@inproceedings{scharl-etal-2012-leveraging,
title = "Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources",
author = "Scharl, Arno and
Sabou, Marta and
Gindl, Stefan and
Rafelsberger, Walter and
Weichselbraun, Albert",
editor = "Calzolari, Nicoletta and
Choukri, Khalid and
Declerck, Thierry and
Do{\u{g}}an, Mehmet U{\u{g}}ur and
Maegaard, Bente and
Mariani, Joseph and
Moreno, Asuncion and
Odijk, Jan and
Piperidis, Stelios",
booktitle = "Proceedings of the Eighth International Conference on Language Resources and Evaluation ({LREC}`12)",
month = may,
year = "2012",
address = "Istanbul, Turkey",
publisher = "European Language Resources Association (ELRA)",
url = "https://aclanthology.org/L12-1066/",
pages = "379--383",
abstract = "Games with a purpose are an increasingly popular mechanism for leveraging the wisdom of the crowds to address tasks which are trivial for humans but still not solvable by computer algorithms in a satisfying manner. As a novel mechanism for structuring human-computer interactions, a key challenge when creating them is motivating users to participate while generating useful and unbiased results. This paper focuses on important design choices and success factors of effective games with a purpose. Our findings are based on lessons learned while developing and deploying Sentiment Quiz, a crowdsourcing application for creating sentiment lexicons (an essential component of most sentiment detection algorithms). We describe the goals and structure of the game, the underlying application framework, the sentiment lexicons gathered through crowdsourcing, as well as a novel approach to automatically extend the lexicons by means of a bootstrapping process. Such an automated extension further increases the efficiency of the acquisition process by limiting the number of terms that need to be gathered from the game participants."
}
<?xml version="1.0" encoding="UTF-8"?>
<modsCollection xmlns="http://www.loc.gov/mods/v3">
<mods ID="scharl-etal-2012-leveraging">
<titleInfo>
<title>Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources</title>
</titleInfo>
<name type="personal">
<namePart type="given">Arno</namePart>
<namePart type="family">Scharl</namePart>
<role>
<roleTerm authority="marcrelator" type="text">author</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Marta</namePart>
<namePart type="family">Sabou</namePart>
<role>
<roleTerm authority="marcrelator" type="text">author</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Stefan</namePart>
<namePart type="family">Gindl</namePart>
<role>
<roleTerm authority="marcrelator" type="text">author</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Walter</namePart>
<namePart type="family">Rafelsberger</namePart>
<role>
<roleTerm authority="marcrelator" type="text">author</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Albert</namePart>
<namePart type="family">Weichselbraun</namePart>
<role>
<roleTerm authority="marcrelator" type="text">author</roleTerm>
</role>
</name>
<originInfo>
<dateIssued>2012-05</dateIssued>
</originInfo>
<typeOfResource>text</typeOfResource>
<relatedItem type="host">
<titleInfo>
<title>Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC‘12)</title>
</titleInfo>
<name type="personal">
<namePart type="given">Nicoletta</namePart>
<namePart type="family">Calzolari</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Khalid</namePart>
<namePart type="family">Choukri</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Thierry</namePart>
<namePart type="family">Declerck</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Mehmet</namePart>
<namePart type="given">Uğur</namePart>
<namePart type="family">Doğan</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Bente</namePart>
<namePart type="family">Maegaard</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Joseph</namePart>
<namePart type="family">Mariani</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Asuncion</namePart>
<namePart type="family">Moreno</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Jan</namePart>
<namePart type="family">Odijk</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Stelios</namePart>
<namePart type="family">Piperidis</namePart>
<role>
<roleTerm authority="marcrelator" type="text">editor</roleTerm>
</role>
</name>
<originInfo>
<publisher>European Language Resources Association (ELRA)</publisher>
<place>
<placeTerm type="text">Istanbul, Turkey</placeTerm>
</place>
</originInfo>
<genre authority="marcgt">conference publication</genre>
</relatedItem>
<abstract>Games with a purpose are an increasingly popular mechanism for leveraging the wisdom of the crowds to address tasks which are trivial for humans but still not solvable by computer algorithms in a satisfying manner. As a novel mechanism for structuring human-computer interactions, a key challenge when creating them is motivating users to participate while generating useful and unbiased results. This paper focuses on important design choices and success factors of effective games with a purpose. Our findings are based on lessons learned while developing and deploying Sentiment Quiz, a crowdsourcing application for creating sentiment lexicons (an essential component of most sentiment detection algorithms). We describe the goals and structure of the game, the underlying application framework, the sentiment lexicons gathered through crowdsourcing, as well as a novel approach to automatically extend the lexicons by means of a bootstrapping process. Such an automated extension further increases the efficiency of the acquisition process by limiting the number of terms that need to be gathered from the game participants.</abstract>
<identifier type="citekey">scharl-etal-2012-leveraging</identifier>
<location>
<url>https://aclanthology.org/L12-1066/</url>
</location>
<part>
<date>2012-05</date>
<extent unit="page">
<start>379</start>
<end>383</end>
</extent>
</part>
</mods>
</modsCollection>
%0 Conference Proceedings
%T Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources
%A Scharl, Arno
%A Sabou, Marta
%A Gindl, Stefan
%A Rafelsberger, Walter
%A Weichselbraun, Albert
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Declerck, Thierry
%Y Doğan, Mehmet Uğur
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC‘12)
%D 2012
%8 May
%I European Language Resources Association (ELRA)
%C Istanbul, Turkey
%F scharl-etal-2012-leveraging
%X Games with a purpose are an increasingly popular mechanism for leveraging the wisdom of the crowds to address tasks which are trivial for humans but still not solvable by computer algorithms in a satisfying manner. As a novel mechanism for structuring human-computer interactions, a key challenge when creating them is motivating users to participate while generating useful and unbiased results. This paper focuses on important design choices and success factors of effective games with a purpose. Our findings are based on lessons learned while developing and deploying Sentiment Quiz, a crowdsourcing application for creating sentiment lexicons (an essential component of most sentiment detection algorithms). We describe the goals and structure of the game, the underlying application framework, the sentiment lexicons gathered through crowdsourcing, as well as a novel approach to automatically extend the lexicons by means of a bootstrapping process. Such an automated extension further increases the efficiency of the acquisition process by limiting the number of terms that need to be gathered from the game participants.
%U https://aclanthology.org/L12-1066/
%P 379-383
Markdown (Informal)
[Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources](https://aclanthology.org/L12-1066/) (Scharl et al., LREC 2012)
ACL