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Human Computation Play a Game to Develop an Ontology

Human Computation Play a Game to Develop an Ontology. Peyman Nasirifard p+e+y+m+a+b-b+n dot sin(arcsin(lastname)) @ deri.org. Agenda. Introduction CAPTCHA Games with a purpose ESP game Peekaboom Verbosity Possible game for developing simple ontologies Play a game Conclusion.

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Human Computation Play a Game to Develop an Ontology

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  1. Human ComputationPlay a Game to Develop an Ontology Peyman Nasirifard p+e+y+m+a+b-b+n dot sin(arcsin(lastname)) @ deri.org

  2. Agenda • Introduction • CAPTCHA • Games with a purpose • ESP game • Peekaboom • Verbosity • Possible game for developing simple ontologies • Play a game • Conclusion

  3. Introduction • Human-based computation is a technique when a computational process performs its function via outsourcing certain steps to humans.

  4. Back to History • Yahoo! and Gmail are not interested to enable a bot to create thousands accounts per day for sending spam • They use CAPTCHA to prevent it plus

  5. CAPTCHA • Stands for “Completely Automated Public Turing test to tell Computers and Humans Apart” • Luis von Ahn et al. coined the term in 2000 • A Program that can tell whether a user is a human or a computer • Many different techniques

  6. Some Examples

  7. Dog or Cat? Human: mmm… dog Computer: mmmmmmmmmmmmmmm…

  8. Human Computation • If we use people to break CAPTCHA, we are doing human computation • In some countries, some companies hire people to break CAPTCHA and send spam • Some companies cleverly use humans to break CAPTCHA and send spam • How?

  9. Clever spammers

  10. Clever Spammers Free Nude Photos Type the word in the box if you want to see the next picture

  11. Really?! • Jan 2004: world without spam by 2006! • Huge amount of investment • Bill Gates receives 4 million spams per day

  12. Nice Quote • Luis von Ahn: Instead of hiring people and pay them to solve our problems, we can design games and people will pay us to play our games and solve our large-scale problems!

  13. The ESP game • Object of the game: type the same word • Only thing in common is: an image • Players • Do not know each other (randomly paired) • Can not communicate • Advantages: • Two different sources labels the image • enjoyable • labels all images on Google image in a short time • Help to improve English! • There are many people that play over 20 hours a week

  14. The ESP game Player 1 Player 2 • WOMAN • CAR • CAR • GIRL • TREE Agree: CAR Get points

  15. Taboo words • Taboo words • More difficult, but more fun • CAR • WOMAN

  16. Single version of ESP game • WOMAN • CAR • CAR • GIRL • TREE • The engine records everything from previous players • A single player will actually play with another player, but not at the same time

  17. Cheating and Repetition • Problem: Agreement on cheating • Let’s label all images with “dog” • Solution: At random, system gets players test images to check whether they play honestly or not • If they do not play honestly, the system will let them play, but nothing will be recorded • For certainty, only labels which at least N pairs agreed upon will be stored

  18. The Limitations of ESP • The ESP Game can label images (and consequently tell you what’s in them), but it cannot: • Find the objects being labelled • Determine the way in which the object appears – does the label “car”refer to the text “car” or an actual car in the image?

  19. The place of objects in an image • Such information would be extremely useful for computer vision research man dog

  20. The Guesser guesses: • Flower • Petal • Butterfly The Revealer clicks on parts of the image and shows them to the Guesser. Server: Correct, Butterfly

  21. Hints The label “car” is ambiguous -- this is “car” this is also “car” The hints help distinguish the manner in which the label “car” appears: this is the object “car” this is the text “car”

  22. Verbosity • Collect common-sense facts • Water quenches thirst • Sky is blue • Lions eat meat • We as human know hundreds of millions common sense facts • Computers do not know • If know, potentially make them more intelligent (e.g. search better)

  23. Common sense fact samples • Milk • It is liquid • It is white • it has lactose • cereal is eaten with it

  24. Verbosity Narrator MILKis typically near cereal is a liquid Guesser

  25. Verbosity Guesser is typically near cereal is a liquid MILK Narrator MILK

  26. Verbosity Narrator Object Common sense facts about the object Guesser

  27. Verbosity Narrator Object Guesser Common sense facts about the object Object

  28. Templates • • ___ is a kind of ___. Allows for hierarchical categorization. • • ___ is used for ___. Provides information about the purpose of a word. • • ___ is typically near/in/on ___ (three templates). Provide spatial data. • • ___ is the opposite of ___ / ___ is related to ___ (two templates). Provide data about basic relations between words. • • ___. In the game, this is a “wildcard” that collects related words.

  29. Symmetric vs. Asymmetric • Verbosity is a asymmetric game, whereas ESP game is a symmetric game. • Symmetric games: constraint is number of outputs per input • Asymmetric games: constraint is number of inputs that produces the same output

  30. Possible game to build an ontology • Several game should work together • Images come from ESP game • Not always: only those images are selected which have one object in it • i.e. car, bike, monitor, mouse, house • These images are input to next game which tries to catch the properties of objects • car has colour, car has wheels, car has manufacture, car has owner, car has building year, etc.

  31. Possible game to build an ontology • Cardinality will be caught by templates, as soon as we have properties. • Car has four wheels • Car has one plaque • These sentences will be transferred to OWL representation using a mediator. • The more pairs play the game, the more complex the ontology will be

  32. Contact me if you are interested to work on it

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  34. Guess what! • It has usually four wheels • It has usually one seat • It is kind of vehicle • It operates with human power • It operates with batteries • It has a break system • It is a kind of chair

  35. Answer

  36. Conclusion • Games are enjoyable! • More than 9 billion Human-hours of solitaire are played each year • We may cleverly using humans to solve large-scale problems by designing interesting games • Many people play word-guessing games to improve their English • Go and play to promote science!

  37. References [1] Verbosity: A Game for Collecting Common-Sense Facts, http://www.cs.cmu.edu/~biglou/Verbosity.pdf [2] Peekaboom: A Game for Locating Objects in Images, http://www.cs.cmu.edu/~biglou/Peekaboom.pdf [3] Labeling Images with a Computer Game, http://www.cs.cmu.edu/~biglou/ESP.pdf [4] Games with a Purpose, http://www.cs.cmu.edu/~biglou/ieee-gwap.pdf [5] Wikipedia, http://en.wikipedia.org/wiki/Human-based_computation [6] We'll End Spam Within 2 Years, http://www.connectedhomemag.com/Networking/Articles/Index.cfm?ArticleID=41587http://news.bbc.co.uk/2/hi/business/3426367.stm [7] CAPTCHA, http://en.wikipedia.org/wiki/Captcha, http://www.captcha.net [8] ESP game, www.espgame.org [9] Peekaboom game, http://www.peekaboom.org/ [10] Verbosity game, www.peekaboom.org/verbosity/ [11] Presentation, http://isandtcolloq.gsfc.nasa.gov/fall2006/presentations/Ahn.ppt [12] Presentation, www.aladdin.cs.cmu.edu/workshops/lamps05/Slides/Peekaboom.ppt

  38. Game Over p+e+y+m+a+b-b+n dot sin(arcsin(lastname)) @ deri.org

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