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Collaborative knowledge
             creation is not a game
                           Elena Simperl
            Talk at the Semantic Web meet-up, Cluj Napoca, Romania




8/26/2011                       www.insemtives.eu                    1
Insemtives in a nutshell
• Many aspects of semantic content authoring naturally rely on human
  contribution

• Motivating users to contribute is essential for semantic technologies to
  reach critical mass and ensure sustainable growth

• Insemtives works on
    – Best practices and guidelines for incentives-compatible technology design
    – Enabling technology to realize incentivized semantic applications
    – Showcased in three case studies: enterprise knowledge management;
      services marketplace; multimedia management within virtual worlds




                                   www.insemtives.eu                              2
Incentives and motivators

• Motivation is the driving     • Incentives can be related
  force that makes humans         to both extrinsic and
  achieve their goals             intrinsic motivations
• Incentives are ‘rewards’      • Extrinsic motivation if
  assigned by an external         task is considered boring,
  ‘judge’ to a performer for      dangerous, useless,
  undertaking a specific          socially undesirable,
  task                            dislikable by the
   – Common belief (among         performer
     economists): incentives    • Intrinsic motivation is
     can be translated into a
     sum of money for all
                                  driven by an interest or
     practical purposes           enjoyment in the task
                                  itself
Extrinsic vs intrinsic motivations
• Successful volunteer crowdsourcing is difficult
  to predict or replicate
  – Highly context-specific
  – Not applicable to arbitrary tasks
• Reward models often easier to study and
  control*
  – Different models: pay-per-time, pay-per-unit, winner-
    takes-it-all…
  – Not always easy to abstract from social aspects (free-
    riding, social pressure…)
  – May undermine intrinsic motivation
                          * in cases when performance can be reliably measured
Examples




           www.insemtives.eu   5
Games with a purpose (GWAP)
  • „ a human-based computation technique in
    which a computational process performs its
    function by outsourcing certain steps to
    humans in an entertaining way”




*Wikipedia
Gamification
  • “use of game play mechanics for non-game
    applications […] in order to encourage people
    to adopt the applications”*




*Wikipedia
Image from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
Gamification features*
• Accelerated feedback cycles.
   – Annual performance appraisals vs immediate
     feedback to maintain engagement.
• Clear goals and rules of play.
   – Players feel empowered to achieve goals vs fuzzy,
     complex system of rules in real-world.
• Compelling narrative.
   – Gamification builds a narrative that engages players to
     participate and achieve the goals of the activity.

           *http://www.gartner.com/it/page.jsp?id=1629214
How to implement gamification*
• Cosmetic: adding game-like visual elements or
  copy (usually visual design or copy driven)
• Accessory: wedging in easy-to-add-on game
  elements, such as badges or adjacent products
  (usually marketing driven)
• Integrated: more subtle, deeply integrated
  elements like % complete (usually interaction
  design driven)
• Basis: making the entire offering a game (usually
  product driven)
 * http://uxmag.com/design/a-gamification-framework-for-interaction-designers
What tasks can be gamified?*
•    Decomposable into simpler tasks.
•    Nested tasks.
•    Performance is measurable.
•    Obvious rewarding scheme.
•    Skills can be arranged in a smooth learning
     curve.


    *http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html
What is different about semantic
       systems?
• Semantic Web tools
  vs applications
  – Intelligent (specialized)
    Web sites (portals) with
    improved (local) search
    based on vocabularies
    and ontologies
  – X2X integration (often
    combined with Web
    services)
  – Knowledge
    representation,
    communication and
    exchange
What do you want your
    users to do?
• Semantic applications
  – Context of the actual application
  – Need to involve users in knowledge acquisition and
    engineering tasks?
     • Incentives are related to organizational and social factors
     • Seamless integration of new features
• Semantic tools
  – Game mechanics
  – Paid crowdsourcing (integrated)
• Using results of games with a purpose
Knowledge engineering tasks
• Granularity of ontology
  engineering activities is too
  broad; further splitting is
  needed
• Crowdsource very specific
  tasks that are (highly) divisible
    – Labeling (in different
      languages)
    – Finding relationships
    – Populating the ontology
    – Aligning and interlinking
    – Ontology-based annotation
    – Validating the results of
      automatic methods
    – …


                               www.insemtives.eu   13
Example: ontology alignment




          www.insemtives.eu   14
Example: relationship finding
Example: video annotation




          www.insemtives.eu   16
Example: image annotation




8/26/2011             www.insemtives.eu   17
Example: ontology population




8/26/2011             www.insemtives.eu    18
Example: ontology evaluation




           www.insemtives.eu   19
OntoGame API
• API that provides several methods that are shared by the
  OntoGame games, such as
      –     Different agreement types (e.g. selection agreement)
      –     Input matching (e.g. , majority)
      –     Game modes (multi-player, single player)
      –     Player reliability evaluation
      –     Player matching (e.g., finding the optimal partner to play)
      –     Resource (i.e., data needed for games) management
      –     Creating semantic content
• http://insemtives.svn.sourceforge.net/viewvc/insemtives/gen
  eric-gaming-toolkit


8/26/2011                             www.insemtives.eu                   20
Lessons learned
• Tasks which can be subject to games
   – Definition of vocabulary
   – Conceptualization
       • Based on competency questions
       • Identifying instances, classes, attributes, relationships
   – Documentation
       • Labeling and definitions
       • Localization
   – Evaluation and quality assurance
       • Matching conceptualization to documentation
   – Alignment
   – Validating the results of automatic methods

• But, the approach is per design less applicable because
   – Knowledge-intensive tasks that are not easily nestable
   – Repetitive tasks  players‘ retention?

                                        www.insemtives.eu            21
Lessons learned (ii)
• Approach is feasible for mainstream domains, where a
  knowledge corpus is available
• Knowledge corpus has to be large-enough to allow for
  a rich game experience
   – But you need a critical mass of players to validate the
     results
• Advertisement is essential
• Game design vs useful content
   – Reusing well-kwown game paradigms
   – Reusing game outcomes and integration in existing
     workflows and tools
• Cost-benefit analysis
http://www.ontogame.org
    http://apps.facebook.com/ontogame
http://www.insemtives.eu/iswc2011-tutorial/

          elena.simperl@kit.edu

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Insemtives cluj meetup

  • 1. Collaborative knowledge creation is not a game Elena Simperl Talk at the Semantic Web meet-up, Cluj Napoca, Romania 8/26/2011 www.insemtives.eu 1
  • 2. Insemtives in a nutshell • Many aspects of semantic content authoring naturally rely on human contribution • Motivating users to contribute is essential for semantic technologies to reach critical mass and ensure sustainable growth • Insemtives works on – Best practices and guidelines for incentives-compatible technology design – Enabling technology to realize incentivized semantic applications – Showcased in three case studies: enterprise knowledge management; services marketplace; multimedia management within virtual worlds www.insemtives.eu 2
  • 3. Incentives and motivators • Motivation is the driving • Incentives can be related force that makes humans to both extrinsic and achieve their goals intrinsic motivations • Incentives are ‘rewards’ • Extrinsic motivation if assigned by an external task is considered boring, ‘judge’ to a performer for dangerous, useless, undertaking a specific socially undesirable, task dislikable by the – Common belief (among performer economists): incentives • Intrinsic motivation is can be translated into a sum of money for all driven by an interest or practical purposes enjoyment in the task itself
  • 4. Extrinsic vs intrinsic motivations • Successful volunteer crowdsourcing is difficult to predict or replicate – Highly context-specific – Not applicable to arbitrary tasks • Reward models often easier to study and control* – Different models: pay-per-time, pay-per-unit, winner- takes-it-all… – Not always easy to abstract from social aspects (free- riding, social pressure…) – May undermine intrinsic motivation * in cases when performance can be reliably measured
  • 5. Examples www.insemtives.eu 5
  • 6. Games with a purpose (GWAP) • „ a human-based computation technique in which a computational process performs its function by outsourcing certain steps to humans in an entertaining way” *Wikipedia
  • 7. Gamification • “use of game play mechanics for non-game applications […] in order to encourage people to adopt the applications”* *Wikipedia Image from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
  • 8. Gamification features* • Accelerated feedback cycles. – Annual performance appraisals vs immediate feedback to maintain engagement. • Clear goals and rules of play. – Players feel empowered to achieve goals vs fuzzy, complex system of rules in real-world. • Compelling narrative. – Gamification builds a narrative that engages players to participate and achieve the goals of the activity. *http://www.gartner.com/it/page.jsp?id=1629214
  • 9. How to implement gamification* • Cosmetic: adding game-like visual elements or copy (usually visual design or copy driven) • Accessory: wedging in easy-to-add-on game elements, such as badges or adjacent products (usually marketing driven) • Integrated: more subtle, deeply integrated elements like % complete (usually interaction design driven) • Basis: making the entire offering a game (usually product driven) * http://uxmag.com/design/a-gamification-framework-for-interaction-designers
  • 10. What tasks can be gamified?* • Decomposable into simpler tasks. • Nested tasks. • Performance is measurable. • Obvious rewarding scheme. • Skills can be arranged in a smooth learning curve. *http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html
  • 11. What is different about semantic systems? • Semantic Web tools vs applications – Intelligent (specialized) Web sites (portals) with improved (local) search based on vocabularies and ontologies – X2X integration (often combined with Web services) – Knowledge representation, communication and exchange
  • 12. What do you want your users to do? • Semantic applications – Context of the actual application – Need to involve users in knowledge acquisition and engineering tasks? • Incentives are related to organizational and social factors • Seamless integration of new features • Semantic tools – Game mechanics – Paid crowdsourcing (integrated) • Using results of games with a purpose
  • 13. Knowledge engineering tasks • Granularity of ontology engineering activities is too broad; further splitting is needed • Crowdsource very specific tasks that are (highly) divisible – Labeling (in different languages) – Finding relationships – Populating the ontology – Aligning and interlinking – Ontology-based annotation – Validating the results of automatic methods – … www.insemtives.eu 13
  • 14. Example: ontology alignment www.insemtives.eu 14
  • 16. Example: video annotation www.insemtives.eu 16
  • 17. Example: image annotation 8/26/2011 www.insemtives.eu 17
  • 19. Example: ontology evaluation www.insemtives.eu 19
  • 20. OntoGame API • API that provides several methods that are shared by the OntoGame games, such as – Different agreement types (e.g. selection agreement) – Input matching (e.g. , majority) – Game modes (multi-player, single player) – Player reliability evaluation – Player matching (e.g., finding the optimal partner to play) – Resource (i.e., data needed for games) management – Creating semantic content • http://insemtives.svn.sourceforge.net/viewvc/insemtives/gen eric-gaming-toolkit 8/26/2011 www.insemtives.eu 20
  • 21. Lessons learned • Tasks which can be subject to games – Definition of vocabulary – Conceptualization • Based on competency questions • Identifying instances, classes, attributes, relationships – Documentation • Labeling and definitions • Localization – Evaluation and quality assurance • Matching conceptualization to documentation – Alignment – Validating the results of automatic methods • But, the approach is per design less applicable because – Knowledge-intensive tasks that are not easily nestable – Repetitive tasks  players‘ retention? www.insemtives.eu 21
  • 22. Lessons learned (ii) • Approach is feasible for mainstream domains, where a knowledge corpus is available • Knowledge corpus has to be large-enough to allow for a rich game experience – But you need a critical mass of players to validate the results • Advertisement is essential • Game design vs useful content – Reusing well-kwown game paradigms – Reusing game outcomes and integration in existing workflows and tools • Cost-benefit analysis
  • 23. http://www.ontogame.org http://apps.facebook.com/ontogame http://www.insemtives.eu/iswc2011-tutorial/ elena.simperl@kit.edu