TSentiment: On gamifying Twitter sentiment analysis

M. Furini, M. Montangero
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引用次数: 33

Abstract

Social media platforms contain interesting information that can be used to directly measure people' feelings and, thanks to the use of communication technologies, also to geographically locate these feelings. Unfortunately, the understanding is not as easy as one may think. Indeed, the large volume of data makes the manual approach impractical and the diversity of language combined with the brevity of the texts makes the automatic approach quite complicated. In this paper, we consider the gamification approach to sentimentally classify tweets and we propose TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets (e.g., positive, negative, neutral) and their sentiment (e.g., joy, surprise, sadness, etc.). We created a dataset of more than 65,000 tweets, we developed a Web-based game and we asked students to play the game. Obtained results showed that the game approach was well accepted and thus it can be useful in scenarios where the identification of people' feelings may bring benefits to decision making processes.
情感:关于游戏化Twitter情感分析
社交媒体平台包含有趣的信息,可以用来直接衡量人们的感受,并且由于通信技术的使用,也可以定位这些感受的地理位置。不幸的是,理解并不像人们想象的那么容易。事实上,大量的数据使人工方法变得不切实际,语言的多样性加上文本的简洁使自动方法变得相当复杂。在本文中,我们考虑了游戏化方法来对tweet进行情感分类,我们提出了sentiment,这是一种游戏,其目的是使用人类对tweet的极性(例如,积极,消极,中性)及其情感(例如,喜悦,惊喜,悲伤等)进行分类。我们创建了一个超过65000条推文的数据集,我们开发了一个基于网络的游戏,我们让学生们玩这个游戏。获得的结果表明,游戏方法被广泛接受,因此在识别人们的感受可能会给决策过程带来好处的情况下,它是有用的。
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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