=Paper= {{Paper |id=None |storemode=property |title=A Framework towards Sustaining Scalable Community- Driven Ontology Engineering |pdfUrl=https://ceur-ws.org/Vol-568/paper8.pdf |volume=Vol-568 }} ==A Framework towards Sustaining Scalable Community- Driven Ontology Engineering== https://ceur-ws.org/Vol-568/paper8.pdf
           A Framework towards Sustaining Scalable
          Community- Driven Ontology Engineering

                                       Danny Cheng

                               College of Computer Studies
                         De La Salle University-Manila, Philippines
                               danny.cheng@dlsu.edu.ph



      Abstract. Expert driven ontology engineering is limited by the lack of
      community control over ontology evolution and the amount of time and cost
      that is required to build the ontology. Thus, community-driven ontology
      engineering has been sought after as a solution. Existing solutions focus on
      simplifying the engineering processes into community- understandable actions
      (e.g. game actions). However, the users’ background knowledge on the concept
      or object and varying perspectives of the community is currently not
      extensively considered. In addition, the incentive for users to perform the task
      and features to sustain the interest of users must be addressed. The proposed
      methodology is to use purpose-driven games within social networks for
      ontology engineering. Social influence through the game and the social network
      is used to facilitate distribution and sustainability of the process, while
      community evaluation and monitoring is used to address scalability and the
      evolutionary nature of the ontology.

      Keywords: community-driven ontology engineering, games with a purpose,
      social networks, incentive schemes, peer influence.




1 Problem and Methodology
Given the disadvantages of expert driven ontology engineering [8], communities of
stakeholders would have to be involved in the engineering process to allow the
capture of emergent data and concepts and keep pace with ontology evolution. Social
Networks are suitable for this process as the members all share common background
knowledge, goals, concerns, and interests. These attributes can be modeled and linked
to strategies used in collaborative ontology engineering processes to facilitate the
collaborative creation of ontologies. A number of researches have attempted to
integrate, map, and allow interoperability between ontologies for the domain,
however, these again rely on expert to perform the mapping or evaluate the results of
the automated phase of the mapping process [12][13]. There are also researches that
have explored the development of ontology using community-driven approaches or
games-with-a-purpose. [9][10][11][15] However, these works only focus on
simplifying or lowering the skill requirement for working with ontologies in terms of
user interfaces. They do not consider the familiarity and perception of the user with
the concept involved and their ability to provide quality feedback to the concept in
question. Also, the motivation or incentive for the user to continuously provide input
to the system and it sustainability in terms of application propagation and social
influence is not fully considered. Our methodology in resolving these issues is to
present the engineering task as game to lower the barrier to entry and integrate it to a
social network to determine common background knowledge or familiarity to
concept, and allow for scalability and sustainability. Different aspects of social
influence (both direct and indirect) [14] are used to allow for sustainability and
scalability of the system. In terms of sustainability, we refer to direct influence such
as friend requests to participate while for indirect influence we look at general
awareness of peer activities via public postings such as status updates to influence the
user to participate and validate the entries. For scalability, the community is allowed
to engineer the ontology and version the ontology on a community basis (small world
graphs) and it uses direct and indirect peer influence to allow self monitoring and
propagation of the application. For both cases, activities social influence are tightly
integrated to incentive schemes to motivate the community to perform those actions.


2 Related Work and Areas of Contribution

2.1 Community Driven Ontology Engineering
The need to have collaborative tools widely available and accessible by a larger
community for ontology engineering is an important requirement. One such effort is
[1] which uses the wiki model to implement an “architecture of participation” that
allows users to add value to the application as they use it. Another approach to
collaborative ontology engineering is [3] which is a web based collaborative
engineering system of SKOS ontologies and annotation of web resources. In [3], it
enables the simple creation, extension and maintenance of taxonomies. Lastly the
previous approaches are mostly human driven, [2] leverages human knowledge and
understanding in machine learning algorithms for constructing ontologies. This
research incorporates periodical manual guidance into a supervised clustering
algorithm, for the task of ontology construction. Results showed that guided machine
learning is able to generate ontologies with manually-built quality and less cost. It
also shows that periodical manual guidance successfully directs machine learning
towards personal preferences.

2.2 Games with a purpose

Utilizing games to allow the user or player to contribute and solve large scale
problems without the explicit awareness of the person was formalized by Luis von
Ahn of Carnegie in his article “Games with a Purpose”[4]. The use of games with a
purpose in the semantic web and specifically in the construction of ontologies has also
been previously investigated [5][15]. One of the closest systems related to the current
research is the OntoGame research being developed [6][15]. Their work comprises of
a multiplayer game that attempts to simplify the presentation of ontology engineering
in a manner that is understandable by non-experts. Another approach at using games
with a purpose integrates itself with a social network is [7]. In [7], the game design
components involved in creating such a game taking into consideration incentive
schemes, task complexity, and validation of results.

3 Methods and Approach
   We propose an initial framework which covers the entire cycle including a)
automated ontology discovery from existing data sources; b) presentation to the
community of the discovered ontology for validation though a game considering
content familiarity; and c) utilisation of the social network and incentive schemes to
allow for sustainability and scalability as shown in Figure 1.

   We focus first on participant selection to improve content familiarity of the user to
the concept in question. The selection process uses the number of mutual friends,
frequency and recentness of communication, and commonalities in objects and tags as
its parameters. The information sources would come from existing sites such as
Delicious instead of a purpose built entry system to reduce the work required. Once
the participating user is selected, the question and answering system and game
interface module gathers the responses of the user. The game interface incorporates
the application rewards through a scoring and ranking system that provides
comparison with other members of the community to support sustainability.
Completion of goals as part of the reward system is also included to encourage the
user to increase their frequency and quality of participation. Application propagation
is done via direct and indirect peer influence. For direct influence, it would come in
the form of invitations sent by the user as part of the activities of the game. As part of
the indirect influence, activities in the game are to be posted within the news feeds
and status updates of the community to publicize the game and generate awareness.
Finally, in terms of evaluation, the metrics mentioned in [16] will be used in
determining the quality of the ontology engineered. To check the schema quality,
manual qualitative comparisons before and after refinement will be done as well as
comparison with sample domain expert ontologies. As for the knowledgebase and its
relation to the schema, a search or recommendation application will be develop to use
the refined data and gather user feedback on the presented results.




                             Fig. 1. Framework Architecture
4 Preliminary Results
We have implemented a prototype game called the Bookstore city that resembles a
tycoon type game within the Facebook social networking site that incorporates the
feedback and incentive schemes as discussed in the framework. The goal is to build a
bookstore through collecting books and organizing them into categories or
collections. In doing so, it would be possible to masquerade user tags as books and
book topics while the organizational task would be used for the engineering of the
ontology. The ontology is currently being discovered from tags from the bookmarking
site Delicious. Currently, the system focuses on subclass relationships as its initial
implementation. For the incentive schemes, a ranking system has been implemented
that shows the users status with respect to the community and a feedback mechanism
in terms of consumer requests and demands is developed in order to influence the
users to increase their participation and peer-monitoring in the feedback system. As
of writing, the system has been tested and evaluated by an initial set of participants to
provide feedback on both the interface design of the system and the concept. The
general feedback is promising with the users able to understand the system without
intervention and is able to provide proper responses to the questions posted. We also
evaluated the initial effects on the ontology; the results reinforced the discovered
ontology. In the resulting validation of the discovered ontology, the relationship
“gallery” is a subclass of “cs” was invalidated with an average rating of just 1 from a
scale of 1 to 5. The relationship was initially discovered automatically but was
invalidated by the community. In contrast, the discovered relationship of “art” being
a super class of “photography” was reinforced and validated by the community with
an average rating of 4.667. We did encounter some difficulty in terms of the data as
the current prototype does not yet support the participant selection scheme previously
discussed.




                    Fig. 2. Bookstore City prototype implementation

5 Conclusions and Future Work
   We plan to fine tune the prototype based on the feedback of the initial test users
and incorporate the participant selection scheme into the research. This is just a proof
of concept as the users will ultimately grow tired of the game and move on. As such,
we propose the concept also of providing different games to work on the same
ontology or portions of the engineering process to allow continuity and sustainability
of the ontology engineering process. As of writing, the data being used as input to the
game does not yet consider their relationship with the community as the data currently
is gathered from an external site. These are then manually selected and organized to
simulate the familiarity of the community to the concept. As for social influence, we
are currently updating the incentive schemes to incorporate and encourage such
activities.

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