cubrik tutorial at icwe 2013: part 2 - introduction to games with a purpose

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AN INTRODUCTION TO HUMAN COMPUTATION & GAMES WITH A PURPOSE ALESSANDRO BOZZON DELFT UNIVERSITY OF TECHNOLOGY LUCA GALLI POLITECNICO DI MILANO

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2013, 08 July Part 2 of the tutorial illustrated at ICWE 2013, by Luca Galli (Politecnico di Milano) Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.

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Page 1: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

AN INTRODUCTION TO

HUMAN COMPUTATION &

GAMES WITH A PURPOSE

ALESSANDRO BOZZON DELFT UNIVERSITY OF TECHNOLOGY

LUCA GALLI POLITECNICO DI MILANO

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ABOUT THE TUTORIAL •  Crowdsourcing, Human Computation, and GWAPs are hot topics

•  “Human Computation” => more than 3000 papers •  400 in 2013

•  “Crowd Sourcing” => more than 36000 papers •  4800 in 2013

•  “Games With A Purpose” => more than 1400 papers •  162 in 2013

•  This short tutorial is necessarily shallow, but •  Concrete Examples •  Lot of references and links •  An outlook on the future

•  Slides and additional materials available •  http://hcgwap.blogspot.com

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 2

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ABOUT THE SPEAKERS ALESSANDRO BOZZON Assistant Professor - TU Delft http://www.alessandrobozzon.com

[email protected]

LUCA GALLI Ph.D. Student - Politecnico di Milano http://www.lucagalli.me

[email protected]

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•  RESEARCH BACKGROUND AND INTERESTS

•  Web Data Management •  Crowdsourcing and Human Computation •  Game Design •  Web Engineering and Model Driven Development

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AGENDA

4 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose

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AGENDA •  PART 1 => CrowdSourcing and Human Computation

•  Introduction •  Design of Human Computation Tasks •  Frameworks For/With Human Computation •  The Future of Human Computation

•  PART 2 => Games With a Purpose •  Play vs Games •  Introduction to Game Design •  Games with a Purpose Design Guidelines

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PART 2 AN INTRODUCTION TO GAMES WITH A PURPOSE

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7 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose

Something really bad is going to happen…

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8 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose

Or not?

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9 ICWE 2013 - An Introduction To Human Computation and Games With a Purpose

MAGIC CIRCLE

“All play moves and has its being within a playground marked off beforehand materially or ideally, deliberately or as a matter of course… The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and function play-grounds, i.e., forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated

to the performance of an act apart.”

Johan Huizinga, “Homo Ludens”, (1938-1950)

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WHAT IS PLAY?

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Autonomy:  play  is  a  voluntary  ac2vity.  

Safety:  during  play  there  are  radically  reduced  serious                                                                                                      consequences  in  what  we  do  

A<unement:  being  interested  in  the  same  things                                                                    temporarily  while  playing  together  

Explora2on:  the  possibility  to  experiment  and  try  out    new                                                                  things  

Mastery:  the  will  to  improve  one’s  own  skills  

 

 

 

 

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WHICH ARE THE BENEFITS?

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“Play  is  an  enjoyable  ac/vity  that  allows  us  to  train  and  test  our  skills  in  a  safe  environment.”  

 Fosters  crea2vity,  flexibility,  and  learning  

An2dote  to  loneliness,  isola2on,  anxiety,  and  depression  Teaches  perseverance  

Hints  on  how  to  cooperate  with  others  Increases  energy  and  prevents  burnout  

Stuart Brown, “Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul”, 2009.

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GAMES VS PLAY

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   Games  are  dis/nguished  from  play  

 –  Play  is  free-­‐form  

 –  Games  are  rule-­‐based  A  game  is  a  closed,  formal  system  that  ·∙  Engages  players  in  structured  conflict  and  ·∙  Resolves  its  uncertainty  in  an  unequal        outcome.  

Fullerton, T.; Swain, C. & Hoffman, S. Game Design Workshop: A playcentric approach to creating innovative games, 2008

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CLASSIC GAME DEFINITION

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1.  Rules    •  Games  are  rule-­‐based.  

2.  Variable,  quan/fiable  outcome  

 •  Games  have  variable,  quan/fiable  outcomes.  

3.  Valoriza/on  of  outcome  

 •  The  different  poten/al  outcomes  of  the  game                                are  assigned  different  values,  some  posi/ve                                and  some  nega/ve  

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CLASSIC GAME DEFINITION

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 4.  Player  effort  

         •  The  player  exerts  effort  in  order  to  influence  the  outcome    (games  are  challenging).  

5.  Player  aVached  to  outcome  

         •  The  player  is  emo/onally  aVached  to  the  outcome  of  the      game  in  the  sense  that  a  player  will  be  winner  and    “happy”  in  case  of  a  posi/ve  outcome,  but  a  loser  and    “unhappy”  in  case  of  a  nega/ve  outcome.  

6.  Nego/able  consequences  

           •  The  same  game  [set  of  rules]  can  be  played        with  or  without  real-­‐life  consequences  

Juul, J. “Half-R

eal: Video Gam

es Betw

een Real

Rules and Fictional W

orlds”, 2005

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INCENTIVES

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Money, Passion, Ease of Participation, Altruism, Appeal to one’s own knowledge, Reputation, Fun

Organisciak, Piotr. Why Bother?: Examining the Motivations of Users in Large-scale Crowd-powered Online Initiatives. Diss. University of Alberta, 2010.

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INCENTIVES

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 Intrinsic  mo2va2on  is  defined  as  doing  an  ac2vity  for      its  inherent  sa2sfac2ons  rather  than  for  some  separable      consequence.    

 Extrinsic  mo2va2on  is  defined  as  doing  an  ac2vity  to  a<ain      some  separable  outcome  

 

Deci, Edward L., and Richard M. Ryan. Self‐Determination. ,1985.

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GAMES WITH A PURPOSE

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 Games  with  a  Purpose  (GWAPs)  are  digital  games  that  generate  useful  data  as  a  by-­‐product  of  play.  [vA06,LvA09]  

 The  design  of  a  GWAP  requires  to  create  a  game  so  that  its  structure  encourages  computa2on,  correctness  of  the  output  and  players  reten2on.  

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WHAT THEY ARE USED FOR

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Krause, M

. & S

meddinck, J. (2011b). H

uman C

omputation

Gam

es: A Survey. In: P

roceedings of the 19th European

Signal P

rocessing Conference (E

US

IPC

O-2011).

Intui2ve  Decisions  

Aesthe2c  Judgment  

Contextual  Reasoning  

Embodiment  Issues  

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ARE THEY WORKING?

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ESP Game

Purposes: Let players determine the contents of images by submitting meaningful labels they can agree on.

Results: A total of 13,630 people played the game during the test phase, generating 1,271,451 labels for 293,760 different images.

Luis von Ahn and Laura Dabbish. 2004. Labeling images with a computer game.

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ARE THEY WORKING?

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Foldit

Purposes: The objective of the game is to fold the structure of selected proteins to the best of the player's ability, using various tools provided within the game to discover new structural configurations.

Results: In 2011, players of Foldit helped to decipher the crystal structure of an AIDS-causing monkey virus. While the puzzle was available to play for a period of three weeks, players produced an accurate 3D model of the enzyme in just ten days. The problem of how to configure the structure of the enzyme had stumped scientists for 15 years.

Khatib, F.; Dimaio, F.; Cooper, et al. (2011). "Crystal structure of a monomeric retroviral protease solved by protein folding game players"

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GAMIFICATION

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       “The  use  of  game  design  techniques  and  game                mechanics  to  enhance  non-­‐game  contexts”  

S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, “Gamification. Using game-design elements in non-gaming contexts”

       Actually  ques/onable,  we  will  see  why  

Sebastian Deterding

Miguel Sicart

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WHAT IS USED FOR

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IS IT WORKING?

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Samsung Nation

Purposes: Samsung Nation, a social loyalty program that lets users earn badges for activities as writing reviews and watching videos and compete for rewards.

Results: 500% increase in customers product reviews 66% increase in site visitors 30% increase in comments reduced marketing costs reduced product support costs

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IS IT WORKING?

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MTV Italia MyChart

Purposes: User generated video chart based on various “game dynamics” like avatars, points and leaderboards to drive users from Facebook to TV and to loyalize existing TV audience. Results: More than 500.000 votes in less then three months More than 150.000 videos viewed

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COMMONALITIES AND DIFFERENCES

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One  or  more  objec2ves  or  tasks  that  users  have  to  accomplish.  

A  gaming  experience,  defining  challenges  to  overcome  and  rewards  for  their  solu2on.  

One  or  more  players,  the  users  of  the  applica2on,  who  are  profiled  and  monitored  in  their  ac2vi2es.  

But...  

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INTRODUCTION TO GAME DESIGN

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Mancala, 7th century AD

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30

Unreal Tournament 3, Epic Games, 2007

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Turn  based  boardgame  vs  Real  /me  ac/on  shooter  

Handmade  physical  board  vs  Personal  Computer  

Public  domain  rules  vs  Copyrighted  

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1 - PLAYERS

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Number  of  players  Roles  of  the  players  Interac2ons  among  players  and  the  game:  

                 Single  Player/Mul2  Single                    Unilateral/Mul2lateral  Compe22on  

                                     Coopera2ve                    Team  compe22on  

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2 - OBJECTIVES

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 Objec2ves:  specific  goals  for  the  player  to  accomplish  

 Capture:  capture  or  destroy  a  resource    Chase:  catch  an  opponent  or  elude  one    Race:  reach  a  goal  before  the  other  players    Alignment:  arrange  game  objects  in  a  spa/al  or  conceptual    

                                                                       configura/on                                Rescue\Escape:  bring  a  unit  to  safety                                  Construc2on:  build,  maintain,  manage  objects                                Explora2on:  explore  the  environment  where  the  game  take                                                                                place                                Solu2on:  solve  a  problem  or  puzzle  before  (or  more                                                                      accurately)  the  compe//on  or  certain  constraints                                Outwit:  gain  and  use  knowledge  to  defeat  other  players  

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2 – OBJECTIVES: EXAMPLES

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Alignment:  arrange  game  objects  in  a  spa2al  or  conceptual  configura2on  

Tetris, Alexey Pajitnov, 1984 Puzzle Bobble, Taito Corporation, 1994

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2 – OBJECTIVES: EXAMPLES

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Solu2on:  solve  a  problem  or  puzzle  before  (or  more  accurately)  than  the  compe22on  or  following  certain  constraints  

Connect Four, Milton Bradley, 1974

Professor Layton and the Miracle Mask, Level-5, 2011

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3 - PROCEDURES

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Procedures:  the  methods  of  play  and  the  ac/ons  that  players  can  take  to  achieve  the  game  objec/ves.  They  are  used  to  define  who  does  what,  where  and  how.  

 Typically  a  game  is  composed  of:    Star%ng  ac%on:  How  to  put  a  game  into  play.  Progression  of  ac%on:  Ongoing  procedures  a_er                                                                                      the  star/ng  ac/on.  Special  ac%ons:  Available  condi/onal  to  other                                                              elements  or  game  state.  Resolving  ac%ons:  Bring  gameplay  to  an  end.  

 

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3 – PROCEDURES: EXAMPLE

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Star%ng  ac%on:  Choose  a  player    to  go  first.  Each  player  chooses  a  color:  red  or  black.  

Progression  of  ac%on:  On  each    turn,  a  player  drops  one  colored      checker  down  any  of  the  slots  in      the  top  of  the  grid.  

Resolving  ac%ons:  The  play  alternates  un/l  one  of  the  players  gets  four  checkers  of  one  color  in  a  row.  The  row  can  be  horizontal,  ver/cal,  or  diagonal.

   

Connect Four

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4 - RULES

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•   Define  Objects  •   Restrict  Ac/ons  •   Determine  Effects  (ECA  rules)      Chess:  A  player  cannot  move  her  king  into  check.    Poker:  A  straight  is  five  consecu8vely  ranked  cards;  a  straight  flush  is  five  consecu8vely  ranked  cards  of  the  same  suit.    WarCrad  II:  To  create  knight  units,  a  player  must  have  upgraded  to  a  keep  and  built  a  stable.  

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5 - RESOURCES

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Resources:  valuable  objects  that  can  help  the  players  to  achieve  their  goals  but  are  scarce  in  the  system.  

Lives:  number  of  “trials”  that  can  be  aVempted  to  reach  a  goal  Units:  mul/ple  objects  that  has  to  be  managed  instead  of  lives  Health:  represent  the  status  of  loss  or  near  loss  of  lives  and  units  Points:  numerical  value  that  represents  a  measure  of  the  skill  and  progression  of  a  player  Ac2ons:  number  of  possible  dis/nct  choices  that  a  player  can  make  within  a  defined  /meframe  Power-­‐ups:  object  that  gives  a  boost  to  the  player  Items:  used  by  the  player  to  accomplish  an  objec/ve,  made  scarce  by  the  system  Turns:  the  number  of  game  phases  within  which  a  player  must  accomplish  the  objec/ves  Time:  restricts  player  ac/ons  or  phases  in  periods  of  /me.  

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5 – RESOURCES: EXAMPLE

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Card Hunter, Blue Manchu Pty Ltd, TBR

Time  

Points  

Ac/ons  

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6 - CONFLICTS

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Conflicts:  emerges  from  the  players  trying  to  accomplish  the  goals  of  the  game  within  its  rules  and  boundaries,  since  procedures  and  rules  tend  to  deter  players  from  accomplishing  goals  directly  or  make  players  work  against  each  other.  The  most  common  conflicts  are  generated  by:  Obstacles,  objects  or  rules  that  limit  the  freedom  of  the  players  Opponents,  since  they  are  usually  trying  to  achieve  an  objec/ve  faster  than  us  Meaningful  Choices,  players  have  to  make  choices  that  will  influence  the  outcome  of  the  game  

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7 - BOUNDARIES

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Boundaries are what separate the game from everything that is not the game and defines the physical or virtual scopes in which the game is performed.

Example: Football would not be the same game if the boundaries of the football field were not defined.

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8 - OUTCOME

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Outcome:  the  outcome  of  the  game  (if  present)  is  uncertain,  since  it  is  not  possible  to  predict  the  results  ahead.  If  an  outcome  can  be  obtained  it  has  to  be  quan/fiable  with  respect  to  the  defined  goals.    It  is  different  than  the  objec/ve  since  all  the  player  can  reach  the  same  objec/ve.    

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ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 44

Derived by modeling the guidelines and best practices found in: Fullerton, T.; Swain, C. & Hoffman, S.

Game Design Workshop: A playcentric approach to creating innovative games, 2008

Crowford, C. The Art of Computer Game Design, 1984

GAME DEVELOPMENT PROCESS

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ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 45

Page 46: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

GWAPS AS SERIOUS GAMES

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 46

Ben

Saw

yer,

Pet

er S

mith

: S

erio

us G

ames

Ta

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Page 47: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 47

Katharina Siorpaes and Martin Hepp. 2008. OntoGame: weaving the semantic web by online games.

Page 48: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

GAMES WITH A PURPOSE: CURRENT ISSUES

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 48

●  “Ad-­‐Hoc”  Design  

●  Engagement  and  reten/on  mechanisms.  

●  Mapping  from  task  to  game  mechanics  

●  Valida/on  techniques  and  strategies  

E.G.  Real  user  comments  about  OntoGalaxy  

Page 49: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 49

1)  PURPOSE  

2)  TASK  DEFINITION  

3)  GAME            MECHANICS            DESIGN  

4)  INSTANCE            MATCHING  

5)  OUTPUT              VALIDATION  

6)  PERFORMANCE              EVALUATION  

7)  ENGAGEMENT            SRATEGY    

GWAPS DIMENSIONS

Page 50: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

GWAP DEVELOPMENT PROCESS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 50

Page 51: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

REQUIREMENTS SPECIFICATION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 51

uTask Task Description

Input Objects

Output Objects

Execution Interface

Operations Output Validation

Page 52: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

INPUT OBJECTS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 52 Adapted from“Mathematical Modeling of social games, IrwinKing, SIAG2009”

An  input  object            is  an  object  with  data  t23e          and  a  set  of  finite  a67ibutes  denoted  as    

tex9,  images,  audio  seg=ents,  video  seg=ents,  other  unst7@ct@red  data,  st7@ct@red  data  

where  the  data  t23e            is  the  media  t23e  presented  by      

Each  a67ibute                        has  a  relationship                                            to  a  set  of  values                                                                                                                                                                                    .  Each                                          is  an  object  with  its  own  data  t23e  that  represent  the  metadata  of    

Page 53: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

DEFINING OPERATIONS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 53

uTask Task Description

Input Objects

Output Objects

Execution Interface

Operations Output Validation

Page 54: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

OPERATION TYPES

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 54

They  fall  in  two  broad  categories:    Genera/ve  tasks    Decision  tasks  

 A  possible  (non-­‐exhaus/ve)  list  of  human  computa/on  tasks  may  include:    •   Object  Recogni/on/Iden/fica/on/Detec/on  •   Sor/ng  (Clustering/Ordering)  •   Natural  Language  Processing    •   State  Space  Explora/on  •   Content  Genera/on/Submission  •   User  preference/opinion  elicita/on  

Page 55: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ENSURE OUTPUT QUALITY

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 55

uTask Task Description

Input Objects

Output Objects

Execution Interface

Operations Output Validation

Page 56: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

Twofold  purpose:  ensure  output  correctness  and  counter  player  collusion.  

OUTPUT VALIDATION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 56

Player  Tes2ng:  compare  the  output  provided  by  the  user  with  known  correct  outputs    

Repe22on:collect  more  than  one  solu/on  for  the  same  input  object,  then  aggregate  the  solu/ons  

Taboo  Output:  limit  the  possible  solu/ons  that  can  be  submiVed  

Random  Pairing:  pairing  players  at  random  

Page 57: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

TASK EXECUTION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 57

uTask Task Description

Input Objects

Output Objects

Execution Interface

Operations Output Validation

Page 58: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

TASK TO GAME MECHANICS MATCHING

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 58

Does  a  game  with  game  mechanics  similar  to  the  task  exists?    If  so,  integrate  the  task  within  the  game    If  not,  custom  game  mechanics  has  to  be  implemented.    Clear  and  Transparent  game  mechanics  

Page 59: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

SOLUTION MECHANICS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 59

Pa<ern  Recogni2on        

Wikipedia  stands  to  knowledge  as  BoardGameGeek    stands  to  games.  

Benng/Wagering    

Line-­‐Drawing    

Tile-­‐Placement  Pa<ern  Building    

Memory    

Hand  Management    

Ac2on  Programming    

Auc2on/Bidding    

Partnership  

Possible,  meaningful  game  mechanics:  

Take  Inspira/on!  

Page 60: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

TILE PLACEMENT

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 60

Tile Placement games feature placing a piece to score points, based on adjacent pieces or pieces in the same group/cluster, taking into consideration non-spatial properties like color, "feature completion", cluster size etc.

Page 61: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

PATTERN RECOGNITION APPLIED TO GWAPS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 61 Kawrykow A, Roumanis G, Kam A, Kwak D, Leung C, et al. (2012) Phylo: A Citizen

Science Approach for Improving Multiple Sequence Alignment

Purpose:  Used  to  arrange  the  sequences  of  D.N.A,  R.N.A  or  proteins  to  iden/fy  regions  of  similarity  

Game  Mechanic:  align  the  sequence  contained  in  each  row  in  order  to  obtain  the  greatest  number  of  columns  with  matching  colors.    

Page 62: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

LINE DRAWING

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 62

Games that make use of this mechanics involve drawing drawing of lines in one way or another.  

Page 63: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

LINE DRAWING APPLIED TO GWAPS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 63

Purpose:  Segment  images  Game  Mechanic:  draw  the  shapes  of  objects  in  a  provided  image  in  order  to  make  the  other  players  guess  the  underlying  object.    

Page 64: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

MEMORY

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 64

Games that use the Memory mechanic require players to recall previous game events or information in order to reach an objective.

Page 65: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

MEMORY APPLIED TO GWAPS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 65

Purpose:  Find  similar  Images  Game  Mechanic:  Exploit  the  visual  memory  of  players  to  find  images  which  are  similar.  

Page 66: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

PARTNERSHIP

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 66

Games  with  partnerships  offer  players  a  set  of  rules  for  alliances  and  teams.  Partners  are  o_en  able  to  win  as  a  team,  or  penal/es  are  enforced  for  not  respec/ng  alliances.  

Page 67: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

PARTNERSHIP APPLIED TO GWAPS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 67

Purpose:  Collect  “common-­‐sense”  fact  for                                      specific  words.  Game  Mechanic:  provide  hints  to  the  partner  in  order  to  let  him  guess  the  secret  word    

Page 68: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

GWAPS VALIDATION MECHANICS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 68

Bad  solu/ons  due  to:    incompetence    mischief  behavior    plain  mistakes  

 Find  or  adapt  game    mechanics  in  order    to  validate  the  results.    

Page 69: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

GWAP FORMAL MODEL

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 69 Based on Mathematical Modeling of social games, Irwin King, SIAG2009

is  the  set  of  uTask  that  are  associated  with  the  problem,  with  the  uTask  defined  as  we  have  previously  seen.  

is  the  answer  domain;  it  contains  the  set  of  possible  cer9ain  answers  fi  (based  on  the  input  D)  if  the  out3ut  is  contained  within  a  defined  domain,  or  empt2  if  the  answers  are  provided  by  the  players    

is  a  f@nction  that  deter=ines  if  a  par9icular  out3ut  is  a  valid  solution  to  the  problem    

is  the  GWAP  Domain,  that  maps  the  input  to  the  out3ut  of  a  GWAP  

Page 70: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

MULTIPLAYER: INPUT AGREEMENT

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 70

Same  or  different  input    Based  on  each  other’s  hints,  player  must  agree  if  they  are  dealing  with  the  same  input  

Given  a  correct  answer  set  for  the  problem  

players  have  a  set  of  poten/al  outputs  which  cardinality  influence  the  probability  of  agreeing  upon  the  input  

Results Submission: One Trial

Suggested for: Subjective Information

Same  or  different  input,  same  roles  

Page 71: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

INPUT AGREEMENT: TAG A TUNE

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 71

Same  Input:  Audio  file  

Two  different  shared  sets  of  descrip/ons,  one  for  each  player  

Result:  same  input  or  different  input  

Results  Submission:    One  Trial  

Page 72: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

MULTIPLAYER: OUTPUT AGREEMENT

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 72

Same  Input    Agreeing  on  common  output  without  communica/on  

Same  Input,    Same  Roles.    

Given  a  correct  answer  set  for  the  problem,  

players  have  a  set  of  poten/al  outputs  

the  probability  to  obtain    an  agreement  depends  on  the  shared  output  

Results  Submission:  Mul/ple  Trials    Suggested  for:    Objec/ve  Informa/on  

Page 73: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

OUTPUT AGREEMENT: ESP GAME

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 73

Same  Input:  Image  

List  of  possible  guesses,  hidden  to  the  other  players  

Result: Meaningful tag for the provided image

Results  Submission:    Mul/ple  Trials  

Page 74: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

MULTIPLAYER: INVERSION PROBLEM

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 74

One  players  knows  the  whole  problem  and  gives  hints  to  the  other  players.  The  others  try  to  unveil  the  secrets  based  on  the  hints.  

Input  to  just  one  player  

the  output  of  one  player  is  the  input  for  the  others  

The  correct  answer  set  for  the  problem  is  unknown  

The  probability  of  guessing  depends  on  the  cardinality  of  the  hints  

Result:  User  generated  content,  solu/ons  for  complex  data  structures  

Results  Submission:  Mul/ple  Trials  

Page 75: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

INVERSION PROBLEM: IMAGE LABELING GAME

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 75

Describer: Image

Seekers: Textual description given by the describer Results Submission: Multiple trials Results: Meaningful descriptions for the image

Page 76: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

INSUFFICIENT PLAYERS: PRERECORDED GAMES

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 76

Fake players based on the logs of previous matches Pros: The gwap can be played anytime Cons: The actions in the game has to be modeled and stored Inversion problem games can be difficult to simulate Requires a bootstrapping phase to acquire the initial traces

Page 77: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

SINGLE PLAYER: ALGORITHMIC EVALUATION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 77

Automa/c  algorithm  able  to  par2ally  assess  the  quality  of  the  provided  results.    

For  each  instance  of  the  game  the  input  is  provided  to  just  one  player  

The  correct  answer  set  for  the  problem  is  defined  

The  probability  to  obtain  meaningful  results  is  applica/on  specific,based  on  the  algorithm  that  is  used  to  make  the  evalua/on  

Page 78: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ALGORITHMIC EVALUATION: TYPE ATTACK

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 78

Jovian

,  L.T.;  Am

prim

o,  O.,  "O

CR  Correc8on

 via  Hum

an  

Compu

ta8o

nal  G

ame,"  S

ystem  Sciences  (HICSS),  2011  44th  

Hawaii  Interna

8ona

l  Con

ference  on

 ,  vol.,  no.,  pp.1,10,  4-­‐7  

Jan.  2011  

Improving  the  results  of  OCR  in  digitalizing  ar/cles  old  newspapers.  

Human  players  transcribe  snippet  of  text  and  their  performance  is  measured  by  comparing  the  number  of  similar  words  in  the  player’s  output  and  the  text  from  the  library’s  OCR  transcrip/on.    

Page 79: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

HYBRID

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 79

Combines  the  previous  approaches  Input  data  based  on  previous  results  or  user  generated  content  

Inputs  to  one  or  more  players  with  same  or  different  roles    

Answer  set  depending  on  the  nature  of  the  problem  or  provided  by  a  player  

The  probability  of  obtaining  a  solu/on  depends  on  the  combina/on  of  the  strategies  

Page 80: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

HYBRID: SKETCHNESS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 80

Input:    One  image  to  a  player  Hints  to  the  others  

Segments  traced  by  one  player,  possible  tags  submiVed  by  the  others  

Result:  Meaningful  tag  +  segmenta/on  

Results  Submission:    Mul/ple  Trials  

Page 81: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

INSTANCE MATCHING

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 81

How to assign tasks (instances) to players? • Random  Strategy:  assign  a  random  task  

 Pros:  Easy  to  implement    Cons:  Does  not  take  into  considera/on  player  skills  

 • Past  History:  assign  a  task  based  on  past  performances  

 Pros:  Can  improve  the  quality    Cons:  Keeping  track  of  gaming  history                          Performance  measures  must  be  defined  

 • Selec2ve  Assignment:  assign  a  specific  task  based  on                                                                                          skills  and  past  performances  

 Pros:  Can  improve  the  quality    Cons:  Same  as  Past  History                          Needs  profiling  of  the  player  to  assess  skills  

Page 82: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

PERFORMANCE EVALUTION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 82

Luis von Ahn and Laura Dabbish. 2008. Designing games with a purpose. Commun. ACM 51, 8

Throughput = average number of problem instances solved per human hour

ALP = average (across all people who play the game) overall amount of time the game will be played by an individual player

Expected contribution = throughput multiplied by ALP.

Page 83: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ENGAGEMENT STRATEGY

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 83

Core activity must be already engaging for the user. Gamification involves defining clear and definitive objectives that last even past the gaming experience, and are either set by, or negotiated between the user and the game along with a progressive path of short and intermediate goals leading to it. Onboarding Retention Virality Social Dimensions Additional Mechanics

Page 84: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

POINTS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 84

Points  or  Player  Scores  are  a  numerical  value  that  represents  a  measure  of  the  skill  of  a  player.    •   Immediate  and  las/ng  feedback  •   External  display  of  progression  •   May  determine  the  win  state  • Connec/on  between  progress  in  the  game  and  rewards        

Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore

Werbach, K. & Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business Wharton Digital Press, 2012

Page 85: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

LEADERBOARDS

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 85

A  Leaderboard  is  an  ordered  list  of  players  based  on  the  scores  they  have  obtained  in  a  specific  game  or  system.    •   Relates  the  performance  of  a  player  to  the  others  •   Fosters  compe//on  and  par/cipa/on  •   Risky:  May  be  demo/va/ng.    

Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore

Werbach, K. & Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business Wharton Digital Press, 2012

Page 86: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

ACHIEVEMENTS AND BADGES

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 86

An  Achievement  is  a  set  of  tasks,  defined  by  a  designer,  for  the  player  to  fulfill  so  to  achieve  a  milestone  and  track  the  progress  in  a  system.      A  Badge  is  an  ar/fact  associated  to  the  comple/on  of  an  achievement  and  given  to  a  player  a_er  its  comple/on,  or,  in  gaming  terms,  a_er  “unlocking  the  achievement”.        •   Define  goals  •   Onboarding  tool  •   Visual  markers  for  reputa/on,    •   Provide  las/ng  rewards  

Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore

Page 87: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

THIS IS JUST A GLIMPSE OF WHAT GAMIFICATION IS...

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 87

Page 88: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

EXAMPLE: ZAMZEE GAMIFICATION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 88

Personalization Rewards

Challenges Social Status

Page 89: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

CASE STUDY: FASHION TREND MINING

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 89

Problem statement: segment fashion images for mining trends based on visual features of garments (e.g. color and texture)

Use case: identifying trends in collections of images of people and garments Applications: retrieving similar garments, inspect clothing trends in image collections, analyzing trends change in the years

Color descriptors

Texture descriptors

coarse (sub-)image similarity

Page 90: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

THE FASHION TREND MINING PIPELINE

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 90

Male, 24 Female, 22 Female?, ??

Page 91: CUbRIK Tutorial at ICWE 2013: part 2 - Introduction to Games with a Purpose

REQUIREMENTS SPECIFICATION

ICWE 2013 - An Introduction To Human Computation and Games With a Purpose 91

Task Description: Recognize if a particular garment is present within a picture or define a new one and outline its contours.

Input Objects: A fashion image, an optional tag defining the garment to identify.

Aggregation Strategy: assign a value of 0 to each pixel outside the contour and 1 to each pixel contained within the contour, sum all the contribution and apply a threshold based on the number of players.

Output Data: For each submitted task the game has to provide the contour of the garment within the image (Polyline) and a tag defining the garment that has been segmented

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GWAP DESIGN

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Solution Mechanics: Pattern Recognition

Established genre: Draw and Guess

Inversion Problem Mechanic

PLAYERS:Number >=2

Multilateral Competition

Two different roles: Sketcher: has to draw the contours of the stated garment Guesser: has to guess the garment drawn by the sketcher

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PLAYER ROLE: SKETCHER

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●  The only player to see the low confidence image

●  “May” be asked to provide a tag for the image

●  Is asked to draw the contour of the object for which the tag is provided within the allotted time

●  Goal of the Sketcher is to let the other players guess the tag within a time slot without providing any other hints than the contour

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PLAYER ROLE: GUESSER

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●  Any other player in the game

●  His/Her goal is to guess the object for which the Sketcher has provided the contour

●  Not allowed to draw on the whiteboard, just to type in the chat box the probable answer as fast as possible

●  Scoring:

●  Sketcher: 10 pts + 1 for each guesser

●  Guesser: 10 pts to the first, then decreasing down to five

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FRAMEWORKS: WEB GAMES

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FRAMEWORKS: GAMIFICATION

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Google Play Game Services

Mozilla Open Badges User Infuser

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THE CUBRIK PROJECT

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●  CUbRIK is a research project financed by the European Union

●  Goals:

●  Advance the architecture of multimedia search

●  Exploit the human contribution in multimedia search

●  Use open-source components provided by the community

●  Start up a search business ecosystem

●  http://www.cubrikproject.eu/