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Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

ARTigo: an Art Tagging Ecosystem - 0 views

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    Abstract: "ARTigo is a Game with a Purpose platform whose goal is to collect tags for artworks, which can be used for retrieval. The ARTigo gam es form a tagging ecosystem, where the games cooperate in order to gather a wide range of information. Description games create initial tags, in order to enable other games to be played and collect semantically shallow surface tags. Dissemination games sp read existing data to other artworks or languages, and do not create new information. Diversification games feed on data produced by other games and guide the players to entering more specific tags. Finally, integration games create higher - order tags with deep semantic meanings, describing emotions for example. All these different types of tags have different semantic depths, and are present in different quantities. Together, they create a pool of complementary tags accurately describing artworks, which can be processed for data mining."
Garrett Eastman

Mobile adaptive procedural content generation - 0 views

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    From the abstract: "In this paper, we propose the integration of two PCG-based approaches (experiencedriven and context-driven PCG) to support the generation of adaptive mobile game levels. We present and discuss the implementation of our approach in an existing game, 7's Wild Ride. Gameplay semantics and player modeling are used to steer a level generator, featuring a time-dependent dynamic diculty adjustment mechanism. From our two user studies, we conclude that (i) context-driven levels are preferable over traditional ones, and (ii) the game can adapt to di erent player types, keeping its gameplay balanced and player satisfaction."
Garrett Eastman

Adaptivity Challenges in Games and Simulations: A Survey - 0 views

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    Abstract: "Abstract-In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has therefore been recently proposed to overcome these shortcomings and make games more challenging and appealing. In this paper, we survey present research on game adaptivity, identifying, and discussing the main challenges, and pointing out some of the most promising directions ahead.We first survey the purposes of adaptivity, as the principles that could steer an adaptation and generation engine. From this perspective, we proceed to thoroughly discuss adaptivity's targets and methods. Current advances and successes in this emerging field point to many yet unexplored research opportunities. Among them, we discuss the use of gameplay expectations, learning preferences, and assessment data in the integrated adaptation of game worlds, scenarios, and quests. We conclude that, among other methods, procedural content generation and semantic modeling can powerfully combine to create offline customized content and online adjustments to game worlds, scenarios, and quests. These and other promising methods, deserving ample research efforts, can therefore, be expected to significantly contribute towards making games and simulations even more unpredictable, effective, and fun."
Garrett Eastman

Doodling: A Gaming Paradigm for Generating Language Data - 0 views

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    Abstract: "With the advent of the increasingly participatory Internet and the growing power of the crowd, "Serious Games" have proven to be a fertile approach for gathering task-specific natural language data at very low cost. In this paper we outline a game we call Doodling, based on the sketch-andconvey metaphor used in the popular board game Pictionary ®2, with the goal of generating useful natural language data. We explore whether such a paradigm can be successfully extended for conveying more complex syntactic and semantic constructs than the words or short phrases typically used in the board game. Through a series of user experiments, we show that this is indeed the case, and that valuable parallel language data may be produced as a byproduct. In addition, we explore extensions to this paradigm along two axes - going online (vs. face-to-face) and going crosslingual. The results in each of the sets of experiments confirm the potential of Doodling game to generate data in large quantities and across languages, and thus provide a new means of developing data sets and technologies for resource- poor languages."
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