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Combining human and
         computational intelligence for
        collaborative knowledge creation
                                Elena Simperl
            Talk at the IEEE International Conference on Intelligent Computer
                  Communication and Processing, Cluj-Napoca, Romania




8/27/2011                            www.insemtives.eu                          1
Insemtives in a nutshell
• Many aspects of semantic content authoring naturally rely on human
  contribution.

• Motivating users to contribute is essential for semantic technologies to
  reach critical mass and ensure sustainable growth.

• Insemtives works on
    – Best practices and guidelines for incentives-compatible technology design.
    – Enabling technology to realize incentivized semantic applications.
    – Showcased in three case studies: enterprise knowledge management;
      services marketplace; multimedia management within virtual worlds.




                                   www.insemtives.eu                               2
Incentives and motivators

• Motivation is the driving     • Incentives can be related
  force that makes humans         to both extrinsic and
  achieve their goals.            intrinsic motivations.
• Incentives are ‘rewards’      • Extrinsic motivation if
  assigned by an external         task is considered boring,
  ‘judge’ to a performer for      dangerous, useless,
  undertaking a specific          socially undesirable,
  task.                           dislikable by the
   – Common belief (among         performer.
     economists): incentives    • Intrinsic motivation is
     can be translated into a
     sum of money for all
                                  driven by an interest or
     practical purposes.          enjoyment in the task
                                  itself.
Examples of applications




            www.insemtives.eu   4
Examples (ii)




Mason & Watts: Financial incentives and the performance of the crowds, HCOMP 2009.
Examples (iii)




            www.insemtives.eu   9
What is different about semantic
       systems?
• Semantic Web tools
  vs applications.
  – Intelligent (specialized)
    Web sites (portals) with
    improved (local) search
    based on vocabularies
    and ontologies.
  – X2X integration (often
    combined with Web
    services).
  – Knowledge
    representation,
    communication and
    exchange.
What do you want your
    users to do?
• Semantic applications
  – Context of the actual application.
  – Need to involve users in knowledge acquisition and
    engineering tasks?
     • Incentives are related to organizational and social factors.
     • Seamless integration of new features.
• Semantic tools
  – Game mechanics.
  – Paid crowdsourcing (integrated).
• Using results of casual games.

        http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
Case studies
• Methods applied
   –   Mechanism design
   –   Participatory design
   –   Games with a purpose
   –   Crowdsourcing via MTurk
• Semantic content
  authoring scenarios
   – Extending and populating
     an ontology
   – Aligning two ontologies
   – Annotation of text, media
     and Web APIs
Mechanism design in practice
• Identify a set of games that represents your situation.
• See recommendations in the literature.
             • Translate what economists do into concrete scenarios.
             • Assure that the economists’ proposals fit to the concrete situation.
• Run user and field experiments. Results influence HCI,
  social and data management aspects.




 8/27/2011                             www.insemtives.eu                              15
Factors affecting mechanism
                design
                                                                         Social       Nature of good
                Goal                              Tasks
                                                                       Structure      being produced
 Communication          High                               High
 level (about the      Medium     Variety of              Medium                        Private good
goal of the tasks)      Low                                Low
                                                                        Hierarchy
                        High                               High          neutral
Participation level
                       Medium                             Medium
 (in the definition             Specificity of                                          Public good
    of the goal)        Low                                Low
                                Identification             High
                        High                                                          Common resource
                                    with                   Low
   Clarity level                                                       Hierarchical
                                                     Highly specific
                        Low     Required skills                                          Club good
                                                    Trivial/Common


    More at http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf and
    http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf
    8/27/2011                               www.insemtives.eu                                     16
Phase 3: OKenterprise annotation tool




4/14/11                www.insemtives.eu          17
Mechanism design for Telefonica
• Interplay of two alternative games
      – Principal agent game
          • The management wants employees to do a certain action but does
            not have tools to check whether employees perform their best effort.
          • Various mechanisms can be used to align employees’ and employers’
            interests
              – Piece rate wages (labour intensive tasks)
              – Performance measurement (all levels of tasks)
              – Tournaments (internal labour market)
      – Public goods
          • Semantic content creation is non-rival and non-excludable
          • The problem of free riding

• Additional problem: what is the optimal time and effort for
  employees to dedicate to annotation

4/14/11                              www.insemtives.eu                         18
Mechanism design for Telefonica (ii)
• Principal agent game                           • Public goods game
      – Pay-per-performance                                – To let users know that their
          • Points assigned for each                         contribution was valuable
            contribution                                   – The portal should be useful
      – Quality of performance                                 • Possibility to search experts,
        measurement                                              documents, etc.
          • Rate user contributions                            • Possibility to form groups of
          • Assign quality reviewers                             users and share contributions
      – Tournament                                         – The portal should be easy to
          • Visibility of contributions by                   use
            single users
          • Search for an expert based on
            contributions                        • Experiments
          • Relative standing compared to                  – Pay-per-tag vs winner-takes-
            other users                                      it-all for annotation.

4/14/11                                www.insemtives.eu                                      19
Knowledge engineering tasks
• Granularity of ontology
  engineering activities is too
  broad; further splitting is
  needed
• Crowdsource very specific
  tasks that are (highly) divisible
    – Labeling (in different
      languages)
    – Finding relationships
    – Populating the ontology
    – Aligning and interlinking
    – Ontology-based annotation
    – Validating the results of
      automatic methods
    – …


                               www.insemtives.eu   20
OntoGame API
• API that provides several methods that are
  shared by the OntoGame games, such as:
   – Different agreement types (e.g. selection
     agreement).
   – Input matching (e.g. , majority).
   – Game modes (multi-player, single player).
   – Player reliability evaluation.
   – Player matching (e.g., finding the optimal
     partner to play).
   – Resource (i.e., data needed for games)
     management.
   – Creating semantic content.
• http://insemtives.svn.sourceforge.net/vie
  wvc/insemtives/generic-gaming-toolkit
  8/27/2011                        www.insemtives.eu   21
OntoGame games




8/27/2011            www.insemtives.eu   22
Lessons learned
• Tasks which can be subject to games
   – Definition of vocabulary
   – Conceptualization
       • Based on competency questions
       • Identifying instances, classes, attributes, relationships
   – Documentation
       • Labeling and definitions
       • Localization
   – Evaluation and quality assurance
       • Matching conceptualization to documentation
   – Alignment
   – Validating the results of automatic methods

• But, the approach is per design less applicable because
   – Knowledge-intensive tasks that are not easily nestable
   – Repetitive tasks  players‘ retention?

                                        www.insemtives.eu            24
Lessons learned (ii)
• Approach is feasible for mainstream domains, where a
  knowledge corpus is available
• Knowledge corpus has to be large-enough to allow for
  a rich game experience
   – But you need a critical mass of players to validate the
     results
• Advertisement is essential
• Game design vs useful content
   – Reusing well-kwown game paradigms
   – Reusing game outcomes and integration in existing
     workflows and tools
• Cost-benefit analysis
http://www.ontogame.org
    http://apps.facebook.com/ontogame
http://www.insemtives.eu/iswc2011-tutorial/

          elena.simperl@kit.edu

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Insemtives cluj iccp

  • 1. Combining human and computational intelligence for collaborative knowledge creation Elena Simperl Talk at the IEEE International Conference on Intelligent Computer Communication and Processing, Cluj-Napoca, Romania 8/27/2011 www.insemtives.eu 1
  • 2. Insemtives in a nutshell • Many aspects of semantic content authoring naturally rely on human contribution. • Motivating users to contribute is essential for semantic technologies to reach critical mass and ensure sustainable growth. • Insemtives works on – Best practices and guidelines for incentives-compatible technology design. – Enabling technology to realize incentivized semantic applications. – Showcased in three case studies: enterprise knowledge management; services marketplace; multimedia management within virtual worlds. www.insemtives.eu 2
  • 3. Incentives and motivators • Motivation is the driving • Incentives can be related force that makes humans to both extrinsic and achieve their goals. intrinsic motivations. • Incentives are ‘rewards’ • Extrinsic motivation if assigned by an external task is considered boring, ‘judge’ to a performer for dangerous, useless, undertaking a specific socially undesirable, task. dislikable by the – Common belief (among performer. economists): incentives • Intrinsic motivation is can be translated into a sum of money for all driven by an interest or practical purposes. enjoyment in the task itself.
  • 4. Examples of applications www.insemtives.eu 4
  • 5. Examples (ii) Mason & Watts: Financial incentives and the performance of the crowds, HCOMP 2009.
  • 6. Examples (iii) www.insemtives.eu 9
  • 7. What is different about semantic systems? • Semantic Web tools vs applications. – Intelligent (specialized) Web sites (portals) with improved (local) search based on vocabularies and ontologies. – X2X integration (often combined with Web services). – Knowledge representation, communication and exchange.
  • 8. What do you want your users to do? • Semantic applications – Context of the actual application. – Need to involve users in knowledge acquisition and engineering tasks? • Incentives are related to organizational and social factors. • Seamless integration of new features. • Semantic tools – Game mechanics. – Paid crowdsourcing (integrated). • Using results of casual games. http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
  • 9. Case studies • Methods applied – Mechanism design – Participatory design – Games with a purpose – Crowdsourcing via MTurk • Semantic content authoring scenarios – Extending and populating an ontology – Aligning two ontologies – Annotation of text, media and Web APIs
  • 10. Mechanism design in practice • Identify a set of games that represents your situation. • See recommendations in the literature. • Translate what economists do into concrete scenarios. • Assure that the economists’ proposals fit to the concrete situation. • Run user and field experiments. Results influence HCI, social and data management aspects. 8/27/2011 www.insemtives.eu 15
  • 11. Factors affecting mechanism design Social Nature of good Goal Tasks Structure being produced Communication High High level (about the Medium Variety of Medium Private good goal of the tasks) Low Low Hierarchy High High neutral Participation level Medium Medium (in the definition Specificity of Public good of the goal) Low Low Identification High High Common resource with Low Clarity level Hierarchical Highly specific Low Required skills Club good Trivial/Common More at http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf and http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf 8/27/2011 www.insemtives.eu 16
  • 12. Phase 3: OKenterprise annotation tool 4/14/11 www.insemtives.eu 17
  • 13. Mechanism design for Telefonica • Interplay of two alternative games – Principal agent game • The management wants employees to do a certain action but does not have tools to check whether employees perform their best effort. • Various mechanisms can be used to align employees’ and employers’ interests – Piece rate wages (labour intensive tasks) – Performance measurement (all levels of tasks) – Tournaments (internal labour market) – Public goods • Semantic content creation is non-rival and non-excludable • The problem of free riding • Additional problem: what is the optimal time and effort for employees to dedicate to annotation 4/14/11 www.insemtives.eu 18
  • 14. Mechanism design for Telefonica (ii) • Principal agent game • Public goods game – Pay-per-performance – To let users know that their • Points assigned for each contribution was valuable contribution – The portal should be useful – Quality of performance • Possibility to search experts, measurement documents, etc. • Rate user contributions • Possibility to form groups of • Assign quality reviewers users and share contributions – Tournament – The portal should be easy to • Visibility of contributions by use single users • Search for an expert based on contributions • Experiments • Relative standing compared to – Pay-per-tag vs winner-takes- other users it-all for annotation. 4/14/11 www.insemtives.eu 19
  • 15. Knowledge engineering tasks • Granularity of ontology engineering activities is too broad; further splitting is needed • Crowdsource very specific tasks that are (highly) divisible – Labeling (in different languages) – Finding relationships – Populating the ontology – Aligning and interlinking – Ontology-based annotation – Validating the results of automatic methods – … www.insemtives.eu 20
  • 16. OntoGame API • API that provides several methods that are shared by the OntoGame games, such as: – Different agreement types (e.g. selection agreement). – Input matching (e.g. , majority). – Game modes (multi-player, single player). – Player reliability evaluation. – Player matching (e.g., finding the optimal partner to play). – Resource (i.e., data needed for games) management. – Creating semantic content. • http://insemtives.svn.sourceforge.net/vie wvc/insemtives/generic-gaming-toolkit 8/27/2011 www.insemtives.eu 21
  • 17. OntoGame games 8/27/2011 www.insemtives.eu 22
  • 18. Lessons learned • Tasks which can be subject to games – Definition of vocabulary – Conceptualization • Based on competency questions • Identifying instances, classes, attributes, relationships – Documentation • Labeling and definitions • Localization – Evaluation and quality assurance • Matching conceptualization to documentation – Alignment – Validating the results of automatic methods • But, the approach is per design less applicable because – Knowledge-intensive tasks that are not easily nestable – Repetitive tasks  players‘ retention? www.insemtives.eu 24
  • 19. Lessons learned (ii) • Approach is feasible for mainstream domains, where a knowledge corpus is available • Knowledge corpus has to be large-enough to allow for a rich game experience – But you need a critical mass of players to validate the results • Advertisement is essential • Game design vs useful content – Reusing well-kwown game paradigms – Reusing game outcomes and integration in existing workflows and tools • Cost-benefit analysis
  • 20. http://www.ontogame.org http://apps.facebook.com/ontogame http://www.insemtives.eu/iswc2011-tutorial/ elena.simperl@kit.edu