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On the Role of User-generated Metadata in Audio Visual Collections
"... Recently, various crowdsourcing initiatives showed that targeted efforts of user communities result in massive amounts of tags. For example, the Netherlands Institute for Sound and Vision collected a large number of tags with the video labeling game Waisda?. To successfully utilize these tags, a bet ..."
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Recently, various crowdsourcing initiatives showed that targeted efforts of user communities result in massive amounts of tags. For example, the Netherlands Institute for Sound and Vision collected a large number of tags with the video labeling game Waisda?. To successfully utilize these tags, a better understanding of their characteristics is required. The goal of this paper is twofold: (i) to investigate the vocabulary that users employ when describing videos and compare it to the vocabularies used by professionals; and (ii) to establish which aspects of the video are typically described and what type of tags are used for this. We report on an analysis of the tags collected with Waisda?. With respect to the first goal, we compared the the tags with a typical domain thesaurus used by professionals, as well as with a more general vocabulary. With respect to the second goal, we compare the tags to the video subtitles to determine how many tags are derived from the audio signal. In addition, we perform a qualitative study in which a tag sample is interpreted in terms of an existing annotation classification framework. The results suggest that the tags complement the metadata provided by professional cataloguers, the tags describe both the audio and the visual aspects of the video, and the users primarily describe objects in the video using general descriptions.
C.: Harnessing disagreement for event semantics
- Detection, Representation, and Exploitation of Events in the Semantic Web 31
"... Abstract. The focus of this paper is on how events can be detected & extracted from natural language text, and how those are represented for use on the semantic web. We draw an inspiration from the similarity between crowdsourcing approaches for tagging and text annotation task for ground truth ..."
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Abstract. The focus of this paper is on how events can be detected & extracted from natural language text, and how those are represented for use on the semantic web. We draw an inspiration from the similarity between crowdsourcing approaches for tagging and text annotation task for ground truth of events. Thus, we propose a novel approach that harnesses the disagreement between the human annotators by defining a framework to capture and analyze the nature of the disagreement. We expect two novel results from this approach. On the one hand, achieving a new way of measuring ground truth (performance), and on the other hand identifying a new set of semantic features for learning in event extraction. 1
User-generated Metadata in Audio-visual Collections
"... In recent years, crowdsourcing has gained attention as an alternative method for collecting video annotations. An example is the internet video labeling game Waisda? launched by the Netherlands Institute for Sound and Vision. The goal of this PhD research is to investigate the value of the user tags ..."
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In recent years, crowdsourcing has gained attention as an alternative method for collecting video annotations. An example is the internet video labeling game Waisda? launched by the Netherlands Institute for Sound and Vision. The goal of this PhD research is to investigate the value of the user tags collected with this video labeling game. To this end, we address the following four issues. First, we perform a comparative analysis between user-generated tags and professional annotations in terms of what aspects of videos they describe. Second, we measure how well user tags are suited for fragment retrieval and compare it with fragment search based on other sources like transcripts and professional annotations. Third, as previous research suggested that user tags predominately refer to objects and rarely describe scenes, we will study whether user tags can be successfully exploited to generate scene-level descriptions. Finally, we investigate how tag quality can be characterized and potential methods to improve it.
Affective common sense knowledge acquisition for sentiment analysis
- In Proceedings of the Eight International Conference on Language Resources and Evaluation (LREC’12
, 2012
"... Thanks to the advent of Web 2.0, the potential for opinion sharing today is unmatched in history. Making meaning out of the huge amount of unstructured information available online, however, is extremely difficult as web-contents, despite being perfectly suitable for human consumption, still remain ..."
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Thanks to the advent of Web 2.0, the potential for opinion sharing today is unmatched in history. Making meaning out of the huge amount of unstructured information available online, however, is extremely difficult as web-contents, despite being perfectly suitable for human consumption, still remain hardly accessible to machines. To bridge the cognitive and affective gap between word-level natural language data and the concept-level sentiments conveyed by them, affective common sense knowledge is needed. In sentic computing, the general common sense knowledge contained in ConceptNet is usually exploited to spread affective information from selected affect seeds to other concepts. In this work, besides exploiting the emotional content of the Open Mind corpus, we also collect new affective common sense knowledge through label sequential rules, crowd sourcing, and games-with-a-purpose techniques. In particular, we develop Open Mind Common Sentics, an emotion-sensitive IUI that serves both as a platform for affective common sense acquisition and as a publicly available NLP tool for extracting the cognitive and affective information associated with short texts.
An Evaluation of Labelling-Game Data for Video Retrieval
"... Abstract. Games with a purpose (GWAPs) are increasingly used in audio-visual collections as a mechanism for annotating videos through tagging. This trend is driven by the assumption that user tags will improve video search. In this paper we study whether this is indeed the case. To this end, we crea ..."
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Abstract. Games with a purpose (GWAPs) are increasingly used in audio-visual collections as a mechanism for annotating videos through tagging. This trend is driven by the assumption that user tags will improve video search. In this paper we study whether this is indeed the case. To this end, we create an evaluation dataset that consists of: (i) a set of videos tagged by users via video labelling game, (ii) a set of queries derived from real-life query logs, and (iii) relevance judgements. Besides user tags from the labelling game, we exploit the existing metadata associated with the videos (textual descriptions and curated in-house tags) and closed captions. Our findings show that search based on user tags alone outperforms search based on all other metadata types. Combining user tags with the other types of metadata yields an increase in search performance of 33%. We also find that the search performance of user tags steadily increases as more tags are collected. 1
Keywords Image-region annotation Ontology
, 2010
"... Abstract In this paper we present the Name-It-Game, an interactive multimedia game fostering the swift creation of a large data set of region-based image annotations. Compared to existing annotation games, we consider an added semantic structure, by means of the WordNet ontology, the main innovation ..."
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Abstract In this paper we present the Name-It-Game, an interactive multimedia game fostering the swift creation of a large data set of region-based image annotations. Compared to existing annotation games, we consider an added semantic structure, by means of the WordNet ontology, the main innovation of the Name-It-Game. Using an ontologypowered game, instead of the more traditional annotation tools, potentially makes region-based image labeling more fun and accessible for every type of user. However, the current games often present the players with hard-to-guess objects. To prevent this from happening in the Name-It-Game, we successfully identify WordNet categories which filter out hard-to-guess objects. To verify the speed of the annotation process, we compare the online Name-It-Game with a desktop tool with similar features. Results show that the Name-It-Game outperforms this tool for semantic region-based image labeling. Lastly, we measure the accuracy of the produced segmentations and compare them with carefully created LabelMe segmentations. Judging from the quantitative and qualitative results, we believe the segmentations are competitive to those of LabelMe, especially when averaged over multiple games. By adding semantics to region-based image annotations, using the Name-It-Game, we have opened up an efficient means to provide precious labels in a playful manner.
CrowdsourcingVisualDetectorsforVideoSearch
"... In this paper, we study social tagging at the video fragmentlevel using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a ..."
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In this paper, we study social tagging at the video fragmentlevel using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a semantic level. To answer this question, we perform a 3-month online field study with a concert video search engine targeted at a dedicated user-community of pop concert enthusiasts. We harvest the feedback of more than 500 active users and perform two experiments. In experiment 1 we measure user incentive to provide feedback, in experiment 2 we determine the tradeoff between feedback quality and quantity when aggregated over multiple users. Results show that users provide sufficient feedback, which becomes highly reliable when a crowd agreement of 67 % is enforced.
CrowdsourcingVisualDetectorsforVideoSearch
"... In this paper, we study social tagging at the video fragmentlevel using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a ..."
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In this paper, we study social tagging at the video fragmentlevel using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a semantic level. To answer this question, we perform a 3-month online field study with a concert video search engine targeted at a dedicated user-community of pop concert enthusiasts. We harvest the feedback of more than 500 active users and perform two experiments. In experiment 1 we measure user incentive to provide feedback, in experiment 2 we determine the tradeoff between feedback quality and quantity when aggregated over multiple users. Results show that users provide sufficient feedback, which becomes highly reliable when a crowd agreement of 67 % is enforced.