DocumentCode :
1579846
Title :
Analysis of self-tagging during conversational chat in multilingual gaming simulation
Author :
Nose, Takashi ; Hishiyama, Reiko
Author_Institution :
Fac. of Sci. & Eng., Waseda Univ., Tokyo, Japan
fYear :
2013
Firstpage :
81
Lastpage :
86
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 :
computer games; language translation; natural languages; conversational chat; crowdsourcing; intercultural collaboration; machine translation; multilingual gaming simulation; self-tagging; tagging cost reduction; Analytical models; Games; Industries; Manuals; Market research; Proposals; Tagging; gamification; intercultural collaboration; language grid; machine translation;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Future Generation Communication Technology (FGCT), 2013 Second International Conference on
Conference_Location :
London
Print_ISBN :
978-1-4799-2974-0
Type :
conf
DOI :
10.1109/FGCT.2013.6767188
Filename :
6767188
Link To Document :
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