12 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

    On the Role of User-generated Metadata in Audio Visual Collections

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    Recently, various crowdsourcing initiatives showed that targeted efforts of user communities result in massive amo

    Les institutions culturelles en coopération avec les communautés en ligne. L’exemple du Wikipédien en résidence

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    Le web social permet de nouvelles interactions avec les usagers des institutions culturelles dont le recours à des communautés en ligne (Flickr, Wikimedia) afin de promouvoir et enrichir leurs collections. La coopération avec ces communautés ainsi que l'engagement de certaines d'entre elles envers des institutions culturelles nous amènent à reconsidérer l'usage du terme générique "crowdsourcing" utilisé pour décrire ce phénomène. Basé sur une enquête internationale, cette étude s'intéresse au cas particulier du Wikipédien en résidence (WiR) qui officie en tant que représentant et conseiller de Wikimédia au sein de l'institution culturelle. S'ils sont expérimentés dans le monde Wikimedia, une grande majorité des WiRs ne viennent pas du milieu des institutions culturelles. Diverses, les activités qu'ils mènent sont orientées à la fois sur l'amélioration de la qualité des projets Wikimedia, sur la promotion des collections de l'institution culturelle et sur la formation des professsionnels de l'information. Ce travail s'arrête également sur les buts, les points de convergence et les obstacles à une collaboration entre les institutions culturelles et Wikimedia qui partagent l'idéal de transmettre librement et sans discrimination des informations au plus grand nombre de personnes. En outre, l'étude montre que la grande majorité des institutions culturelles ayant recruté un WiR continue à collaborer avec Wikimedia et a acquis une indépendance dans la participation à certains projets

    Studying User Browsing Behavior Through Gamified Search Tasks

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    Etat de l\u27art en matière de crowdsourcing

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    Document réalisé dans le cadre d’un projet de Recherche & Développement pour la conception d’une plateforme de correction collaborative et d’enrichissement des documents numérisés

    Rethinking Change

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    UIDB/00417/2020 UIDP/00417/2020No seguimento da Conferência Internacional sobre Arte, Museus e Culturas Digitais (Abril 2021), este e-book pretende aprofundar a discussão sobre o conceito de mudança, geralmente associado à relação entre cultura e tecnologia. Através dos contributos de 32 autores, de 12 países, questiona-se não só a forma como o digital tem motivado novas práticas artísticas e curatoriais, mas também o inverso, observando como propostas críticas e criativas no campo da arte e dos museus têm aberto vias alternativas para o desenvolvimento tecnológico. Assumindo a diversidade de perspectivas sobre o tema, de leituras retrospectivas à análise de questões e projectos recentes, o livro estrutura-se em torno de sete capítulos e um ensaio visual, evidenciando os territórios de colaboração e cruzamento entre diferentes áreas de conhecimento científico. Disponível em acesso aberto, esta publicação resulta de um projecto colaborativo promovido pelo Instituto de História da Arte, Faculdade de Ciências Sociais e Humanas, Universidade NOVA de Lisboa e pelo maat – Museu de Arte, Arquitectura e Tecnologia. Instituição parceira: Instituto Superior Técnico. Mecenas: Fundação Millennium bcp. Media partner: revista Umbigo. Following the International Conference on Art, Museums and Digital Cultures (April 2021), this e-book seeks to extend the discussion on the concept of change that is usually associated with the relationship between culture and technology. Through the contributions of 32 authors from 12 countries, the book not only questions how digital media have inspired new artistic and curatorial practices, but also how, conversely, critical and creative proposals in the fields of art and museums have opened up alternative paths to technological development. Acknowledging the different approaches to the topic, ranging from retrospective readings to the analysis of recent issues and projects, the book is divided into seven sections and a visual essay, highlighting collaborative territories and the crossovers between different areas of scientific knowledge. Available in open access, this publication is the result of a collaborative project promoted by the Institute of Art History of the School of Social Sciences and Humanities, NOVA University of Lisbon and maat – Museum of Art, Architecture and Technology. Partner institution: Instituto Superior Técnico. Sponsor: Millennium bcp Foundation. Media partner: Umbigo magazine.publishersversionpublishe

    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

    Anotação Emocional de Filmes com Gamificação

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    Tese de mestrado, Engenharia Informática (Sistema de Informação) Universidade de Lisboa, Faculdade de Ciências, 2022O entretenimento esteve sempre presente nas atividades humanas, satisfazendo necessidades e desempenhando um papel na vida dos indivíduos e das comunidades. Em particular, os filmes e os jogos têm um forte impacto emocional sobre nós; os primeiros com o seu rico conteúdo multimédia e a própria história e os segundos tendem a desafiar-nos e a cativar-nos a enfrentar desafios e, espera-se, alcançar experiências e resultados gratificantes. Nesta dissertação apresentamos uma aplicação web desenvolvida no laboratório de investigação LASIGE (DI-FCUL), concebida e desenvolvida para aceder a filmes com base no impacto emocional, com o foco na anotação emocional de filmes, utilizando diferentes representações emocionais e elementos de gamificação no sentido de incentivar mais os utilizadores nestas tarefas, para além das suas motivações intrínsecas. Estas anotações, com abordagens de Machine Learning, podem ajudar a enriquecer a classificação emocional dos filmes e o seu impacto nos utilizadores, ajudando mais tarde a encontrar filmes baseados nesse impacto. Podem também ser guardadas como notas pessoais, num diário (Personal Journal), onde os utilizadores registam os filmes que mais apreciam, e que podem rever e até mesmo comparar ao longo da sua jornada. Apresentam-se também os dois momentos de avaliação com grupos de participantes, permitindo avaliar e aprender sobre a utilidade, usabilidade e a experiência do utilizador com a aplicação, identificando as características e direções mais promissoras para os futuros melhoramentos e desenvolvimentos.Entertainment has always been present in human activities, satisfying needs and playing a role in the lives of individuals and communities. In particular, movies and games have a strong emotional impact on us; the first with their rich multimedia content and the story itself, and the second tend to challenge and entice us to face challenges and hopefully achieve rewarding experiences and results. In this dissertation we present a web application developed at LASIGE research lab (DIFCUL), designed and developed to access movies based on emotional impact, focusing on emotional annotation of movies, using different emotional representations and gamification elements in order to further encourage users in these tasks, beyond their intrinsic motivations. These annotations, with machine learning approaches, can help enrich the emotional classification of films and their impact on users, later helping to find films based on that impact. They can also be kept as personal notes, in a diary (Personal Journal), where users record the movies they enjoy most, and which they can review and even compare along their journey. The two evaluation moments with groups of participants are also presented, allowing us to evaluate and learn about the usefulness, usability, and the user experience with the application, identifying the most promising features and directions for future improvements and developments

    Kunstgeschichte berechnet: Interdisziplinäre Bilddatenanalyse crowdgesourcter Annotationen

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    Die mit dem kunstgeschichtlichen Online-Spiel ARTigo gesammelten Tags sind Gegenstand einer Datenanalyse. Es wird aufgezeigt, welche Information in den zumeist von Laien eingegebenen Schlagworten steckt. Zunächst werden historische Beispiele für Crowdsourcing genannt, die dieses Verfahren als Teil der Geschichte des Menschen beschreiben. Außerdem wird eine Einordnung in Kategorien existierender Crowdsourcing-Projekte aus dem Bereich der Kunstgeschichte vorgenommen. Darauf folgt eine kurze Gegenüberstellung von Metadaten von Expertensystemen mit jenen crowdgenerierter Systeme. Der anschließend dargelegte Zusammenhang zwischen Spielen und Lernen erklärt die Bedeutung des Spiels für institutionelle Lernprozesse. Den Schwerpunkt der Arbeit bildet eine umfangreiche Datenanalyse. Mittels verschiedener Verfahren, wie statistischen Berechnungen, Textmining-Analysen sowie Analysen mit verschiedenen webbasierten Tools werden kunstgeschichtliche und wahrnehmungspsychologische Zusammenhänge untersucht. Dies alles mündet in Überlegungen, welche Kriterien für Social-Tagging-Anwendungen mit Lerneffekt relevant sein könnten
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