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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>OntoGame: Games with a Purpose for the Semantic Web</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Extended  Thesis Abstract</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Katharina Siorpaes STI, University of Innsbruck</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>6</lpage>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Research Problem</title>
      <p>A pre-requisite for the Semantic Web to become a reality is the availability of ontologies
[1] and meta-data. In many cases, it might be necessary to align between different
ontologies in order to ensure interoperability. The research in the area of semantic content
authoring has brought up an inventory of mature techniques and tools for semantic content
creation. However, there is a severe lack of semantic data available on the Web: one can
only find few well-maintained ontologies, respective alignments and very little semantic
annotation. For instance, a search on Watson1 or Swoogle2 for a tourism ontology does not
deliver a proper tourism ontology even though travel and tourism ontologies have been
created in many academic projects in the last couple years. Furthermore, one can observe
very little involvement of Web users in the process of semantic content creation. However,
this involvement is urgently needed: there are tasks that are trivial for a human user but
still difficult for a computer [2, 3]. Conceptual modeling and semantic annotation are tasks
that depend on human intelligence: even though approaches for automating these activities
exist, the problem has not been solved completely yet and human input is required at some
stage. Therefore, we are now confronted with the situation that even though the technology
is available, there is very little semantic content which can be traced back to only little user
involvement. We believe that this is caused by missing incentive structures: the effort of
building ontologies currently outweighs the benefit.</p>
    </sec>
    <sec id="sec-2">
      <title>Motivation and Contribution</title>
      <p>This is in sharp contrast to the Web 2.0 movement, which has proper incentive structures
in place [4-6]. In my thesis, I investigate intrinsic motivations of users for contributing to
Web 2.0 applications and propose to define possible incentive models for the Semantic
Web. More precisely, I propose to masquerade core tasks of weaving the Semantic Web
behind on-line, multi-player game scenarios, in order to create proper incentives for
humans to contribute. Doing so, I adopt the findings from the already famous “games with
a purpose” by von Ahn [2], who has shown that presenting a useful task, which requires
human intelligence, in the form of an on-line game can motivate a large amount of people
to work heavily on this task, and this for free.</p>
      <sec id="sec-2-1">
        <title>1 http://watson.kmi.open.ac.uk/WatsonWUI/ 2 http://swoogle.umbc.edu/</title>
        <p>The contribution of my thesis is (1) an overview of incentives for users to contribute to
Web 2.0 applications, (2) a survey on serious games and games with a purpose, (3) a
conceptual framework that aims at (a) defining incentives (more precisely, intrinsic
motivations) for the Semantic Web and (b) describing how to hide semantic content
creation and maintenance tasks behind online games. Furthermore, I will provide (3) a
proof-of-concept implementation with four cool games scenarios that will be available to
the general public. Finally, I will (4) evaluate the fun factor of the games and (5) analyze
the output of the games checking the correctness and the usefulness of the resulting data.
OntoGame is an approach to the massive generation of lightweight knowledge structures
that can serve as a starting point for further axiomatization, as training sets for
semiautomatic approaches, and that can be useful for machine learning techniques.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Related Work</title>
      <p>Several “games with a purpose” have been described by Luis von Ahn and colleagues;
they also coined the term “human computation”: The ESP game [7] aims at labeling
images on the Web - two players, who do not know each other, have to come up with
identical tags describing an image. Peekaboom [8] works similar and has the objective of
locating objects within images. Verbosity [9] is a game for collecting common sense facts.
Phetch [10] is a computer game that collects explanatory descriptions of images in order to
improve accessibility of the Web for the visually impaired. Law, von Ahn, and colleagues
[11] came up with a game called Tagatune for music and sound annotation based on tags.
However, their current prototypes remain mostly at the level of lexical resources only, i.e.
terms and tags and are not directly connected with Semantic Web research.</p>
      <p>Liebermann and colleagues describe the game Common Consensus [12], which aims at
collecting human goals in order to recognize goals from user actions and conclude a
sequence of actions from these goals.</p>
      <p>Another approach to collecting common sense knowledge is the FACTory Game3
published by Cycorp4: FACTory is a single-player online game that randomly chooses
facts from the Cyc knowledge base [13] and presents them to the players. The player has to
say whether the statement is true, false, doesn’t make sense, or whether the user does not
know. The answers are scored depending on accordance with the majority of answers.</p>
      <p>A different type of games are so called passively multiplayer online games5, a term
coined by Justin Hall. The idea of the PMOGs6 is to create avatars and game moves in
multiplayer online games from user behavior on the Web. In other words, PMOGs
translate e-mail content, chat logs, pictures, etc. into hunting parties, teams, puzzles, and so
on.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Approach</title>
      <p>In my PhD thesis, I propose to hide relevant tasks of semantic content authoring behind
online games. In this section, I outline the challenges of my approach and the design</p>
      <sec id="sec-4-1">
        <title>3 http://game.cyc.com 4 http://www.cyc.com 5 http://passivelymultiplayer.com/PMOGPaper.html 6 http://www.passivelymultiplayer.com</title>
        <p>principles. Finally, I describe four cool OntoGame scenarios and explain how they address
tasks in the Semantic Web lifecycle.</p>
        <sec id="sec-4-1-1">
          <title>Challenges</title>
          <p>The design of games for building the Semantic Web involves several challenges:
(1) Conceptual model of the games: it is crucial to make sure that the games are interesting
and deliver useful output at the same time. This involves not only nice user interface
design but also methods to keep up interest. One example for this would be revealing
information about the partner (gender, age, nationality, etc.).
(2) Input data: For most game scenarios, a large corpus of knowledge, such as Wikipedia
or YouTube, is required.
(3) Deriving formal semantics: from the games, formal semantics must be extracted, i.e.
exports in common languages such as OWL.
(4) Cheating: ways to avoid cheating must be described and implemented.
(5) Re-use and analysis of generated data: in order to increase the amount of diverging data
gathered as well as further deepening the degree of detail of the data, one must find
algorithms and mechanisms to re-use gained data.
(6) Typical Mistakes: from first experiments, it is obvious that there are some cases where
users tend to make mistakes, i.e. classifying something as a sub-class of a concept that is
not correct. One has to find ways to avoid the impact of these “false friends”.</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Design Principles</title>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>I build my work on OntoGame on the following design principles:</title>
        <sec id="sec-4-2-1">
          <title>I. Fun and Intellectual Challenge</title>
          <p>Fun and the game challenge are the predominant user experience. The actual tasks are very
well hidden such that their serious and useful nature does not decrease the “fun factor”.
Additionally, the games should comprise an intellectual challenge being fun and
interesting at the same time.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>II. Consensus</title>
          <p>In our games, I adopt the “Wisdom of crowds” [14] paradigm. Groups only perform well
under certain conditions: the group must be diverse, geographically dispersed, and
members must be unable to influence each other. The settings of our games fulfill these
requirements in order to tap the “wisdom of crowds”.</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>III. Massive Content Generation</title>
          <p>The assumptions about the intelligence of groups are only true given mass participation.
Our games aim at the massive generation of semantic content, and thus mass user
participation.</p>
        </sec>
        <sec id="sec-4-2-4">
          <title>Four Cool Scenarios</title>
          <p>In order to evaluate the set of abstract game scenarios, four games were implemented7 that
address the whole Semantic Web lifecycle (Fig. 1): certain tasks involved in ontology
construction, alignment, and semantic annotation can be hidden behind online games. In a
7 OntoPronto is released, OntoTube and SpotTheLink are close to release, OntoBay implementation
is starting now. All four scenarios can be expected by summer 2008 latest.
nutshell, the OntoGame8 series includes the following games: OntoPronto is a game for
annotating Wikipedia and for creating a huge general interest ontology (the English
Wikipedia currently contains more than 2 Million articles). SpotTheLink aims at aligning
the product and service classifications eCl@ss and UNSPSC, respectively their OWL
counterparts eClassOWL and unspscOWL. OntoTube (Fig. 2) produces annotations for
YouTube videos. A fourth upcoming scenario is called OntoBay and is a game for
annotating eBay auctions by expressing the type of goods being offered using
eClassOWL.9</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Evaluation and Preliminary Evidence</title>
      <p>The objective of the evaluation is twofold: (1) to evaluate whether our first prototype
creates an entertaining gaming experience and (2) whether the consensual conceptual
choices of players in the games are correct. My hypothesis is that the majority of the
players’ decisions are ontologically correct and players will enjoy the games. We plan to
release the four prototypes to the general public on several game platforms and make many
users play the games. I will then analyze the resulting data: absolute number of games,
absolute number of resources (Wikipedia articles, YouTube videos, etc.), ratio of
singleplayer games, time invested by users, figures about the degree of consensus, and most
importantly, the quality of conceptual salutation, i.e. mistakes that were made. For this
purpose I will take representative samples and will ask experts to judge the correctness of
the data. Furthermore, I will conduct surveys among players evaluating the fun factor,
similar to the survey described in [15].</p>
      <p>Preliminary evidence [15] indicates that this hypothesis is correct: OntoPronto, the first
game of the OntoGame series, was released to the general public in Dec. 2007. Within the
first two days, more than 200 players registered and played the game. The results of the
analysis are promising: players make few mistakes and manage to find consensus in the
majority of cases.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Expected Impact and Roadmap</title>
      <p>Designers of semantic applications should start to think about incentives for users to invest
time in those applications: in my thesis, I will provide helpful guidelines for adopting those</p>
      <sec id="sec-6-1">
        <title>8 http://www.ontogame.org 9 A more detailed description of the games can be found in [16].</title>
        <p>from Web 2.0 to Semantic Web. More precisely, the thesis will focus on games,
implementing the motivation fun and competition. I believe that the games described in my
PhD thesis have the potential to generate a huge amount of lightweight knowledge
structures that are useful in several aspects: (1) use of the resulting data with very little or
no changes as lightweight ontologies and annotations, (2) use of the resulting knowledge
structures as a basis for domain ontologies for further axiomatization, (3) use as training
data for semi-automatic approaches, and (4) for machine learning.</p>
        <p>So far, OntoPronto has been released to the general public. OntoTube and SpotTheLink are
currently being tested. All four scenarios are expected to be online and broadly published
by summer 2008. So far, my work was published in [15-17].
11.
12.
13.
14.
15.
16.
17.</p>
      </sec>
    </sec>
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