Achiever or explorer?: gamifying the creation process of training data for machine learning

Sarah Alaghbari, A. Mitschick, Gregor Blichmann, M. Voigt, Raimund Dachselt
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引用次数: 5

Abstract

The development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make tedious tasks more interesting. This paper proposes a multi-step process for gamifying the manual creation of training data for machine learning purposes. We choose a user-adapted approach based on the results of a preceding user study with the target group (employees of an AI software development company) which helped us to identify annotation use cases and the users' player characteristics. The resulting concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of the company's existing annotation tool and serves as a basis for further observations.
成就者还是探索者?:将机器学习训练数据的创建过程游戏化
人工智能的发展,例如计算机视觉,通过监督学习需要输入大量带注释或标记的数据对象作为训练数据。高质量训练数据的创建通常是手动完成的,这可能是重复和累人的。游戏化,即在非游戏环境中使用游戏元素,是让乏味任务变得更有趣的一种方法。本文提出了一个多步骤的过程,用于游戏化人工创建用于机器学习的训练数据。我们根据之前对目标群体(人工智能软件开发公司的员工)的用户研究结果选择了一种用户适应的方法,这有助于我们识别注释用例和用户的玩家特征。由此产生的概念包括不断增加的难度、教程、进度指示器和围绕机器人角色(同时也是用户助手)的叙述。实现的原型是公司现有注释工具的扩展,并作为进一步观察的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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