Gamification for Word Sense Labeling

@inproceedings{Venhuizen2013GamificationFW,
  title={Gamification for Word Sense Labeling},
  author={Noortje J. Venhuizen and Valerio Basile and Kilian Evang and Johan Bos},
  booktitle={IWCS},
  year={2013}
}
Obtaining gold standard data for word sense disambiguation is important but costly. We show how it can be done using a “Game with a Purpose” (GWAP) called Wordrobe. This game consists of a large set of multiple-choice questions on word senses generated from the Groningen Meaning Bank. The players need to answer these questions, scoring points depending on the agreement with fellow players. The working assumption is that the right sense for a word can be determined by the answers given by the… CONTINUE READING
Highly Cited
This paper has 46 citations. REVIEW CITATIONS

From This Paper

Figures, tables, results, and topics from this paper.

Key Quantitative Results

  • A comparison yielded promising results, ranging from a precision of 0.88 and recall of 0.83 for relative majority agreement, to a precision of 0.98 and recall of 0.35 for questions that were answered unanimously.

Citations

Publications citing this paper.
Showing 1-10 of 34 extracted citations

The Inclusion of Gamification Solutions to Enhance User Enjoyment on Crowdsourcing Platforms

2018 First Asian Conference on Affective Computing and Intelligent Interaction (ACII Asia) • 2018
View 1 Excerpt

Finding Errors in a Chinese Lexico-Semantic Resource Using GWAP

2017 IEEE 11th International Conference on Semantic Computing (ICSC) • 2017
View 1 Excerpt

Similar Papers

Loading similar papers…