hermetic 发表于 2025-3-25 05:14:52
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CityLights: A Method for Music Metadata Validationirst hears a music track and then he is asked to select one of the prepared tag sets, which best characterizes the music track. The tags that mostly confuse players (lead them to false answers) are declared invalid (and are removed from the dataset).Dedication 发表于 2025-3-25 13:04:09
Looking Ahead-problem, the lack of holistic design methodology is still actual. Yet, we see the brighter future for the SAG field (as well as for the crowdsourcing in general), because of the constant progress of the humankind towards reducing the needs for manual work and leaving capacities for “mind labor”.抱狗不敢前 发表于 2025-3-25 17:05:40
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State-of-the-Art: Semantics Acquisition and Crowdsourcingver the necessary definitions and review the main “client” approaches for semantics utilization—the information retrieval applications. Then, we move through three major groups of semantics acquisition approaches. The first group constitutes the expert-based approaches: costly, yet often essential fSubstance-Abuse 发表于 2025-3-26 00:58:05
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Little Search Game: Lightweight Domain Modelingd on discovery of term relationships that are hard to be acquired by automated means. The principal game mechanics is the formulation of search queries by the player. The goal of the player is, by utilizing negative search principle (negative search terms), to reduce the result count for a given quesleep-spindles 发表于 2025-3-26 10:33:10
PexAce: A Method for Image Metadata Acquisitiony, in turns) disclose and conceal card pairs laid down on the game board, remember images on them and correctly identify identical image pairs. The game acquires the image descriptions through a game mechanics, which allows the players to make textual notes on what they see on the images. Acquired aoutskirts 发表于 2025-3-26 13:57:30
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State-of-the-Art: Design of the Semantics Acquisition Gamesposes. Our primary concern is the lacking methodology for uneasy SAG creation. At the same time, we are aware of the fact, that even for “regular” games, no such methodology exists. However, we aimed to shed some light on the important design aspects of SAGs by creating a multi-dimensional space rep