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

Taishi Nose, Reiko Hishiyama

    研究成果: Conference contribution

    4 引用 (Scopus)

    抄録

    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
    ホスト出版物のタイトル2nd International Conference on Future Generation Communication Technologies, FGCT 2013
    出版者IEEE Computer Society
    ページ81-86
    ページ数6
    DOI
    出版物ステータスPublished - 2013
    イベント2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London
    継続期間: 2013 11 122013 11 14

    Other

    Other2nd International Conference on Future Generation Communication Technologies, FGCT 2013
    London
    期間13/11/1213/11/14

    Fingerprint

    Costs
    Experiments

    ASJC Scopus subject areas

    • Computer Networks and Communications

    これを引用

    Nose, T., & Hishiyama, R. (2013). Analysis of self-tagging during conversational chat in multilingual gaming simulation. : 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.

    研究成果: Conference contribution

    Nose, T & Hishiyama, R 2013, Analysis of self-tagging during conversational chat in multilingual gaming simulation. : 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. : 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
    @inproceedings{93a7f1675a9249b6b08daa0af76ceae8,
    title = "Analysis of self-tagging during conversational chat in multilingual gaming simulation",
    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.",
    keywords = "gamification, intercultural collaboration, language grid, machine translation",
    author = "Taishi Nose and Reiko Hishiyama",
    year = "2013",
    doi = "10.1109/FGCT.2013.6767188",
    language = "English",
    pages = "81--86",
    booktitle = "2nd International Conference on Future Generation Communication Technologies, FGCT 2013",
    publisher = "IEEE Computer Society",

    }

    TY - GEN

    T1 - Analysis of self-tagging during conversational chat in multilingual gaming simulation

    AU - Nose, Taishi

    AU - Hishiyama, Reiko

    PY - 2013

    Y1 - 2013

    N2 - 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.

    AB - 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.

    KW - gamification

    KW - intercultural collaboration

    KW - language grid

    KW - machine translation

    UR - http://www.scopus.com/inward/record.url?scp=84899004939&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=84899004939&partnerID=8YFLogxK

    U2 - 10.1109/FGCT.2013.6767188

    DO - 10.1109/FGCT.2013.6767188

    M3 - Conference contribution

    AN - SCOPUS:84899004939

    SP - 81

    EP - 86

    BT - 2nd International Conference on Future Generation Communication Technologies, FGCT 2013

    PB - IEEE Computer Society

    ER -