorly used to assemble such data, it presents problems such as less-motivated workers. We propose a platform for collecting task-oriented situated dialogue data by using gamification. Combining a video game with data collection benefits such as motivating workers and cost reduction. Our platform enables data collectors to create their original video game in which they can collect dialogue data of various types of tasks by using the logging function of the platform. Also, the platform provides the annotation function that enables players to annotate their own utterances. The annotation can be gamified aswell. We aim at high-quality annotation by introducing such self-annotation method. We implemented a prototype of the proposed platform and conducted a preliminary evaluation to obtain promising results in terms of both dialogue data collection and self-annotation.",
language = "English",
ISBN = "979-10-95546-34-4",
}
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<abstract>Demand for massive language resources is increasing as the data-driven approach has established a leading position in Natural Language Processing. However, creating dialogue corpora is still a difficult task due to the complexity of the human dialogue structure and the diversity of dialogue topics. Though crowdsourcing is majorly used to assemble such data, it presents problems such as less-motivated workers. We propose a platform for collecting task-oriented situated dialogue data by using gamification. Combining a video game with data collection benefits such as motivating workers and cost reduction. Our platform enables data collectors to create their original video game in which they can collect dialogue data of various types of tasks by using the logging function of the platform. Also, the platform provides the annotation function that enables players to annotate their own utterances. The annotation can be gamified aswell. We aim at high-quality annotation by introducing such self-annotation method. We implemented a prototype of the proposed platform and conducted a preliminary evaluation to obtain promising results in terms of both dialogue data collection and self-annotation.</abstract>
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%0 Conference Proceedings
%T Gamification Platform for Collecting Task-oriented Dialogue Data
%A Ogawa, Haruna
%A Nishikawa, Hitoshi
%A Tokunaga, Takenobu
%A Yokono, Hikaru
%Y Calzolari, Nicoletta
%Y Béchet, Frédéric
%Y Blache, Philippe
%Y Choukri, Khalid
%Y Cieri, Christopher
%Y Declerck, Thierry
%Y Goggi, Sara
%Y Isahara, Hitoshi
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Mazo, Hélène
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Twelfth Language Resources and Evaluation Conference
%D 2020
%8 May
%I European Language Resources Association
%C Marseille, France
%@ 979-10-95546-34-4
%G English
%F ogawa-etal-2020-gamification
%X Demand for massive language resources is increasing as the data-driven approach has established a leading position in Natural Language Processing. However, creating dialogue corpora is still a difficult task due to the complexity of the human dialogue structure and the diversity of dialogue topics. Though crowdsourcing is majorly used to assemble such data, it presents problems such as less-motivated workers. We propose a platform for collecting task-oriented situated dialogue data by using gamification. Combining a video game with data collection benefits such as motivating workers and cost reduction. Our platform enables data collectors to create their original video game in which they can collect dialogue data of various types of tasks by using the logging function of the platform. Also, the platform provides the annotation function that enables players to annotate their own utterances. The annotation can be gamified aswell. We aim at high-quality annotation by introducing such self-annotation method. We implemented a prototype of the proposed platform and conducted a preliminary evaluation to obtain promising results in terms of both dialogue data collection and self-annotation.
%U https://aclanthology.org/2020.lrec-1.876
%P 7084-7093
Markdown (Informal)
[Gamification Platform for Collecting Task-oriented Dialogue Data](https://aclanthology.org/2020.lrec-1.876) (Ogawa et al., LREC 2020)
ACL