@article{jurgens-navigli-2014-fun,
title = "It{'}s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation",
author = "Jurgens, David and
Navigli, Roberto",
editor = "Lin, Dekang and
Collins, Michael and
Lee, Lillian",
journal = "Transactions of the Association for Computational Linguistics",
volume = "2",
year = "2014",
address = "Cambridge, MA",
publisher = "MIT Press",
url = "https://aclanthology.org/Q14-1035",
doi = "10.1162/tacl_a_00195",
pages = "449--464",
abstract = "Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The first game yields annotation quality equal to that of experts and a cost reduction of 73{\%} over equivalent crowdsourcing; the second game provides a 16.3{\%} improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.",
}
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<abstract>Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The first game yields annotation quality equal to that of experts and a cost reduction of 73% over equivalent crowdsourcing; the second game provides a 16.3% improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.</abstract>
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%0 Journal Article
%T It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation
%A Jurgens, David
%A Navigli, Roberto
%J Transactions of the Association for Computational Linguistics
%D 2014
%V 2
%I MIT Press
%C Cambridge, MA
%F jurgens-navigli-2014-fun
%X Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The first game yields annotation quality equal to that of experts and a cost reduction of 73% over equivalent crowdsourcing; the second game provides a 16.3% improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.
%R 10.1162/tacl_a_00195
%U https://aclanthology.org/Q14-1035
%U https://doi.org/10.1162/tacl_a_00195
%P 449-464
Markdown (Informal)
[It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation](https://aclanthology.org/Q14-1035) (Jurgens & Navigli, TACL 2014)
ACL