This thesis proposes a way to contribute to the data generation process for the Semantic Web. It picks up the idea of Extreme Tagging Systems (ETS), which are an extension to well-known Collaborative Tagging Systems (CTS) like Delicious and Flickr, where users can associate keywords (or "tags") with resources like websites or pictures. ETS allow for more flexibility because they let the users not only tag resources but also tags themselves and even let the users specify the relation between two tags.
A concept for an ETS implementation as a game is developed. This game is primarily meant to be fun for the users, by this trying to motivate them to continue to use the system. But at the same time through the game the users do work and help to solve problems that cannot yet be automated - in this case problems of Extreme Tagging. Such games that are both fun and useful are called Games With a Purpose (GWAPs).
The concept for an ETS as a GWAP is implemented as well as an ETS
as a website. The work then compares both implementations in respect to user motivation (fun), efficiency and productivity. It shows that the implementation as game outperforms the website in all examined aspects. For example the evaluation reveals that a user of the website is expected to generate 33 tags during her lifetime use of the system whereas a player of the game is expected to generate 53 tags. This thesis also describes several points that could further increase the advance of the game and tries to encourage further research and work being done in this direction as it seems to be a promising approach.
Inhaltsverzeichnis (Table of Contents)
- Introduction
- Structure of this Work
- Background and Related Work
- Background
- Collaborative Tagging
- Extreme Tagging
- Games With a Purpose
- Mathematical Model For GWAPs
- Related Work
- Semantics From User Data
- Games With a Purpose
- Background
- Problem
- eXTS
- The First Version of eXTS
- The Second Version of eXTS
- Theoretical Problems
- Problems derived from eXTS
- Setup of the Evaluation Run
- Results of the Evaluation Run
- Problems Derived From the Results of the Evaluation
- Purpose
- eXTS
- Proposed Solution
- The Minigames
- Racing Game
- Falling Words Game
- Door Opening Game
- Order of Games
- The Overall Flow of the Game
- Further Incentives
- The Minigames
- Implementation
- General Considerations
- Data Representation
- Frameworks
- jMonkeyEngine 3.0
- Golden T Game Engine
- Game Gardens Framework
- Implementation of the Racing Game
- The Distributed Object
- The Game Manager
- The Game Controller and the View Classes
- Computer Controlled Players
- Implementation of the Falling Words Game and the Door Opening Game
- Mathematical Modelling
- A Formal Model for the Racing Game
- The Game Problem Domain
- The Game Rules
- The Flow of the Game
- A Formal Model for the Racing Game
- Evaluation
- Setup of the Evaluation Run
- General Conclusions of the Evaluation
- Analysis of the Productivity
- Evaluation of the Questionnaire
- General Aspects
- Evaluation of the Fun Factor
- Evaluation of the Ease of Use
- Miscellaneous Results of the Questionnaire
- Summary and Conclusion
- Summary
- Future Work
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
The main objective of this thesis is to develop a Game With a Purpose that can be used as an alternative to a traditional tagging system for the Semantic Web, with a focus on improving data generation, user motivation, and overall system effectiveness. The key themes explored in this work include:- Data generation for the Semantic Web
- Extreme Tagging Systems (ETS) as a tool for knowledge base development
- Gamification as a method for enhancing user engagement and motivation
- Evaluation of the effectiveness and fun factor of a Game With a Purpose compared to a traditional system
- Design and implementation of a multi-player game with a focus on collaborative and competitive elements
Zusammenfassung der Kapitel (Chapter Summaries)
- Chapter 1: Introduction - This chapter introduces the concept of the Semantic Web and highlights the chicken-and-egg problem associated with its development. It discusses the need for human labor in data generation and introduces the idea of Games With a Purpose as a potential solution to this problem. The chapter concludes by outlining the purpose of the thesis.
- Chapter 2: Background and Related Work - This chapter provides a comprehensive overview of the relevant background information, focusing on Collaborative Tagging Systems (CTS), Extreme Tagging Systems (ETS), Games With a Purpose (GWAPs), and a formal mathematical model for GWAPs. It also explores related work in the fields of semantics from user data and GWAPs.
- Chapter 3: Problem - This chapter describes two implementations of ETS, eXTS, and analyzes their shortcomings in terms of user participation, data quality, and the need for user guidance. It presents the results of an evaluation run with the initial eXTS implementation and identifies problems based on the gathered data.
- Chapter 4: Proposed Solution - This chapter introduces the proposed solution, a three-staged game designed to generate high-quality data for ontology development. It describes three minigames: the Racing Game, the Falling Words Game, and the Door Opening Game, and analyzes the impact of their order on data quality and user experience. It also discusses ways to enhance user motivation through various incentives.
- Chapter 5: Implementation - This chapter details the implementation of the Racing Game, focusing on general considerations like the choice of programming language, system architecture, and game development framework. It explains the use of the Game Gardens framework and provides code snippets to illustrate the implementation of key components like the distributed object, the game manager, and the game controller.
- Chapter 6: Mathematical Modelling - This chapter applies a formal mathematical framework to model the Racing Game, providing a precise description of the game's rules and mechanics. It describes the game problem domain, game rules, and game flow using the proposed framework.
- Chapter 7: Evaluation - This chapter presents the results of an evaluation run with the Racing Game and compares it to the traditional eXTS website. It uses objective measures like throughput, average lifetime play, and expected contribution to assess the productivity of both systems. It also analyzes subjective user perceptions using a questionnaire, focusing on factors like the fun factor and ease of use.
- Chapter 8: Summary and Conclusion - This chapter summarizes the key points of the thesis and concludes with proposals for future work. It suggests further developing and evaluating the proposed game, exploring ontology generation from the generated data, and analyzing the quality of the data itself.
Schlüsselwörter (Keywords)
The main keywords and focus topics of this thesis include Extreme Tagging Systems (ETS), Games With a Purpose (GWAPs), Gamification, Semantic Web, data generation, ontology development, user motivation, usability, and evaluation. The work explores the potential of using a GWAP for the development of a tagging system that encourages user participation and generates high-quality data for ontology construction.- Quote paper
- Dennis Hartrampf (Author), 2012, An Extreme Tagging System as a Game With a Purpose, Munich, GRIN Verlag, https://www.grin.com/document/200644