{"title":"使用游戏化框架构建情感语料库","authors":"Thomas James Z. Tiam-Lee, S. See","doi":"10.1109/HNICEM.2014.7016215","DOIUrl":null,"url":null,"abstract":"This paper describes the design and development of Polarity, a gamified web application used to collect data for building a sentiment corpus. It discusses the advantages of using a gamified approach over other methods of data collection, and also outlines the design challenges and issues that are present in the implementation of such an approach.","PeriodicalId":309548,"journal":{"name":"2014 International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM)","volume":"109 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Building a sentiment corpus using a gamified framework\",\"authors\":\"Thomas James Z. Tiam-Lee, S. See\",\"doi\":\"10.1109/HNICEM.2014.7016215\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes the design and development of Polarity, a gamified web application used to collect data for building a sentiment corpus. It discusses the advantages of using a gamified approach over other methods of data collection, and also outlines the design challenges and issues that are present in the implementation of such an approach.\",\"PeriodicalId\":309548,\"journal\":{\"name\":\"2014 International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM)\",\"volume\":\"109 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2014 International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/HNICEM.2014.7016215\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/HNICEM.2014.7016215","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Building a sentiment corpus using a gamified framework
This paper describes the design and development of Polarity, a gamified web application used to collect data for building a sentiment corpus. It discusses the advantages of using a gamified approach over other methods of data collection, and also outlines the design challenges and issues that are present in the implementation of such an approach.