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Reputation, community, Web
  2.0, and games: incentives for
semantics – about getting people
             involved
     Katharina Siorpaes and Elena Simperl
                SemTech 2010



                  www.insemtives.eu         1
Executive summary
• Many tasks related to semantic content authoring cannot be undertaken
  without human contribution.

• User motivation is essential for semantic applications to achieve critical
  mass and ensure sustainable growth.

• How to encourage user participation
    –   Incentives
    –   Technology design
    –   Usability engineering
    –   Games with a purpose




                                 www.insemtives.eu                             2
About the speakers
Katharina Siorpaes                       Elena Simperl




                     www.insemtives.eu                   3
Agenda
•   Human-driven semantic content authoring
•   Incentives and participatory design
•   Example: Casual games
•   Example: Virtual worlds
•   Conclusion




                    www.insemtives.eu         4
Human-driven semantic content authoring
          Incentives and participatory design
                      Example: Casual games
                      Example: Virtual worlds
                                 Conclusions

HUMAN-DRIVEN SEMANTIC
   CONTENT AUTHORING

     www.insemtives.eu                          5
Human vs computational intelligence
• Ordered sequence of tasks into which the
  authoring exercise can be divided
• Required skills and expertise




                   www.insemtives.eu         6
Example: semantic annotation




          www.insemtives.eu    7
Example: ontology evaluation




           www.insemtives.eu   8
Example: ontology alignment




          www.insemtives.eu   9
MILLION DOLLAR QUESTION

 HOW CAN WE MOTIVATE PEOPLE
TO DEDICATE THEIR VALUABLE TIME
 TO ANNOTATE THEIR/OUR DATA?

            www.insemtives.eu     10
Human-driven semantic content authoring
               Incentives and participatory design
                           Example: Casual games
                           Example: Virtual worlds
                                      Conclusions

INCENTIVES AND PARTICIPATORY
                      DESIGN

          www.insemtives.eu                          11
Motivation vs incentives
• Incentives are ‘rewards’ assigned by an external
  ‘judge’ to a performer for undertaking a specific task.

• Common belief (among economists): incentives can
  be translated into a sum of money for all practical
  purposes.

• Incentives can be related to both extrinsic and
  intrinsic motivations.

                        www.insemtives.eu               12
Extrinsic vs intrinsic motivation

• Extrinsic motivation if task is considered
  – Boring, dangerous, useless, socially undesirable,
    dislikable by the performer.
• Intrinsic motivation if
  – The performer likes what he/she is doing
  – The act is satisfying in itself (it can happen for
    many different reasons).



                        www.insemtives.eu                13
Web 2.0 is hot, Semantic Web is
not?




            www.insemtives.eu     14
Web 2.0 motivators




          www.insemtives.eu   15
User-empowered Web
• Comprehensive incentives studies are
  available (Kuznetsov, 2004; Marlow et
  al.,2006; Wikipedia, 2009).




                    www.insemtives.eu     16
Example: Wikipedians
• Reciprocity: Altruistic contributors receive a
  benefit in return.
• Community: “Wikipedians […] feel needed”, there
  is “a sense of common purpose and belonging “.
• Reputation: Contributors “develop identities in
  order to be respected, trusted, and appreciated
  by peers”.
• Autonomy: Contributors enjoy “the freedom of
  independent decision”.
                                Kuznetsov, 2004

                    www.insemtives.eu           17
Factors influencing incentives design

• Tasks or an ordered collection of tasks into
  which the authoring exercise can be divided.
• Skills required to undertake the task.

• Goal of the authoring exercise.
• Social structure, i.e. social relationships
  among the subjects participating in the
  exercise.
• Nature of the good. www.insemtives.eu          18
Example: image sharing on a social
     platform
• Task: attaching concepts and
  relationships to images
  (iPhoto).
• Skills: identifying objects in
  images and choosing the
  right description.
• Goal: sharing and retrieval.
• Social structure: Friends (in
  social network).
• Nature of the good:
  annotations accessible to me
  and my friends.

                         www.insemtives.eu   19
Example: UNSPSC and eCl@ss
    alignment
• Task: ontology alignment
• Skills: domain knowledge,
  modeling skills
• Goal: interoperability
• Social structure:
  enterprise, team
• Nature of good: for
  benefit of enterprise
                    www.insemtives.eu   20
Technology and application design
• Involve users in the design process.
  – Design workshops, interviews etc.
• Take usability serious.
  – Design for efficiency, effectiveness and user
    satisfaction.
• Design for sociability.
  – Support sharing, contributing, collaborating,
    identity-building.

                       www.insemtives.eu            21
Technology and application design
    (ii)
• Respect trust/security and safety/privacy
  issues.
  – Support visibility and awareness.
• Design for fun.
• Follow an user experience design approach.
• Support a user’s individual identity in a (and
  contribution to a) community with collaborative
  activities.

                      www.insemtives.eu       22
Example: image annotation in
       OKEnterprise (i)
• Involvement of users in design
  process
    – Interviews and user
      workshops
• Usability
    – Interviews, usability
      evaluations
• Design for sociability
    – User interaction, visibility of
      contributions, registered
      users, collaborative working
• Trust and privacy
    – Trust in enterprise portal,
      rating
    – Privacy: users have control
      over their data
                                  www.insemtives.eu   23
Example: image annotation in
     OKEnterprise (ii)
• Design for fun
   – Annotator of the week,
     rankings
   – Casual games
• User-experience design
  approach
   – Evaluate and revise
     depending on user
     experience
• Support user’s individual
  identity
   – Registration of users,
     individual user pages


                              www.insemtives.eu   24
Human-driven semantic content authoring
             Incentives and participatory design
                         Example: Casual games
                         Example: Virtual worlds
                                    Conclusions

NOW: FUN AND COMPETITION:
     GAMES FOR SEMANTICS!

        www.insemtives.eu                          25
OntoPronto: Step 1




8/10/2011
            ESWC 2008                  26
OntoPronto: Step 2
OntoTube




8/10/2011
            ESWC 2008         28
OntoTube
Results                                       1.9%
                                                     0.5%

                                                                         Challenges in which

n=2905 rounds                                                            at least the first task
                                                                         was completed
                                                                         consensually
                                                                         Wrong judgements of
                                                                         ontological nature


                                                                         Wrong abstractions




           12.9%           Either skipped or no
                           consensus found in
                           the first task
                                                             97.6%
                   10.2%
                           Challenges in which
                           only the first task was
                           completed
                           consensually

                           Challenges in which
                           both tasks were
                           completed
                           consensually


76.9%




                                                                n=2234
MASSACRE – MASive Semantic
Annotation Creation Game




         www.insemtives.eu   31
Phratris – Phrase Analysis TETRIS




             www.insemtives.eu      32
playence’ Uhani (i)

                                    Check
                               www.playence.com!




           www.insemtives.eu                  33
playence’ Uhani (ii)




            www.insemtives.eu   34
Casual games
1. Steep learning curve
2. Fast game play: little time effort required
3. Simple implementation (simple interface and
   graphics)
4. Low hardware efforts (usually browser or
   mobile app)
5. Low bandwidth requirements
6. Mass audience
                   www.insemtives.eu         35
How to design your own game
1. Specify output
2. Identify input
3. Choose type of game and define game play
4. Based on previous decisions, define game
   play and adapt underlying game ontology
5. Adapt or define export algorithm
6. Evaluate output

                   www.insemtives.eu          36
Guidelines
1.   Timed response                 5.        Random player pairing
2.   Score keeping                  6.        Player testing
3.   Player skill level             7.        Repetition
4.   High score lists               8.        Taboo outputs
5.   Randomness


                           Luis von Ahn. Games With A Purpose.
                           IEEE Computer Magazine, June 2006. pp
                           96-98.


                          www.insemtives.eu                        37
Challenges
•   Identifying suitable tasks in semantic content creation.
•   Designing games.
•   Designing a usable, attractive interface.
•   Identifying suitable knowledge corpora.
•   Preventing cheating.
•   Defusing typical pitfalls of conceptual modeling.
•   Distribution of labor.
•   Fostering user participation.
•   Deriving formal representations.
•   Scalability and performance.



                           www.insemtives.eu                   38
Human-driven semantic content authoring
                Incentives and participatory design
                            Example: Casual games
                            Example: Virtual worlds
                                       Conclusions

ANNOTATION IN VIRTUAL WORLDS


           www.insemtives.eu                          39
Tiny Planets

• Kids TV property licensed in over
  100 countries worldwide
• Education
• Diverse broadcaster base – from
  Al Jazeera to American Armed
  Forces network
• Unusual age profile – kids 4 -11
• Brand extensions into web and
  virtual world




                        www.insemtives.eu   40
Tiny Planets (ii)

• Tiny Planets website – 40,000
  unique visitors per month
• 100,000 page impressions
• Average stay 8 minutes
• MTP virtual world – active
  47,000 user accounts
• Books, Fun, TV, Learning, Labs
  sites as well as virtual world
• Real and virtual currencies
• Cross-site account creation




                        www.insemtives.eu   41
Virtual world
• Engage kids with annotation
  games as a means of expression
• Combination of ‘rating’, ‘tagging’,
  and pre-scripted comments
• Locate content within virtual
  world to inform friends, give
  clues in games, give an
  ‘emotional’ context to items by
  expressing opinions. Search for
  clues and comments left by
  friends
• Reward annotations with virtual
  currency


                          www.insemtives.eu   42
Real world
• Real-world science experiment
  based on Galaxy Zoo format
• Crater marking using data from
  NASA LRO
• Use My Tiny Planets account
  for sign in and performance
  tracking
• Reward annotations with
  achievements and virtual
  currency
• And kudos; kids get to know
  they’re doing science for real,
  and its going to be used.



                     www.insemtives.eu   43
Incentives
• Earn Stars to spend on Virtual
  Goods, games or videos
• Earn awards that can be seen by
  other players in your passport
• Rise in Rank as you perform
  targeted activities
• Join the Pro circuit so that your
  top scores can be seen by other
  players
• Buy Keys, which unlock new
  areas and new activities in
  which to spend your Stars.



                          www.insemtives.eu   45
Human-driven semantic content authoring
     Incentives and participatory design
                 Example: Casual games
                 Example: Virtual worlds
                            Conclusions

                    CONCLUSIONS


www.insemtives.eu                          50
Summary
• Human contribution is needed for selected tasks in
  semantic content authoring.
• Web 2.0 has impressively demonstrated how strong
  incentives can foster user participation and create
  successful applications.
• Turning semantic content creation tasks into games is
  an especially intriguing idea because of the potentially
  large amounts of human-produced data that can be
  created.
• Challenges are manifold: knowledge corpora,
  interesting game design, ensuring uptake, difficulty of
  tasks, etc.

                         www.insemtives.eu                   51
Realizing the Semantic Web by
encouraging millions of end-users
 8/10/2011 create semantic content.
       to      www.insemtives.eu   52

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Insemtives semtech2010-20100622

  • 1. Reputation, community, Web 2.0, and games: incentives for semantics – about getting people involved Katharina Siorpaes and Elena Simperl SemTech 2010 www.insemtives.eu 1
  • 2. Executive summary • Many tasks related to semantic content authoring cannot be undertaken without human contribution. • User motivation is essential for semantic applications to achieve critical mass and ensure sustainable growth. • How to encourage user participation – Incentives – Technology design – Usability engineering – Games with a purpose www.insemtives.eu 2
  • 3. About the speakers Katharina Siorpaes Elena Simperl www.insemtives.eu 3
  • 4. Agenda • Human-driven semantic content authoring • Incentives and participatory design • Example: Casual games • Example: Virtual worlds • Conclusion www.insemtives.eu 4
  • 5. Human-driven semantic content authoring Incentives and participatory design Example: Casual games Example: Virtual worlds Conclusions HUMAN-DRIVEN SEMANTIC CONTENT AUTHORING www.insemtives.eu 5
  • 6. Human vs computational intelligence • Ordered sequence of tasks into which the authoring exercise can be divided • Required skills and expertise www.insemtives.eu 6
  • 7. Example: semantic annotation www.insemtives.eu 7
  • 8. Example: ontology evaluation www.insemtives.eu 8
  • 9. Example: ontology alignment www.insemtives.eu 9
  • 10. MILLION DOLLAR QUESTION HOW CAN WE MOTIVATE PEOPLE TO DEDICATE THEIR VALUABLE TIME TO ANNOTATE THEIR/OUR DATA? www.insemtives.eu 10
  • 11. Human-driven semantic content authoring Incentives and participatory design Example: Casual games Example: Virtual worlds Conclusions INCENTIVES AND PARTICIPATORY DESIGN www.insemtives.eu 11
  • 12. Motivation vs incentives • Incentives are ‘rewards’ assigned by an external ‘judge’ to a performer for undertaking a specific task. • Common belief (among economists): incentives can be translated into a sum of money for all practical purposes. • Incentives can be related to both extrinsic and intrinsic motivations. www.insemtives.eu 12
  • 13. Extrinsic vs intrinsic motivation • Extrinsic motivation if task is considered – Boring, dangerous, useless, socially undesirable, dislikable by the performer. • Intrinsic motivation if – The performer likes what he/she is doing – The act is satisfying in itself (it can happen for many different reasons). www.insemtives.eu 13
  • 14. Web 2.0 is hot, Semantic Web is not? www.insemtives.eu 14
  • 15. Web 2.0 motivators www.insemtives.eu 15
  • 16. User-empowered Web • Comprehensive incentives studies are available (Kuznetsov, 2004; Marlow et al.,2006; Wikipedia, 2009). www.insemtives.eu 16
  • 17. Example: Wikipedians • Reciprocity: Altruistic contributors receive a benefit in return. • Community: “Wikipedians […] feel needed”, there is “a sense of common purpose and belonging “. • Reputation: Contributors “develop identities in order to be respected, trusted, and appreciated by peers”. • Autonomy: Contributors enjoy “the freedom of independent decision”. Kuznetsov, 2004 www.insemtives.eu 17
  • 18. Factors influencing incentives design • Tasks or an ordered collection of tasks into which the authoring exercise can be divided. • Skills required to undertake the task. • Goal of the authoring exercise. • Social structure, i.e. social relationships among the subjects participating in the exercise. • Nature of the good. www.insemtives.eu 18
  • 19. Example: image sharing on a social platform • Task: attaching concepts and relationships to images (iPhoto). • Skills: identifying objects in images and choosing the right description. • Goal: sharing and retrieval. • Social structure: Friends (in social network). • Nature of the good: annotations accessible to me and my friends. www.insemtives.eu 19
  • 20. Example: UNSPSC and eCl@ss alignment • Task: ontology alignment • Skills: domain knowledge, modeling skills • Goal: interoperability • Social structure: enterprise, team • Nature of good: for benefit of enterprise www.insemtives.eu 20
  • 21. Technology and application design • Involve users in the design process. – Design workshops, interviews etc. • Take usability serious. – Design for efficiency, effectiveness and user satisfaction. • Design for sociability. – Support sharing, contributing, collaborating, identity-building. www.insemtives.eu 21
  • 22. Technology and application design (ii) • Respect trust/security and safety/privacy issues. – Support visibility and awareness. • Design for fun. • Follow an user experience design approach. • Support a user’s individual identity in a (and contribution to a) community with collaborative activities. www.insemtives.eu 22
  • 23. Example: image annotation in OKEnterprise (i) • Involvement of users in design process – Interviews and user workshops • Usability – Interviews, usability evaluations • Design for sociability – User interaction, visibility of contributions, registered users, collaborative working • Trust and privacy – Trust in enterprise portal, rating – Privacy: users have control over their data www.insemtives.eu 23
  • 24. Example: image annotation in OKEnterprise (ii) • Design for fun – Annotator of the week, rankings – Casual games • User-experience design approach – Evaluate and revise depending on user experience • Support user’s individual identity – Registration of users, individual user pages www.insemtives.eu 24
  • 25. Human-driven semantic content authoring Incentives and participatory design Example: Casual games Example: Virtual worlds Conclusions NOW: FUN AND COMPETITION: GAMES FOR SEMANTICS! www.insemtives.eu 25
  • 28. OntoTube 8/10/2011 ESWC 2008 28
  • 30. Results 1.9% 0.5% Challenges in which n=2905 rounds at least the first task was completed consensually Wrong judgements of ontological nature Wrong abstractions 12.9% Either skipped or no consensus found in the first task 97.6% 10.2% Challenges in which only the first task was completed consensually Challenges in which both tasks were completed consensually 76.9% n=2234
  • 31. MASSACRE – MASive Semantic Annotation Creation Game www.insemtives.eu 31
  • 32. Phratris – Phrase Analysis TETRIS www.insemtives.eu 32
  • 33. playence’ Uhani (i) Check www.playence.com! www.insemtives.eu 33
  • 34. playence’ Uhani (ii) www.insemtives.eu 34
  • 35. Casual games 1. Steep learning curve 2. Fast game play: little time effort required 3. Simple implementation (simple interface and graphics) 4. Low hardware efforts (usually browser or mobile app) 5. Low bandwidth requirements 6. Mass audience www.insemtives.eu 35
  • 36. How to design your own game 1. Specify output 2. Identify input 3. Choose type of game and define game play 4. Based on previous decisions, define game play and adapt underlying game ontology 5. Adapt or define export algorithm 6. Evaluate output www.insemtives.eu 36
  • 37. Guidelines 1. Timed response 5. Random player pairing 2. Score keeping 6. Player testing 3. Player skill level 7. Repetition 4. High score lists 8. Taboo outputs 5. Randomness Luis von Ahn. Games With A Purpose. IEEE Computer Magazine, June 2006. pp 96-98. www.insemtives.eu 37
  • 38. Challenges • Identifying suitable tasks in semantic content creation. • Designing games. • Designing a usable, attractive interface. • Identifying suitable knowledge corpora. • Preventing cheating. • Defusing typical pitfalls of conceptual modeling. • Distribution of labor. • Fostering user participation. • Deriving formal representations. • Scalability and performance. www.insemtives.eu 38
  • 39. Human-driven semantic content authoring Incentives and participatory design Example: Casual games Example: Virtual worlds Conclusions ANNOTATION IN VIRTUAL WORLDS www.insemtives.eu 39
  • 40. Tiny Planets • Kids TV property licensed in over 100 countries worldwide • Education • Diverse broadcaster base – from Al Jazeera to American Armed Forces network • Unusual age profile – kids 4 -11 • Brand extensions into web and virtual world www.insemtives.eu 40
  • 41. Tiny Planets (ii) • Tiny Planets website – 40,000 unique visitors per month • 100,000 page impressions • Average stay 8 minutes • MTP virtual world – active 47,000 user accounts • Books, Fun, TV, Learning, Labs sites as well as virtual world • Real and virtual currencies • Cross-site account creation www.insemtives.eu 41
  • 42. Virtual world • Engage kids with annotation games as a means of expression • Combination of ‘rating’, ‘tagging’, and pre-scripted comments • Locate content within virtual world to inform friends, give clues in games, give an ‘emotional’ context to items by expressing opinions. Search for clues and comments left by friends • Reward annotations with virtual currency www.insemtives.eu 42
  • 43. Real world • Real-world science experiment based on Galaxy Zoo format • Crater marking using data from NASA LRO • Use My Tiny Planets account for sign in and performance tracking • Reward annotations with achievements and virtual currency • And kudos; kids get to know they’re doing science for real, and its going to be used. www.insemtives.eu 43
  • 44.
  • 45. Incentives • Earn Stars to spend on Virtual Goods, games or videos • Earn awards that can be seen by other players in your passport • Rise in Rank as you perform targeted activities • Join the Pro circuit so that your top scores can be seen by other players • Buy Keys, which unlock new areas and new activities in which to spend your Stars. www.insemtives.eu 45
  • 46.
  • 47.
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  • 50. Human-driven semantic content authoring Incentives and participatory design Example: Casual games Example: Virtual worlds Conclusions CONCLUSIONS www.insemtives.eu 50
  • 51. Summary • Human contribution is needed for selected tasks in semantic content authoring. • Web 2.0 has impressively demonstrated how strong incentives can foster user participation and create successful applications. • Turning semantic content creation tasks into games is an especially intriguing idea because of the potentially large amounts of human-produced data that can be created. • Challenges are manifold: knowledge corpora, interesting game design, ensuring uptake, difficulty of tasks, etc. www.insemtives.eu 51
  • 52. Realizing the Semantic Web by encouraging millions of end-users 8/10/2011 create semantic content. to www.insemtives.eu 52