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What`s That? Video Tagging Games for Audiovisual Heritage Collections


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Waisda? (which translates to What`s That?) is an online video tagging game aimed at gathering tags for videos. Users tag what they see or hear and receive points for their tags. If there is mutual agreement between players for one tag, then the player receives more points.

Presentation by Maarten Brinkerink (Netherlands Institute for Sound and Vision) on October 31st 2016 at the workshop Two Birds, One Stone: Bridging cultural heritage collections with crowds and niches.

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What`s That? Video Tagging Games for Audiovisual Heritage Collections

  1. 1. WHAT’S THAT? Video Tagging Games for Audiovisual Heritage Collections Maarten Brinkerink Netherlands Institute for Sound and Vision
  2. 2. MISSI ON The Netherlands Institute for Sound and Vision is a cultural-historical organization of national interest. It collects, preserves and opens the audiovisual heritage for as many users as possible: media professionals, education, science and the general public.
  3. 3. ARCHI VE Sound and Vision (NISV) has one of the largest audiovisual archives in Europe. The institute manages over 70 percent of the Dutch audiovisual heritage. The collection contains more than a million hours of television, radio, music and film from the beginning in 1898 until today.
  4. 4. DIGITAL REPOSITORY • 11 petabyte of data • 65,000 hours of yearly ingest
  5. 5. RESEARCH AND DEVELOPMENT New trends, changing needs, technological developments and a dynamic social context demand an organisation that moves fluidly while gaining knowledge, expertise and innovative capacity.
  6. 6. R&D TOPICS • Sustainability • Metadata • Access • Digital Humanities • Users
  7. 7. R&D APPROAC H
  9. 9. COGNITIVE SURPLUS The so-called “cognitive surplus” that used to be spent on passive activities (notably watching television) can now be used in a profoundly different way, for new kinds of creativity and problem-solving. (Oomen & Aroyo, 2011, Clay Shirky 2010)
  10. 10. VIDEO LABELING GAME •Allows internet users to annotate audiovisual archive material in the form of a (serious) game •The goal of the game is consensus between players •Fun and competition as motivation
  11. 11. WH Y? •Investigate the added value of social tagging •Experimenting with new forms of services for the public •Which results in: –Time-related metadata –Social tags (bridging the semantic gap) –Interaction between the archive/broadcaster and the public
  12. 12. RESU LTS •Three implementations resulted in over a million social tags, by thousands of players •On average 50% of the social tags consists of matched tags, and 25% corresponds to controlled vocabularies •On average 10-20% of the social tags are unique •‘Super taggers’ are responsible for the vast majority of the social tags that are added
  13. 13. RESU LTS • The extent to which expert cataloguers deem the social tags to be useful, heavily depends on the type of content • The balance between social tags that correspond with terms from a controlled-vocabulary and terms invented by users themselves, also depends heavily on the type of content • First experiments suggest that the social tags enable high recall fragment retrieval
  14. 14. LESSONS LEARNED •Don’t try to reach a broad audience, but find an active niche •Open knowledge structures provide a way to structure the data that is gathered, and – at the same time – provide great possibilities for linking collections •Crowdsourcing means accepting and respecting multiple authorities and perspective, in regards to your collection
  15. 15. THANKS! QUESTIONS? @mbrinkerink @benglabs