Abstract
In contrast to standard procedures for pooled relevance judgments which require considerable manual effort, we take a radically different approach to obtaining relevance assessments as the by-product of a game designed with a purpose (GWAP). The objective is to harness human processing skills via fun and entertainment. DocMiner is a document guessing game where a human player (H) needs to correctly guess a document chosen by the computer (C). To start the game, C chooses an information need and a document that is relevant to it. C then shares the information need, expressed as a query string, with H. H wins the round if he correctly guesses the document that C has chosen, and is either rewarded with bonus points or penalized by deducting points on submission of relevant and non-relevant documents respectively. The human player, as a part of his game playing strategy, thus needs to find relevant documents with the help of a search engine. Experiments on the TREC-8 ad-hoc task with the objective of reproducing the existing relevance assessments demonstrate that gamified assessments, when used to evaluate the official submissions to TREC-8, show fair correlation (Pearson’s correlation coefficient of up to 0.84) with the official assessments (depth-100 pooling).
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Acknowledgements
This research is supported by Science Foundation Ireland (SFI) as a part of the ADAPT centre (Grant No. 13/RC/2106) in DCU.
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Ganguly, D., Jones, G.J.F. (2016). A Gamified Approach to Relevance Judgement. In: Fuhr, N., et al. Experimental IR Meets Multilinguality, Multimodality, and Interaction. CLEF 2016. Lecture Notes in Computer Science(), vol 9822. Springer, Cham. https://doi.org/10.1007/978-3-319-44564-9_18
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DOI: https://doi.org/10.1007/978-3-319-44564-9_18
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