Analysis of self-tagging during conversational chat in multilingual gaming simulation

Taishi Nose, Reiko Hishiyama

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    4 Citations (Scopus)

    Abstract

    A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately.

    Original languageEnglish
    Title of host publication2nd International Conference on Future Generation Communication Technologies, FGCT 2013
    PublisherIEEE Computer Society
    Pages81-86
    Number of pages6
    DOIs
    Publication statusPublished - 2013
    Event2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London
    Duration: 2013 Nov 122013 Nov 14

    Other

    Other2nd International Conference on Future Generation Communication Technologies, FGCT 2013
    CityLondon
    Period13/11/1213/11/14

    Fingerprint

    Costs
    Experiments

    Keywords

    • gamification
    • intercultural collaboration
    • language grid
    • machine translation

    ASJC Scopus subject areas

    • Computer Networks and Communications

    Cite this

    Nose, T., & Hishiyama, R. (2013). Analysis of self-tagging during conversational chat in multilingual gaming simulation. In 2nd International Conference on Future Generation Communication Technologies, FGCT 2013 (pp. 81-86). [6767188] IEEE Computer Society. https://doi.org/10.1109/FGCT.2013.6767188

    Analysis of self-tagging during conversational chat in multilingual gaming simulation. / Nose, Taishi; Hishiyama, Reiko.

    2nd International Conference on Future Generation Communication Technologies, FGCT 2013. IEEE Computer Society, 2013. p. 81-86 6767188.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Nose, T & Hishiyama, R 2013, Analysis of self-tagging during conversational chat in multilingual gaming simulation. in 2nd International Conference on Future Generation Communication Technologies, FGCT 2013., 6767188, IEEE Computer Society, pp. 81-86, 2nd International Conference on Future Generation Communication Technologies, FGCT 2013, London, 13/11/12. https://doi.org/10.1109/FGCT.2013.6767188
    Nose T, Hishiyama R. Analysis of self-tagging during conversational chat in multilingual gaming simulation. In 2nd International Conference on Future Generation Communication Technologies, FGCT 2013. IEEE Computer Society. 2013. p. 81-86. 6767188 https://doi.org/10.1109/FGCT.2013.6767188
    Nose, Taishi ; Hishiyama, Reiko. / Analysis of self-tagging during conversational chat in multilingual gaming simulation. 2nd International Conference on Future Generation Communication Technologies, FGCT 2013. IEEE Computer Society, 2013. pp. 81-86
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