Jon Chamberlain


2020

pdf bib
Speaking Outside the Box: Exploring the Benefits of Unconstrained Input in Crowdsourcing and Citizen Science Platforms
Jon Chamberlain | Udo Kruschwitz | Massimo Poesio
Proceedings of the LREC 2020 Workshop on "Citizen Linguistics in Language Resource Development"

Crowdsourcing approaches provide a difficult design challenge for developers. There is a trade-off between the efficiency of the task to be done and the reward given to the user for participating, whether it be altruism, social enhancement, entertainment or money. This paper explores how crowdsourcing and citizen science systems collect data and complete tasks, illustrated by a case study from the online language game-with-a-purpose Phrase Detectives. The game was originally developed to be a constrained interface to prevent player collusion, but subsequently benefited from posthoc analysis of over 76k unconstrained inputs from users. Understanding the interface design and task deconstruction are critical for enabling users to participate in such systems and the paper concludes with a discussion of the idea that social networks can be viewed as form of citizen science platform with both constrained and unconstrained inputs making for a highly complex dataset.

pdf bib
Cipher: A Prototype Game-with-a-Purpose for Detecting Errors in Text
Liang Xu | Jon Chamberlain
Workshop on Games and Natural Language Processing

Errors commonly exist in machine-generated documents and publication materials; however, some correction algorithms do not perform well for complex errors and it is costly to employ humans to do the task. To solve the problem, a prototype computer game called Cipher was developed that encourages people to identify errors in text. Gamification is achieved by introducing the idea of steganography as the entertaining game element. People play the game for entertainment while they make valuable annotations to locate text errors. The prototype was tested by 35 players in a evaluation experiment, creating 4,764 annotations. After filtering the data, the system detected manually introduced text errors and also genuine errors in the texts that were not noticed when they were introduced into the game.

pdf bib
Aggregation Driven Progression System for GWAPs
Osman Doruk Kicikoglu | Richard Bartle | Jon Chamberlain | Silviu Paun | Massimo Poesio
Workshop on Games and Natural Language Processing

As the uses of Games-With-A-Purpose (GWAPs) broadens, the systems that incorporate its usages have expanded in complexity. The types of annotations required within the NLP paradigm set such an example, where tasks can involve varying complexity of annotations. Assigning more complex tasks to more skilled players through a progression mechanism can achieve higher accuracy in the collected data while acting as a motivating factor that rewards the more skilled players. In this paper, we present the progression technique implemented in Wormingo , an NLP GWAP that currently includes two layers of task complexity. For the experiment, we have implemented four different progression scenarios on 192 players and compared the accuracy and engagement achieved with each scenario.