Marta Sabou


2020

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Effective Crowd-Annotation of Participants, Interventions, and Outcomes in the Text of Clinical Trial Reports
Markus Zlabinger | Marta Sabou | Sebastian Hofstätter | Allan Hanbury
Findings of the Association for Computational Linguistics: EMNLP 2020

The search for Participants, Interventions, and Outcomes (PIO) in clinical trial reports is a critical task in Evidence Based Medicine. For an automatic PIO extraction, high-quality corpora are needed. Obtaining such a corpus from crowdworkers, however, has been shown to be ineffective since (i) workers usually lack domain-specific expertise to conduct the task with sufficient quality, and (ii) the standard approach of annotating entire abstracts of trial reports as one task-instance (i.e. HIT) leads to an uneven distribution in task effort. In this paper, we switch from entire abstract to sentence annotation, referred to as the SenBase approach. We build upon SenBase in SenSupport, where we compensate the lack of domain-specific expertise of crowdworkers by showing for each task-instance similar sentences that are already annotated by experts. Such tailored task-instance examples are retrieved via unsupervised semantic short-text similarity (SSTS) method – and we evaluate nine methods to find an effective solution for SenSupport. We compute the Cohen’s Kappa agreement between crowd-annotations and gold standard annotations and show that (i) both sentence-based approaches outperform a Baseline approach where entire abstracts are annotated; (ii) supporting annotators with tailored task-instance examples is the best performing approach with Kappa agreements of 0.78/0.75/0.69 for P, I, and O respectively.

2014

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Corpus Annotation through Crowdsourcing: Towards Best Practice Guidelines
Marta Sabou | Kalina Bontcheva | Leon Derczynski | Arno Scharl
Proceedings of the Ninth International Conference on Language Resources and Evaluation (LREC'14)

Crowdsourcing is an emerging collaborative approach that can be used for the acquisition of annotated corpora and a wide range of other linguistic resources. Although the use of this approach is intensifying in all its key genres (paid-for crowdsourcing, games with a purpose, volunteering-based approaches), the community still lacks a set of best-practice guidelines similar to the annotation best practices for traditional, expert-based corpus acquisition. In this paper we focus on the use of crowdsourcing methods for corpus acquisition and propose a set of best practice guidelines based in our own experiences in this area and an overview of related literature. We also introduce GATE Crowd, a plugin of the GATE platform that relies on these guidelines and offers tool support for using crowdsourcing in a more principled and efficient manner.

2012

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Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources
Arno Scharl | Marta Sabou | Stefan Gindl | Walter Rafelsberger | Albert Weichselbraun
Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC'12)

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.