8 research outputs found

    Third International Workshop on Gamification for Information Retrieval (GamifIR'16)

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    Stronger engagement and greater participation is often crucial to reach a goal or to solve an issue. Issues like the emerging employee engagement crisis, insufficient knowledge sharing, and chronic procrastination. In many cases we need and search for tools to beat procrastination or to change people’s habits. Gamification is the approach to learn from often fun, creative and engaging games. In principle, it is about understanding games and applying game design elements in a non-gaming environments. This offers possibilities for wide area improvements. For example more accurate work, better retention rates and more cost effective solutions by relating motivations for participating as more intrinsic than conventional methods. In the context of Information Retrieval (IR) it is not hard to imagine that many tasks could benefit from gamification techniques. Besides several manual annotation tasks of data sets for IR research, user participation is important in order to gather implicit or even explicit feedback to feed the algorithms. Gamification, however, comes with its own challenges and its adoption in IR is still in its infancy. Given the enormous response to the first and second GamifIR workshops that were both co-located with ECIR, and the broad range of topics discussed, we now organized the third workshop at SIGIR 2016 to address a range of emerging challenges and opportunities

    GamifIR 2016: SIGIR 2016 Workshop on Gamification for Information Retrieval

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    The third workshop on Gamification for Information Retrieval (GamifIR) took place on the 21th of July 2016 in conjunction with SIGIR 2016 in Pisa, Italy. It was the first GamifIR held in conjunction with the SIGIR, the first and second GamifIR workshops were both colocated with ECIR. The workshop program included one invited keynote presentation, seven paper presentations and a discussion session. The keynote presentation stated the necessity of proper theory for gamification design and resulting opportunities. The paper presentation covered studies on diverse areas and approaches for the application of gamification

    Increasing Engagement with the Library via Gamification

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    One of the main challenges faced by providers of interactive information access systems is to engage users in the use their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such 'gamified' systems

    Third International Workshop on Gamification

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    Stronger engagement and greater participation is often crucial to reach a goal or to solve an issue. Issues like the emerging employee engagement crisis, insufficient knowledge sharing, and chronic procrastination. In many cases we need and search for tools to beat procrastination or to change people’s habits. Gamification is the approach to learn from often fun, creative and engaging games. In principle, it is about understanding games and applying game design elements in a non-gaming environments. This offers possibilities for wide area improvements. For example more accurate work, better retention rates and more cost effective solutions by relating motivations for participating as more intrinsic than conventional methods. In the context of Information Retrieval (IR) it is not hard to imagine that many tasks could benefit from gamification techniques. Besides several manual annotation tasks of data sets for IR research, user participation is important in order to gather implicit or even explicit feedback to feed the algorithms. Gamification, however, comes with its own challenges and its adoption in IR is still in its infancy. Given the enormous response to the first and second GamifIR workshops that were both co-located with ECIR, and the broad range of topics discussed, we now organized the third workshop at SIGIR 2016 to address a range of emerging challenges and opportunities

    Razvoj platforme Trubadur in novi izzivi v prihajajočih letih

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    Trubadur je odprtokodna platforma za urjenje glasbenega posluha z avtomatiziranimi vajami ritmičnega in intervalnega nareka. Platformo smo ovrednotili z dijaki Konservatorija za glasbo in balet Ljubljana v šolskih letih 2018/19–2020/21. Rezultati evalvacije so pokazali, da lahko uporaba platforme poveča uspešnost pri testih in predstavlja dopolnitev učenja na daljavo

    Data-driven gamification design

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    Gamification has been attracted much interest, not only in the HCI community, in the last few years. However, there is still a lack of insights and theory on the relationships between game design elements, motivation, domain context and user behavior. In this workshop we want to discover the potentials of data-driven gamification design optimization, e.g. by the application of machine learning techniques on user interaction data in a certain domain

    Gamification Framework for Sensor Data Analytics

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    Data in all of its form is becoming a central part of our existence, it is being captured in every facets of our everyday life: social media, pictures, smartphones, wearable devices, smart building etc. One of the main drivers of this Big Data Revolution is the Internet of Things, which enables inert objects to communicate through a multitude of sensors. The data amassed fuels a thirst for information, the extraction of such knowledge is rendered possible through Data Analytics Techniques. However, when it comes to sensor data our large-scale ability to perform analytics is highly limited by the difficulties associated with collecting sensor data labels. Current crowdsourcing platforms historically used to gather labels are unable to process sensor data due to its low level nature. The solution proposed in this thesis enables the deployment of a crowdsourcing platform for sensor data. This research presents a novel solution to acquire sensor labels by leveraging the power of crowdsourcing using gamification. The work in this thesis describes not only a framework that facilitates the capture of sensor data label through a flexible gamification architecture but also a solution that outlines the mechanics required to integrate gamification in a variety of contexts. Additionally, the framework is designed in a flexible manner to support any type of sensor data given that human can readily interact with them. Additionally, the work presented describes and supports both real time and historical data analytics through the captured data and associated labels. This work was successfully evaluated in the context of a case study where the gamification implementation was tested for a number of electrical sensors. Real time and historical data analytics were successfully performed with the use of the framework. The robustness of the solution was evaluated though the injection of invalid data and the result showed that the framework is effectively capable of reducing the level of noise in the data labels

    ECIR 2015 Workshop on Gamification for Information Retrieval (GamifIR'15)

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    The second workshop on Gamification for Information Retrieval took place at ECIR 2015 in Vienna, Austria on the 29th of March. The workshop program included two invited keynote presentations, seven oral presentations of refereed papers, lots of mini discussion sessions and a fishbowl session. The presentations covered diverse topics from playing around with an eye tracker to a game with IR papers and even a game of scientific hangman, generating lively and fun discussions. The workshop was a crowdpinion experiment itself, gathering participants' momentary opinions via an Android app. One of the main themes of the day was the interplay of gamification aspects and incentives, where the key challenge is to align player motivations with the goal of the task. Any misalignment may lead to gamification as a tool being more damaging than useful with users' focus shifting from the task to gaming the system.</jats:p
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