The applications of games with a purpose used for obtaining annotated language resources Cover Image

Zastosowanie gier skierowanych na cel do anotacji korpusów językowych
The applications of games with a purpose used for obtaining annotated language resources

Author(s): Dagmara Dziedzic, Wojciech Włodarczyk
Subject(s): Language and Literature Studies, Psychology, ICT Information and Communications Technologies
Published by: Fundacja Pro Scientia Publica
Keywords: game with a purpose; GWAP; crowdsourcing; human computation; natural language processing; artificial intelligence; AI-complete; corpus annotation; Wordrobe;

Summary/Abstract: The existence of AI-complete problems has led to growth in research of alternative ways for solving artificial intelligence problems, which could not be solved on the computer. Although communication is obvious for people, there is still no way for its automation. Statistical approach became widely used in solving the problems of NLP. One of the main factors of its success is the size of the training corpus. Preparing a reliable set of data is therefore a key aspect of creating an artificial intelligence statistical system. Due to the involvement of a large number of specialists it is a very time-consuming and expensive process. One of the promising approaches to help reduce the time and cost of creating a tagged corpus is the use of games with a purpose. The objective of the following papers to present the stages of creating games with a purpose used for obtaining annotated language resources and to discuss its effectiveness. This analysis will be done based on project Wordrobe, the collection of games created to support gathering annotated corpus of natural language.

  • Issue Year: 2015
  • Issue No: 5
  • Page Range: 212-220
  • Page Count: 9
  • Language: Polish
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