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OntoGame: Weaving the Semantic Web by Online Games

机译:OntoGame:通过在线游戏编织语义网

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Most of the challenges faced when building the Semantic Web require a substantial amount of human labor and intelligence. Despite significant advancement in ontology learning and human language technology, the tasks of ontology construction, semantic annotation, and establishing alignments between multiple ontologies remain highly dependent on human intelligence. This means that individuals need to contribute time and sometimes other resources. Unfortunately, we observe a serious lack of user involvement in the aforementioned tasks, which may be due to the absence of motivations for people who contribute. As a novel solution, we propose to masquerade the core tasks of weaving the Semantic Web behind online, multi-player game scenarios, in order to create proper incentives for human users to get involved. Doing so, we adopt the findings from the already famous "games with a purpose" by von Ahn, who has shown that presenting a useful task, which requires human intelligence, in the form of an online game can motivate a large amount of people to work heavily on this task, and this for free. Then, we describe our generic OntoGame platform, and several gaming scenarios for various tasks plus our respective prototypes. Based on the analysis of user data and interviews with players, we provide preliminary evidence that users enjoy the games and are willing to dedicate their time to those games, are able to produce high-quality conceptual choices. Eventually we show how users entertaining themselves by online games can unknowingly help weave and maintain the Semantic Web.
机译:构建语义网时面临的大多数挑战都需要大量的人力和智力。尽管在本体学习和人类语言技术方面取得了显着进步,但是本体构建,语义标注以及在多个本体之间建立对齐的任务仍然高度依赖于人类智能。这意味着个人需要贡献时间,有时还需要其他资源。不幸的是,我们观察到用户在上述任务中的参与严重不足,这可能是由于缺乏贡献者的动力所致。作为一种新颖的解决方案,我们建议伪装将语义Web编织在在线多人游戏场景后面的核心任务,以创建适当的激励机制,促使人类用户参与其中。这样做,我们采用了冯·安(von Ahn)早已著名的“有目的的游戏”中的发现,冯·阿恩(von Ahn)表示,以在线游戏的形式提出一项需要人类智力的有用任务可以激发大量人免费完成这项任务。然后,我们描述我们的通用OntoGame平台,以及针对各种任务的几种游戏场景以及我们各自的原型。根据对用户数据的分析和对玩家的采访,我们提供了初步的证据,表明用户喜欢游戏,并愿意将时间投入到这些游戏上,能够做出高质量的概念选择。最终,我们展示了用户如何通过网络游戏来娱乐自己,从而在不知不觉中帮助编织和维护语义网。

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