732 research outputs found

    Fake Opinion Detection: How Similar are Crowdsourced Datasets to Real Data?

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    [EN] Identifying deceptive online reviews is a challenging tasks for Natural Language Processing (NLP). Collecting corpora for the task is difficult, because normally it is not possible to know whether reviews are genuine. A common workaround involves collecting (supposedly) truthful reviews online and adding them to a set of deceptive reviews obtained through crowdsourcing services. Models trained this way are generally successful at discriminating between `genuine¿ online reviews and the crowdsourced deceptive reviews. It has been argued that the deceptive reviews obtained via crowdsourcing are very different from real fake reviews, but the claim has never been properly tested. In this paper, we compare (false) crowdsourced reviews with a set of `real¿ fake reviews published on line. We evaluate their degree of similarity and their usefulness in training models for the detection of untrustworthy reviews. We find that the deceptive reviews collected via crowdsourcing are significantly different from the fake reviews published online. In the case of the artificially produced deceptive texts, it turns out that their domain similarity with the targets affects the models¿ performance, much more than their untruthfulness. This suggests that the use of crowdsourced datasets for opinion spam detection may not result in models applicable to the real task of detecting deceptive reviews. As an alternative method to create large-size datasets for the fake reviews detection task, we propose methods based on the probabilistic annotation of unlabeled texts, relying on the use of meta-information generally available on the e-commerce sites. Such methods are independent from the content of the reviews and allow to train reliable models for the detection of fake reviews.Leticia Cagnina thanks CONICET for the continued financial support. This work was funded by MINECO/FEDER (Grant No. SomEMBED TIN2015-71147-C2-1-P). The work of Paolo Rosso was partially funded by the MISMIS-FAKEnHATE Spanish MICINN research project (PGC2018-096212-B-C31). Massimo Poesio was in part supported by the UK Economic and Social Research Council (Grant Number ES/M010236/1).Fornaciari, T.; Cagnina, L.; Rosso, P.; Poesio, M. (2020). Fake Opinion Detection: How Similar are Crowdsourced Datasets to Real Data?. Language Resources and Evaluation. 54(4):1019-1058. https://doi.org/10.1007/s10579-020-09486-5S10191058544Baeza-Yates, R. (2018). Bias on the web. Communications of the ACM, 61(6), 54–61.Banerjee, S., & Chua, A. Y. (2014). Applauses in hotel reviews: Genuine or deceptive? In: Science and Information Conference (SAI), 2014 (pp. 938–942). New York: IEEE.Bhargava, R., Baoni, A., & Sharma, Y. (2018). Composite sequential modeling for identifying fake reviews. Journal of Intelligent Systems,. https://doi.org/10.1515/jisys-2017-0501.Bickel, P. 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    Augmenting the performance of image similarity search through crowdsourcing

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    Crowdsourcing is defined as “outsourcing a task that is traditionally performed by an employee to a large group of people in the form of an open call” (Howe 2006). Many platforms designed to perform several types of crowdsourcing and studies have shown that results produced by crowds in crowdsourcing platforms are generally accurate and reliable. Crowdsourcing can provide a fast and efficient way to use the power of human computation to solve problems that are difficult for machines to perform. From several different microtasking crowdsourcing platforms available, we decided to perform our study using Amazon Mechanical Turk. In the context of our research we studied the effect of user interface design and its corresponding cognitive load on the performance of crowd-produced results. Our results highlighted the importance of a well-designed user interface on crowdsourcing performance. Using crowdsourcing platforms such as Amazon Mechanical Turk, we can utilize humans to solve problems that are difficult for computers, such as image similarity search. However, in tasks like image similarity search, it is more efficient to design a hybrid human–machine system. In the context of our research, we studied the effect of involving the crowd on the performance of an image similarity search system and proposed a hybrid human–machine image similarity search system. Our proposed system uses machine power to perform heavy computations and to search for similar images within the image dataset and uses crowdsourcing to refine results. We designed our content-based image retrieval (CBIR) system using SIFT, SURF, SURF128 and ORB feature detector/descriptors and compared the performance of the system using each feature detector/descriptor. Our experiment confirmed that crowdsourcing can dramatically improve the CBIR system performance

    Extracting Cultural Commonsense Knowledge at Scale

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    Structured knowledge is important for many AI applications. Commonsenseknowledge, which is crucial for robust human-centric AI, is covered by a smallnumber of structured knowledge projects. However, they lack knowledge abouthuman traits and behaviors conditioned on socio-cultural contexts, which iscrucial for situative AI. This paper presents CANDLE, an end-to-end methodologyfor extracting high-quality cultural commonsense knowledge (CCSK) at scale.CANDLE extracts CCSK assertions from a huge web corpus and organizes them intocoherent clusters, for 3 domains of subjects (geography, religion, occupation)and several cultural facets (food, drinks, clothing, traditions, rituals,behaviors). CANDLE includes judicious techniques for classification-basedfiltering and scoring of interestingness. Experimental evaluations show thesuperiority of the CANDLE CCSK collection over prior works, and an extrinsicuse case demonstrates the benefits of CCSK for the GPT-3 language model. Codeand data can be accessed at https://cultural-csk.herokuapp.com/.<br

    Crowdsourcing a text corpus for a low resource language

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    Low resourced languages, such as South Africa's isiXhosa, have a limited number of digitised texts, making it challenging to build language corpora and the information retrieval services, such as search and translation that depend on them. Researchers have been unable to assemble isiXhosa corpora of sufficient size and quality to produce working machine translation systems and it has been acknowledged that there is little to know training data and sourcing translations from professionals can be a costly process. A crowdsourcing translation game which paid participants for their contributions was proposed as a solution to source original and relevant parallel corpora for low resource languages such as isiXhosa. The objectives of this dissertation is to report on the four experiments that were conducted to assess user motivation and contribution quantity under various scenarios using the developed crowdsourcing translation game. The first experiment was a pilot study to test a custom built system and to find out if social network users would volunteer to participate in a translation game for free. The second experiment tested multiple payment schemes with users from the University of Cape Town. The schemes rewarded users with consistent, increasing or decreasing amounts for subsequent contributions. Experiment 3 tested whether the same users from Experiment 2 would continue contributing if payments were taken away. The last experiment tested a payment scheme that did not offer a direct and guaranteed reward. Users were paid based on their leaderboard placement and only a limited number of the top leaderboard spots were allocated rewards. From experiment 1 and 3 we found that people do not volunteer without financial incentives, experiment 2 and 4 showed that people want increased rewards when putting in increased effort , experiment 3 also showed that people will not continue contributing if the financial incentives are taken away and experiment 4 also showed that the possibility of incentives is as attractive as offering guaranteed incentives

    Gamifying Language Resource Acquisition

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    PhD ThesisNatural Language Processing, is an important collection of methods for processing the vast amounts of available natural language text we continually produce. These methods make use of supervised learning, an approach that learns from large amounts of annotated data. As humans, we’re able to provide information about text that such systems can learn from. Historically, this was carried out by small groups of experts. However, this did not scale. This led to various crowdsourcing approaches being taken that used large pools of non-experts. The traditional form of crowdsourcing was to pay users small amounts of money to complete tasks. As time progressed, gamification approaches such as GWAPs, showed various benefits over the micro-payment methods used before. These included a cost saving, worker training opportunities, increased worker engagement and potential to far exceed the scale of crowdsourcing. While these were successful in domains such as image labelling, they struggled in the domain of text annotation, which wasn’t such a natural fit. Despite many challenges, there were also clearly many opportunities and benefits to applying this approach to text annotation. Many of these are demonstrated by Phrase Detectives. Based on lessons learned from Phrase Detectives and investigations into other GWAPs, in this work, we attempt to create full GWAPs for NLP, extracting the benefits of the methodology. This includes training, high quality output from non-experts and a truly game-like GWAP design that players are happy to play voluntarily

    Towards Fairer Datasets: Filtering and Balancing the Distribution of the People Subtree in the ImageNet Hierarchy

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    Computer vision technology is being used by many but remains representative of only a few. People have reported misbehavior of computer vision models, including offensive prediction results and lower performance for underrepresented groups. Current computer vision models are typically developed using datasets consisting of manually annotated images or videos; the data and label distributions in these datasets are critical to the models' behavior. In this paper, we examine ImageNet, a large-scale ontology of images that has spurred the development of many modern computer vision methods. We consider three key factors within the "person" subtree of ImageNet that may lead to problematic behavior in downstream computer vision technology: (1) the stagnant concept vocabulary of WordNet, (2) the attempt at exhaustive illustration of all categories with images, and (3) the inequality of representation in the images within concepts. We seek to illuminate the root causes of these concerns and take the first steps to mitigate them constructively.Comment: Accepted to FAT* 202

    How reliable are online speech intelligibility studies with known listener cohorts?

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    Although the use of nontraditional settings for speech perception experiments is growing, there have been few controlled comparisons of online and laboratory modalities in the context of speech intelligibility. The current study compares outcomes from three web-based replications of recent laboratory studies involving distorted, masked, fil- tered, and enhanced speech, amounting to 40 separate conditions. Rather than relying on unrestricted crowdsourcing, this study made use of participants from the population that would normally volunteer to take part physically in labo- ratory experiments. In sentence transcription tasks, the web cohort produced intelligibility scores 3–6 percentage points lower than their laboratory counterparts, and test modality interacted with experimental condition. These disparities and interactions largely disappeared after the exclusion of those web listeners who self-reported the use of low quality headphones, and the remaining listener cohort was also able to replicate key outcomes of each of the three laboratory studies. The laboratory and web modalities produced similar measures of experimental efficiency based on listener variability, response errors, and outlier counts. These findings suggest that the combination of known listener cohorts and moderate headphone quality provides a feasible alternative to traditional laboratory intel- ligibility studies.Basque Government Consolidados programme under Grant No. IT311-1

    Accurate and budget-efficient text, image, and video analysis systems powered by the crowd

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    Crowdsourcing systems empower individuals and companies to outsource labor-intensive tasks that cannot currently be solved by automated methods and are expensive to tackle by domain experts. Crowdsourcing platforms are traditionally used to provide training labels for supervised machine learning algorithms. Crowdsourced tasks are distributed among internet workers who typically have a range of skills and knowledge, differing previous exposure to the task at hand, and biases that may influence their work. This inhomogeneity of the workforce makes the design of accurate and efficient crowdsourcing systems challenging. This dissertation presents solutions to improve existing crowdsourcing systems in terms of accuracy and efficiency. It explores crowdsourcing tasks in two application areas, political discourse and annotation of biomedical and everyday images. The first part of the dissertation investigates how workers' behavioral factors and their unfamiliarity with data can be leveraged by crowdsourcing systems to control quality. Through studies that involve familiar and unfamiliar image content, the thesis demonstrates the benefit of explicitly accounting for a worker's familiarity with the data when designing annotation systems powered by the crowd. The thesis next presents Crowd-O-Meter, a system that automatically predicts the vulnerability of crowd workers to believe \enquote{fake news} in text and video. The second part of the dissertation explores the reversed relationship between machine learning and crowdsourcing by incorporating machine learning techniques for quality control of crowdsourced end products. In particular, it investigates if machine learning can be used to improve the quality of crowdsourced results and also consider budget constraints. The thesis proposes an image analysis system called ICORD that utilizes behavioral cues of the crowd worker, augmented by automated evaluation of image features, to infer the quality of a worker-drawn outline of a cell in a microscope image dynamically. ICORD determines the need to seek additional annotations from other workers in a budget-efficient manner. Next, the thesis proposes a budget-efficient machine learning system that uses fewer workers to analyze easy-to-label data and more workers for data that require extra scrutiny. The system learns a mapping from data features to number of allocated crowd workers for two case studies, sentiment analysis of twitter messages and segmentation of biomedical images. Finally, the thesis uncovers the potential for design of hybrid crowd-algorithm methods by describing an interactive system for cell tracking in time-lapse microscopy videos, based on a prediction model that determines when automated cell tracking algorithms fail and human interaction is needed to ensure accurate tracking
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