ARTigo: Lessons From Social Image Tagging in an Art-Historical Game With a Purpose

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Stefanie Schneider
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引用次数: 0

Abstract

Since 2010, ARTigo has been leveraging games with a purpose (GWAPs) to engage citizen scientists in the tagging of artworks. In these games, two players collaboratively annotate images under time constraints. This paper introduces ARTigo as an easily customizable framework for image labeling tailored to elicit specific domain knowledge. It also outlines a two-pronged evaluation strategy to assess the impact of ARTigo’s front-end design on visual aesthetics, usability, and cognitive workload, as well as on users' tagging behavior. Comparisons between ARTigo version $\boldsymbol {1}$, developed from 2010 to 2013, and version $\boldsymbol {2}$, developed in 2022, indicate significant improvements: the System Usability Scale rating improved from grade B to A-, and the Short Visual Aesthetics of Websites Inventory rating from 4.42 to 5.34 points ($\boldsymbol {p < 0.05}$). Moreover, the graphical user interface in version $\boldsymbol {2}$ promotes more frequent and complex tagging, thus collecting a similar amount of tags with higher entropy in fewer rounds—which is especially beneficial for GWAP with smaller, active communities.
ARTigo:在艺术历史游戏中使用社交图像标签的经验教训
自2010年以来,ARTigo一直在利用带有目的的游戏(gwap)让公民科学家参与艺术品的标记。在这些游戏中,两名玩家在时间限制下协作注释图像。本文介绍了ARTigo作为一个易于定制的框架,为图像标记量身定制,以引出特定的领域知识。它还概述了一个双管齐下的评估策略,以评估ARTigo的前端设计对视觉美学、可用性、认知工作量以及用户标记行为的影响。2010年至2013年开发的ARTigo版本$\boldsymbol{1}$与2022年开发的版本$\boldsymbol{2}$之间的比较表明,系统可用性量表评分从B级提高到A-,网站库存的短视觉美学评分从4.42分提高到5.34分($\boldsymbol {p < 0.05}$)。此外,版本$\boldsymbol{2}$中的图形用户界面促进了更频繁和更复杂的标记,从而在更少的轮中以更高的熵收集相似数量的标记—这对于具有较小的活跃社区的GWAP特别有益。
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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