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

Taishi Nose, Reiko Hishiyama

研究成果: Paper

4 引用 (Scopus)

抜粋

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.

元の言語English
ページ81-86
ページ数6
DOI
出版物ステータスPublished - 2013 1 1
イベント2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom
継続期間: 2013 11 122013 11 14

Conference

Conference2nd International Conference on Future Generation Communication Technologies, FGCT 2013
United Kingdom
London
期間13/11/1213/11/14

ASJC Scopus subject areas

  • Computer Networks and Communications

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  • これを引用

    Nose, T., & Hishiyama, R. (2013). Analysis of self-tagging during conversational chat in multilingual gaming simulation. 81-86. 論文発表場所 2nd International Conference on Future Generation Communication Technologies, FGCT 2013, London, United Kingdom. https://doi.org/10.1109/FGCT.2013.6767188