7 research outputs found

    Waisda?: video labeling game

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    The Waisda? video labeling game is a crowsourcing tool to collect user-generated metadata for video clips. It follows the paradigm of games-with-a-purpose, where two or more users play against each other by entering tags that describe the content of the video. Players score points by entering the same tags as one of the other players. As a result each video that is played in the game is annotated with tags that are anchored to a time point in the video. Waisda? has been deployed in two projects with videos from Dutch broadcasters. With the open source version of Waisda? crowdsourcing of video annotation becomes available for any online video collection

    Accurator: Nichesourcing for Cultural Heritage

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    With more and more cultural heritage data being published online, their usefulness in this open context depends on the quality and diversity of descriptive metadata for collection objects. In many cases, existing metadata is not adequate for a variety of retrieval and research tasks and more specific annotations are necessary. However, eliciting such annotations is a challenge since it often requires domain-specific knowledge. Where crowdsourcing can be successfully used for eliciting simple annotations, identifying people with the required expertise might prove troublesome for tasks requiring more complex or domain-specific knowledge. Nichesourcing addresses this problem, by tapping into the expert knowledge available in niche communities. This paper presents Accurator, a methodology for conducting nichesourcing campaigns for cultural heritage institutions, by addressing communities, organizing events and tailoring a web-based annotation tool to a domain of choice. The contribution of this paper is threefold: 1) a nichesourcing methodology, 2) an annotation tool for experts and 3) validation of the methodology and tool in three case studies. The three domains of the case studies are birds on art, bible prints and fashion images. We compare the quality and quantity of obtained annotations in the three case studies, showing that the nichesourcing methodology in combination with the image annotation tool can be used to collect high quality annotations in a variety of domains and annotation tasks. A user evaluation indicates the tool is suited and usable for domain specific annotation tasks

    Hear Me Out: A Study on the Use of the Voice Modality for Crowdsourced Relevance Assessments

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    The creation of relevance assessments by human assessors (often nowadays crowdworkers) is a vital step when building IR test collections. Prior works have investigated assessor quality & behaviour, though into the impact of a document's presentation modality on assessor efficiency and effectiveness. Given the rise of voice-based interfaces, we investigate whether it is feasible for assessors to judge the relevance of text documents via a voice-based interface. We ran a user study (n = 49) on a crowdsourcing platform where participants judged the relevance of short and long documents sampled from the TREC Deep Learning corpus-presented to them either in the text or voice modality. We found that: (i) participants are equally accurate in their judgements across both the text and voice modality; (ii) with increased document length it takes participants significantly longer (for documents of length > 120 words it takes almost twice as much time) to make relevance judgements in the voice condition; and (iii) the ability of assessors to ignore stimuli that are not relevant (i.e., inhibition) impacts the assessment quality in the voice modality-assessors with higher inhibition are significantly more accurate than those with lower inhibition. Our results indicate that we can reliably leverage the voice modality as a means to effectively collect relevance labels from crowdworkers.Comment: Accepted at SIGIR 202

    VideoTag: Encouraging the Effective Tagging of Internet Videos Through Tagging Games

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    A thesis submitted in partial fulfillment of the requirements of the University of Wolverhampton for the degree of Doctor of PhilosophyAbstract The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.University of Wolverhampto

    From social tagging to polyrepresentation: a study of expert annotating behavior of moving images

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    Mención Internacional en el título de doctorThis thesis investigates “nichesourcing” (De Boer, Hildebrand, et al., 2012), an emergent initiative of cultural heritage crowdsoucing in which niches of experts are involved in the annotating tasks. This initiative is studied in relation to moving image annotation, and in the context of audiovisual heritage, more specifically, within the sector of film archives. The work presents a case study of film and media scholars to investigate the types of annotations and attribute descriptions that they could eventually contribute, as well as the information needs, and seeking and searching behaviors of this group, in order to determine what the role of the different types of annotations in supporting their expert tasks would be. The study is composed of three independent but interconnected studies using a mixed methodology and an interpretive approach. It uses concepts from the information behavior discipline, and the "Integrated Information Seeking and Retrieval Framework" (IS&R) (Ingwersen and Järvelin, 2005) as guidance for the investigation. The findings show that there are several types of annotations that moving image experts could contribute to a nichesourcing initiative, of which time-based tags are only one of the possibilities. The findings also indicate that for the different foci in film and media research, in-depth indexing at the content level is only needed for supporting a specific research focus, for supporting research in other domains, or for engaging broader audiences. The main implications at the level of information infrastructure are the requirement for more varied annotating support, more interoperability among existing metadata standards and frameworks, and the need for guidelines about crowdsoucing and nichesourcing implementation in the audiovisual heritage sector. This research presents contributions to the studies of social tagging applied to moving images, to the discipline of information behavior, by proposing new concepts related to the area of use behavior, and to the concept of “polyrepresentation” (Ingwersen, 1992, 1996) applied to the humanities domain.Esta tesis investiga la iniciativa del nichesourcing (De Boer, Hildebrand, et al., 2012), como una forma de crowdsoucing en sector del patrimonio cultural, en la cuál grupos de expertos participan en las tareas de anotación de las colecciones. El ámbito de aplicación es la anotación de las imágenes en movimiento en el contexto del patrimonio audiovisual, más específicamente, en el caso de los archivos fílmicos. El trabajo presenta un estudio de caso aplicado a un dominio específico de expertos en el ámbito audiovisual: los académicos de cine y medios. El análisis se centra en dos aspectos específicos del problema: los tipos de anotaciones y atributos en las descripciones que podrían obtenerse de este nicho de expertos; y en las necesidades de información y el comportamiento informacional de dicho grupo, con el fin de determinar cuál es el rol de los diferentes tipos de anotaciones en sus tareas de investigación. La tesis se compone de tres estudios independientes e interconectados; se usa una metodología mixta e interpretativa. El marco teórico se compone de conceptos del área de estudios de comportamiento informacional (“information behavior”) y del “Marco integrado de búsqueda y recuperación de la información” ("Integrated Information Seeking and Retrieval Framework" (IS&R)) propuesto por Ingwersen y Järvelin (2005), que sirven de guía para la investigación. Los hallazgos indican que existen diversas formas de anotación de la imagen en movimiento que podrían generarse a partir de las contribuciones de expertos, de las cuáles las etiquetas a nivel de plano son sólo una de las posibilidades. Igualmente, se identificaron diversos focos de investigación en el área académica de cine y medios. La indexación detallada de contenidos sólo es requerida por uno de esos grupos y por investigadores de otras disciplinas, o como forma de involucrar audiencias más amplias. Las implicaciones más relevantes, a nivel de la infraestructura informacional, se refieren a los requisitos de soporte a formas más variadas de anotación, el requisito de mayor interoperabilidad de los estándares y marcos de metadatos, y la necesidad de publicación de guías de buenas prácticas sobre de cómo implementar iniciativas de crowdsoucing o nichesourcing en el sector del patrimonio audiovisual. Este trabajo presenta aportes a la investigación sobre el etiquetado social aplicado a las imágenes en movimiento, a la disciplina de estudios del comportamiento informacional, a la que se proponen nuevos conceptos relacionados con el área de uso de la información, y al concepto de “poli-representación” (Ingwersen, 1992, 1996) en las disciplinas humanísticas.Programa Oficial de Doctorado en Documentación: Archivos y Bibliotecas en el Entorno DigitalPresidente: Peter Emil Rerup Ingwersen.- Secretario: Antonio Hernández Pérez.- Vocal: Nils Phar

    An Evaluation of Labelling-Game Data for Video Retrieval

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    Abstract. Games with a purpose (GWAPs) are increasingly used in audio-visual collections as a mechanism for annotating videos through tagging. This trend is driven by the assumption that user tags will improve video search. In this paper we study whether this is indeed the case. To this end, we create an evaluation dataset that consists of: (i) a set of videos tagged by users via video labelling game, (ii) a set of queries derived from real-life query logs, and (iii) relevance judgements. Besides user tags from the labelling game, we exploit the existing metadata associated with the videos (textual descriptions and curated in-house tags) and closed captions. Our findings show that search based on user tags alone outperforms search based on all other metadata types. Combining user tags with the other types of metadata yields an increase in search performance of 33%. We also find that the search performance of user tags steadily increases as more tags are collected.
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