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Insemtives semtech2010-20100622
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Transcript of Insemtives semtech2010-20100622
Reputation, community, Web 2.0, and games: incentives for
semantics – about getting people involved
www.insemtives.eu 1
Katharina Siorpaes and Elena SimperlSemTech 2010
Executive summary• Many tasks related to semantic content authoring cannot be undertaken
without human contribution.
• User motivation is essential for semantic applications to achieve critical mass and ensure sustainable growth.
• How to encourage user participation– Incentives– Technology design– Usability engineering– Games with a purpose
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About the speakers
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Katharina Siorpaes Elena Simperl
Agenda
• Human-driven semantic content authoring• Incentives and participatory design• Example: Casual games• Example: Virtual worlds• Conclusion
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HUMAN-DRIVEN SEMANTICCONTENT AUTHORING
Human-driven semantic content authoringIncentives and participatory design
Example: Casual gamesExample: Virtual worlds
Conclusions
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Human vs computational intelligence• Ordered sequence of tasks into which the
authoring exercise can be divided• Required skills and expertise
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Example: semantic annotation
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Example: ontology evaluation
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Example: ontology alignment
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MILLION DOLLAR QUESTION
HOW CAN WE MOTIVATE PEOPLE TO DEDICATE THEIR VALUABLE TIME
TO ANNOTATE THEIR/OUR DATA?
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INCENTIVES AND PARTICIPATORY DESIGN
Human-driven semantic content authoringIncentives and participatory design
Example: Casual gamesExample: Virtual worlds
Conclusions
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Motivation vs incentives
• Incentives are ‘rewards’ assigned by an external‘judge’ to a performer for undertaking a specific task.
• Common belief (among economists): incentives can be translated into a sum of money for all practical purposes.
• Incentives can be related to both extrinsic and intrinsic motivations.
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Extrinsic vs intrinsic motivation
• Extrinsic motivation if task is considered– Boring, dangerous, useless, socially undesirable,
dislikable by the performer.• Intrinsic motivation if
– The performer likes what he/she is doing– The act is satisfying in itself (it can happen for
many different reasons).
Web 2.0 is hot, Semantic Web isnot?
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Web 2.0 motivators
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User-empowered Web
• Comprehensive incentives studies are available (Kuznetsov, 2004; Marlow et al.,2006; Wikipedia, 2009).
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Example: Wikipedians
• Reciprocity: Altruistic contributors receive a benefit in return.
• Community: “Wikipedians […] feel needed”, there is “a sense of common purpose and belonging “.
• Reputation: Contributors “develop identities in order to be respected, trusted, and appreciated by peers”.
• Autonomy: Contributors enjoy “the freedom of independent decision”.
Kuznetsov, 2004
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Factors influencing incentives design
• Tasks or an ordered collection of tasks into which the authoring exercise can be divided.
• Skills required to undertake the task.
• Goal of the authoring exercise.• Social structure, i.e. social relationships
among the subjects participating in the exercise.
• Nature of the good.www.insemtives.eu 18
Example: image sharing on a social platform
• Task: attaching concepts and relationships to images (iPhoto).
• Skills: identifying objects in images and choosing the right description.
• Goal: sharing and retrieval. • Social structure: Friends (in
social network).• Nature of the good:
annotations accessible to me and my friends.
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Example: UNSPSC and eCl@ssalignment
• Task: ontology alignment• Skills: domain knowledge,
modeling skills• Goal: interoperability • Social structure:
enterprise, team• Nature of good: for
benefit of enterprise
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Technology and application design
• Involve users in the design process. – Design workshops, interviews etc.
• Take usability serious. – Design for efficiency, effectiveness and user
satisfaction.
• Design for sociability. – Support sharing, contributing, collaborating,
identity-building.
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Technology and application design (ii)
• Respect trust/security and safety/privacy issues. – Support visibility and awareness.
• Design for fun. • Follow an user experience design approach.• Support a user’s individual identity in a (and
contribution to a) community with collaborative activities.
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Example: image annotation in OKEnterprise (i)
• Involvement of users in design process– Interviews and user
workshops• Usability
– Interviews, usability evaluations
• Design for sociability– User interaction, visibility of
contributions, registered users, collaborative working
• Trust and privacy– Trust in enterprise portal,
rating– Privacy: users have control
over their data
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Example: image annotation in OKEnterprise (ii)
• Design for fun– Annotator of the week,
rankings– Casual games
• User-experience design approach– Evaluate and revise
depending on user experience
• Support user’s individual identity– Registration of users,
individual user pages
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NOW: FUN AND COMPETITION: GAMES FOR SEMANTICS!
Human-driven semantic content authoringIncentives and participatory design
Example: Casual gamesExample: Virtual worlds
Conclusions
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8/10/2011ESWC 2008 26
OntoPronto: Step 1
OntoPronto: Step 2
8/10/2011ESWC 2008 28
OntoTube
OntoTube
Results
n=2905 rounds
n=2234
12.9%
10.2%
76.9%
Either skipped or noconsensus found inthe first task
Challenges in whichonly the first task wascompletedconsensually
Challenges in whichboth tasks werecompletedconsensually
97.6%
0.5%
1.9%
Challenges in whichat least the first taskwas completedconsensuallyWrong judgements ofontological nature
Wrong abstractions
MASSACRE – MASive Semantic Annotation Creation Game
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Phratris – Phrase Analysis TETRIS
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playence’ Uhani (i)
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Check www.playence.com!
playence’ Uhani (ii)
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Casual games
1. Steep learning curve2. Fast game play: little time effort required 3. Simple implementation (simple interface and
graphics)4. Low hardware efforts (usually browser or
mobile app)5. Low bandwidth requirements6. Mass audience
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How to design your own game
1. Specify output2. Identify input3. Choose type of game and define game play4. Based on previous decisions, define game
play and adapt underlying game ontology5. Adapt or define export algorithm6. Evaluate output
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Guidelines
1. Timed response2. Score keeping3. Player skill level4. High score lists5. Randomness
5. Random player pairing6. Player testing7. Repetition8. Taboo outputs
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Luis von Ahn. Games With A Purpose. IEEE Computer Magazine, June 2006. pp 96-98.
Challenges• Identifying suitable tasks in semantic content creation.• Designing games. • Designing a usable, attractive interface. • Identifying suitable knowledge corpora. • Preventing cheating. • Defusing typical pitfalls of conceptual modeling.• Distribution of labor. • Fostering user participation. • Deriving formal representations. • Scalability and performance.
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ANNOTATION IN VIRTUAL WORLDS
Human-driven semantic content authoringIncentives and participatory design
Example: Casual gamesExample: Virtual worlds
Conclusions
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Tiny Planets
• Kids TV property licensed in over 100 countries worldwide
• Education• Diverse broadcaster base – from
Al Jazeera to American Armed Forces network
• Unusual age profile – kids 4 -11• Brand extensions into web and
virtual world
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Tiny Planets (ii)
• Tiny Planets website – 40,000 unique visitors per month
• 100,000 page impressions• Average stay 8 minutes• MTP virtual world – active
47,000 user accounts• Books, Fun, TV, Learning, Labs
sites as well as virtual world• Real and virtual currencies• Cross-site account creation
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• Engage kids with annotation games as a means of expression
• Combination of ‘rating’, ‘tagging’, and pre-scripted comments
• Locate content within virtual world to inform friends, give clues in games, give an ‘emotional’ context to items by expressing opinions. Search for clues and comments left by friends
• Reward annotations with virtual currency
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Virtual world
Real world• Real-world science experiment
based on Galaxy Zoo format• Crater marking using data from
NASA LRO• Use My Tiny Planets account
for sign in and performance tracking
• Reward annotations with achievements and virtual currency
• And kudos; kids get to know they’re doing science for real, and its going to be used.
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Incentives• Earn Stars to spend on Virtual
Goods, games or videos• Earn awards that can be seen by
other players in your passport• Rise in Rank as you perform
targeted activities • Join the Pro circuit so that your
top scores can be seen by other players
• Buy Keys, which unlock new areas and new activities in which to spend your Stars.
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CONCLUSIONS
Human-driven semantic content authoringIncentives and participatory design
Example: Casual gamesExample: Virtual worlds
Conclusions
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Summary• Human contribution is needed for selected tasks in
semantic content authoring. • Web 2.0 has impressively demonstrated how strong
incentives can foster user participation and create successful applications.
• Turning semantic content creation tasks into games is an especially intriguing idea because of the potentially large amounts of human-produced data that can be created.
• Challenges are manifold: knowledge corpora, interesting game design, ensuring uptake, difficulty of tasks, etc.
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8/10/2011 www.insemtives.eu 52
Realizing the Semantic Web by encouraging millions of end-users
to create semantic content.