Proceedings of the Third Linguistic Annotation Workshop on - ACL-IJCNLP '09 2009
DOI: 10.3115/1698381.1698389
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Designing a language game for collecting coreference annotation

Abstract: PlayCoref is a concept of an on-line language game designed to acquire a substantial amount of text data with the coreference annotation. We describe in detail various aspects of the game design and discuss features that affect the quality of the annotation.

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Cited by 15 publications
(18 citation statements)
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“…This is often strongly problem-specific and not applicable to most problems. • Some games solve the issue using an online multiplayer scheme, where players validate each others' inputs (von Ahn & Dabbish, 2008;Ho, Chang, Lee, Hsu, & Chen, 2009;Hladká et al, 2009;Siorpaes & Hepp, 2008a). However, this often results in the cold start problem due to the lack of players upon initial game deployment who would be willing to play at the same time.…”
Section: Aspects Of Gwap Designmentioning
confidence: 99%
See 1 more Smart Citation
“…This is often strongly problem-specific and not applicable to most problems. • Some games solve the issue using an online multiplayer scheme, where players validate each others' inputs (von Ahn & Dabbish, 2008;Ho, Chang, Lee, Hsu, & Chen, 2009;Hladká et al, 2009;Siorpaes & Hepp, 2008a). However, this often results in the cold start problem due to the lack of players upon initial game deployment who would be willing to play at the same time.…”
Section: Aspects Of Gwap Designmentioning
confidence: 99%
“…According to Hunicke et al (2004) players of computer games may be entertained by several game aesthetic factors (Hunicke, LeBlanc, & Zubek, 2004). In games with a purpose these usually include: (1) social experience -interaction with other players (von Ahn & Dabbish, 2008;Tuulos, Scheible, & Nyholm, 2007), (2) selfchallenge -overcoming a player's own previous achievement, joy of reaching the goal (Seneviratne & Izquierdo, 2010;Terry et al, 2009) and (3) competition among players -either in duels or via a ladder system (Hladká et al, 2009;Chamberlain & Poesio, 2009;Ho et al, 2009 ;von Ahn & Dabbish, 2008).…”
Section: Aspects Of Gwap Designmentioning
confidence: 99%
“…• Some games solve the issue using an online multiplayer scheme, where players validate each others' inputs (Ahn & Dabbish, 2008;Ho, Chang, Lee, Hsu, & Chen, 2009;Hladká et al, 2009;Siorpaes & Hepp, 2008a). However, this often results in the cold start problem due to the lack of players upon initial game deployment who would be willing to play at the same time.…”
Section: Aspects Of Gwap Designmentioning
confidence: 99%
“…According to Hunicke et al players of computer games may be entertained by several game aesthetic factors (Hunicke, LeBlanc, & Zubek, 2004). In games with a purpose these usually include: (1) social experience -interaction with other players (Ahn & Dabbish, 2008;Tuulos, Scheible, & Nyholm, 2007), (2) self-challenge -overcoming a player's own previous achievement, joy of reaching the goal (Seneviratne & Izquierdo, 2010 ;Terry et al, 2009) and (3) competition among players -either in duels or via a ladder system (Hladká et al, 2009;Chamberlain & Poesio, 2009;Ho et al, 2009 ;Ahn & Dabbish, 2008).…”
Section: Aspects Of Gwap Designmentioning
confidence: 99%
See 1 more Smart Citation