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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GuessWhat?!</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Thomas Markotschi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Johanna Vo¨lker</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>KR &amp; KM Research Group University of Mannheim</institution>
          ,
          <addr-line>B6 26, 68159 Mannheim</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Ontologies are an important prerequisite for an increasing number of knowledge-intensive applications, not to mention the great vision of the Semantic Web. However, despite the obvious need of such formal and explicit representations of knowledge, many people refrain from investing into the tedious and time-consuming task of ontology engineering. At the same time, purely automatic means for ontology construction so far have failed to meet our expectations in terms of quality and expressivity. In this paper we describe GuessWhat?!, a multi-player online game in the tradition of semantic games with a purpose. By leveraging people's play instinct it motivates them to contribute to the creation of formal domain ontologies from Linked Open Data. We detail on the implementation of the game and present the results of an initial user study.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        In 2001, Tim Berners-Lee [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] introduced the term semantic web in order to refer to
what is now perceived as the future of the internet: a web of machine-interpretable
content that can be processed by automatic agents in a meaningful way. Since achieving
this ambitious goal requires both an explication and formalization of relevant domain
knowledge, ontology languages such as RDFS [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and OWL [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] have emerged as a
means for unambiguous knowledge specification. However, the realization of the
semantic web as envisioned by Tim Berners-Lee and the wide-spread use of intelligent,
reasoning-based applications is still hampered by the lack of ontological resources.
      </p>
      <p>
        The vast amount of linked data1 in the form of RDF triples which is out there on
the internet can be considered an important step forward on the way to the semantic
web. In fact, a huge number of mashups and applications already benefit from billions
of triples in the repositories of DBpedia2, Freebase3 or the like. At the same time,
several applications, especially in the complex domains of medicine or bioinformatics,
demand for more formal and expressive knowledge representations which are highly
accurate in terms of syntax and semantics – a crucial prerequisite for logical inference
yielding non-obvious conclusions. Constructing such representations, i.e. ontologies,
of sufficient quality, size and expressivity is a very challenging endeavor. Making high
1 http://linkeddata.org
2 http://dbpedia.org
3 http://www.freebase.com
demands on scarce human resources and the expertise of ontology engineers it is
extremely expensive and time-consuming. While sooner or later automatic approaches to
ontology construction (ontology learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]) could help to overcome this knowledge
acquisition bottleneck, these approaches so far have failed to meet the expectations of
people who argue in favor of powerful knowledge-intensive applications.
      </p>
      <p>
        Semi-automatic approaches leveraging human intelligence and the wisdom of the
crowds seem a particularly promising way to increase the efficiency and effectiveness
of knowledge acquisition. A pioneer in the field of crowdsourcing [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] was Luis von
Ahn who suggested to exploit the play instinct of humans for computationally difficult
tasks by so-called games with a purpose [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. His ideas were later taken up by Siorpaes
and Hepp [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] who created the first semantic games with purpose: multi-player online
games as incentives for human participation in the acquisition of formal and explicit
representations of knowledge.
      </p>
      <p>
        In this paper, we present GuessWhat?!, a novel semantic game with a purpose which
leverages both human intelligence and collaboratively created data for bootstrapping
the semantic web. GuessWhat?! motivates people to contribute to the creation of a
domain ontology: Presented with class expressions such as fruit AND yellow AND
grows on tree automatically generated from Linked Open Data the players have to
invent as quickly as possible a suitable class name (banana or lemon, for example).
This can be quite challenging as the generated descriptions, which are fairly general in
the beginning (e.g. fruit), become more and more specific as the game proceeds (e.g.
fruit AND yellow). As soon as a player cannot think of a suitable label anymore,
he or she has lost the round, and finally, the player who after multiple rounds, has come
up with the highest number of plausible class labels wins the game. Note that the rules
of this game are inspired by a well-known card game.4 We modified them in order to
enable the verification and labeling of automatically created class expressions by people
who do not even need to be ontology experts. Initial user studies give raise to the hope
that GuessWhat?! will make semantic web mining [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] a lot more fun in the future.
      </p>
      <p>The remainder of this paper is structured as follows. Section 2 gives an overview
of related work in the field of automatic and semi-automatic knowledge acquisition.
In Section 3, we outline the rules and implementation of our semantic game with a
purpose, GuessWhat?!. Section 4 describes the results of our evaluation experiments,
and finally, we conclude with a summary and an outlook to future work (cf. Section 5).
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Aiming at the semi-automatic acquisition of terminological knowledge from linked
data, we find our approach related to a considerable amount of work on ontology
learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], i.e. the automatic or semi-automatic generation of ontologies by machine
learning or natural language processing techniques. The vast majority of existing methods
have been developed to facilitate the extraction of ontologies from unstructured text
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], but only few of them support the acquisition of logically complex class expressions
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. This also holds for early attempts to generate ontologies from linked data, e.g.,
      </p>
      <sec id="sec-2-1">
        <title>4 Ein solches Ding by Urs Hostettler (1989)</title>
        <p>
          by means of systematic generalization [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], clustering [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] of RDF data, or more recent
work on selective ontology reuse [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          Other logical approaches based on Inductive Logic Programming (ILP) [
          <xref ref-type="bibr" rid="ref6 ref8">6, 8</xref>
          ]
combine machine learning and logic programming techniques in order to derive class
expressions from positive and negative examples (e.g. individuals known to instantiate
the target class). Although ILP-based methods have already been shown to yield good
results when applied to linked data [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ], most implementations are inferior to
statistical approaches in terms of scalability and robustness. Moreover, ILP is not per se an
interactive approach – a fact that makes it very difficult for these techniques to handle
incomplete or incorrect knowledge at runtime. An alternative to the automatic
generation of class expressions are natural language interfaces allowing users to interact with
an ontology editor by means of controlled natural language (e.g. [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]). The drawback
of these approaches is that people have to invest into learning a syntactically and
lexically restricted language. Therefore, strong incentives might still be required in order
to motivate people to formalize knowledge.
        </p>
        <p>
          One of the strongest incentives is money or any type of financial benefit, as
witnessed by crowdsourcing applications such as Amazon Mechanical Turk.5 This
service provides programmers with the opportunity to create so-called Human Intelligence
Tasks (HITs), i.e. tasks that are not yet solvable by purely computational means. Such
HITs can be anything from choosing the best category for a specific product over
validating addresses to a fun quiz about celebrities. Other applications use “cheaper”
incentives like fun and entertainment to attract people. Games with a purpose first introduced
by Luis von Ahn [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] have been invented in order to leverage the play instinct of
humans for tasks such as image labeling, solving captchas or the tagging of audio or video
files. The ideas of von Ahn were picked up by Siorpaes and Hepp [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] who pioneered
the field of semantic games with a purpose by suggesting to turn ontology acquisition
into a fun game. One of their games, OntoPronto, motivates people to link Wikipedia
articles to concepts of an upper-level ontology, while another one has been invented to
facilitate the annotation of YouTube videos with respect to their genre or language.6
Even more games are currently being developed in the EU project Insemtives.7
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>GuessWhat?!</title>
      <p>In the following we will elaborate on the design and implementation of GuessWhat?!,
a novel game with a purpose that leverages human intelligence for mining linked data.
After introducing the rules of the game (cf. Section 3.1), we will turn to the software
architecture and describe in detail the algorithms underlying the computational
intelligence of GuessWhat?! (see Section 3.2).
3.1</p>
      <sec id="sec-3-1">
        <title>Rules of the Game</title>
        <p>GuessWhat?! can be played with a minimum of at least two players and currently has no
limitation on how many users are allowed to participate. Each gaming session consists
5 http://www.mturk.com
6 http://www.ontogame.org
7 http://www.insemtives.eu
of one or more rounds in the course of which the players have to guess the name of an
unknown concept partially described by the game engine. Note that in most cases there
will not be one correct answer, but many possible solutions – namely all the concepts
which match the given description. When a round has ended, the players evaluate each
other’s answers in terms of plausibility, before starting with a new round and a new
concept description.8 More specifically:</p>
        <p>Guessing: At startup, the players are presented with a partial description of a
concept like, for example, tangible, animal or used for transporting
people. Now, each player is asked to think of a “fitting object”, i.e. a concept which
matches the description, and to enter its name into the user interface. Alternatively, a
player may choose “pass” in order to indicate that he or she does not know what the
description might refer to. When every player has given an answer, the initial description
is extended in a way that it becomes more specific (e.g. animal AND carnivore),
and again each participant in the game needs to come up with a plausible label for
the class denoted by the description. A round ends when either every player passed
on the same description (e.g. nobody can imagine something that is animal AND
carnivore AND NOT dangerous AND poisonous) or a previously defined
maximum description length has been reached.</p>
        <p>Evaluation: In the subsequent evaluation phase the players are asked to judge the
final answers of their opponents. In particular, a player has to decide for each
concept name entered by an opponent whether or not it fits the class expression that has
been generated by GuessWhat?! until the moment when the round ended. The
possible choices are accept (“OK”), reject (“Not OK”) or abstention (“I don’t know”). If he
or she decides to reject an answer, the evaluator has to specify which part of the class
expression conflicts with the given answer (see Figure 1). After the evaluation phase,
a new round with a fresh description begins. To hold up a certain game flow, the last
player who has not finished his task (i.e. answering or evaluating) is faced with a ten
second timeout. If he fails to beat the clock he automatically “passes” or chooses “I
don’t know” in the evaluation phase.</p>
        <p>The development of GuessWhat?! was motivated by the lack of formal
terminological knowledge on the semantic web. The players’ answers during the various game
rounds and subsequent evaluation phases give us the opportunity to not only obtain
valuable feedback with respect to the meaningfulness of the generated class
expressions (as we will see in Section 3.2, these are automatically generated from linked
data), but they also enable us to link complex descriptions to atomic concepts in an
ontology. Note that the expressivity of the class descriptions generated by GuessWhat?!
is not limited to conjunctions. Imagine, for instance, that during one of the rounds,
three definition fragments tangible, fruit and yellow have been presented to
the participants of GuessWhat?! altogether forming the class expression tangible
AND fruit AND yellow. Further let us assume that the final answers of the
players are banana, lemon and cherry. Now, during the evaluation phase that follows,
the first two of these answers could be accepted as both bananas and lemons match
the proposed description. The last answer, cherry, should rather be rejected as it is
8 In the remainder of this paper, we will occasionally use the OWL terminology and refer to
these (semi-formal) descriptions of concepts as class expressions.
not yellow. If one of the players notices this mismatch between something being
both yellow and a cherry, and explains his judgement accordingly (i.e. by selecting
one or more9 parts of the description which contradict the other player’s answer) we
can not only conclude that banana and lemon are tangible AND fruit AND
yellow, but also that cherry must belong to the class tangible AND fruit
AND NOT yellow. Further screenshots as well as detailed instructions concerning
the user interface of the game can be found online.10</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Implementation</title>
        <p>
          We developed and implemented the game in Java. Figure 2 shows the layered
architecture of the game that runs on an Apache Tomcat 6.0 web server. The data layer
consists of a Sesame RDF Store and a MySQL database. The connectors for these data
stores can be found in the data access layer which also contains several components
for gathering RDF triples from external semantic resources. The definition mining
implementation in the business logic layer accesses the collected data, stores it in internal
repositories and generates a class expression. The two beans which also belong to this
layer are responsible for handling the user inputs which are made via the graphical user
interface. In the following, the most essential components are discussed in more detail.
For further details, see the extended version of this paper [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>Data access and storage. For the creation of each class expressions we use a “seed
concept” that serves as a starting point of the data gathering process.11 This way we make</p>
        <sec id="sec-3-2-1">
          <title>9 The next version of the user interface will allow for multiple selection.</title>
          <p>10 http://nitemaster.de/guesswhat/manual.html
11 In our experiments, these concepts were picked by hand but they could also be chosen
randomly from a dictionary or an existing ontology.
sure that the generated class expressions are mostly meaningful as otherwise people
might be bored with a lot of nonsense descriptions. The collection of data from external
resources such as Linked Open Data is mainly done via a local SPARQL endpoint and
consists of several steps:
1. For each of the seed concepts (e.g. banana), try to find a matching URI in
DBpedia, Freebase and OpenCyc.
2. Gather as much information as possible (e.g. superclasses, object properties) about
the concept by querying related (i.e. linked) RDF repositories.
3. Store the gathered information it in a repository for faster access.</p>
          <p>Definition mining. This component is responsible for generating class expressions
from the individual pieces of information collected by the data access component
described further above. The procedure of assembling the various bits and pieces collected
from the various sources into a coherent description requires several steps:
1. Analyze the labels and URIs of the superclasses and properties that were retrieved
before by means of simple natural language processing. The purpose of this step
is to identify expressions which can be translated into logical operators (e.g.
negation or disjunction), as well as to break down complex descriptions (e.g. long class
labels found in OpenCyc) into smaller fragments. This way, we can avoid
redundancy when assembling the overall class expression and compute more meaningful
statistics for ranking the various aspects of a concept’s description.
2. Judge the smaller fragments with respect to generality and confidence (i.e.
relevance as to the seed concept). This information is required to ensure that the
individual parts of a description become more specific as a round goes on and players
are not presented with overly specific descriptions (e.g. prepared from some
tea leaves) in the beginning or very high-level descriptions (e.g. tangible)
at the end of a round.</p>
          <p>
            For example, consider the superclass an elongated yellowish fruit
which was found during the search for information about the seed concept banana.
Using the LExO [
            <xref ref-type="bibr" rid="ref19">19</xref>
            ] approach, we can split the class label into elongated,
yellowish and fruit. In order to compute the confidence and generality scores
of these fragments, the extracted data is joined in one big tree structure. The graph
mining algorithms applied to this structure take into account the following aspects:
– How often was a class (e.g. an elongated yellowish fruit) or property
found during the search for information about a concept?
– How often is every single fragment of its description (e.g. elongated,
yellowish, fruit) present in the result set?
– How many paths from the seed concept to the root node (i.e. owl:Thing) does a
class or property lie on?
– What is the distance of a class or property to the seed concept?
          </p>
          <p>The first three factors are expressed as values between 0 and 1. By averaging them
we obtain a value which we refer to as “confidence”. The higher this value is, the more
certain it is that the class or property it belongs to is a good description of the seed
concept. The forth aspect in the enumeration above is referred to as “generality” and also
ranges between 0 and 1. The higher this value is, the more specific is the respective
fragment of the concept description. From both confidence and generality we compute, for
each fragment of a description, an overall score which changes as the game proceeds:
Imagine for example the seed concept banana and the two fragments tangible and
fruit. The confidence of tangible is rather high (as it was found quite frequently)
while its generality score is comparatively low (i.e. it is not very specific). For fruit
it is the opposite. Now, in the beginning of the round (step = 0), tangible is favored
over fruit, that comes into play later when step approaches stepmax. This way of
balancing confidence and generality is expressed by the following formula:
score(c; step) = (stepmax
step) conf idence(c) + step generality(c)
(1)
User interface. The user interface has been fully designed in XHTML and uses some
components of the ICEfaces12 framework. The latter also includes an AJAX Push
implementation which is used to exchange data with the server in near real-time and to
update the graphical user interface on the client-side. The execution of the game logic
is handled by two independent types of beans. The application bean implements the
Singleton pattern and is only initialized at its first access. It coordinates everything
concerned with the game execution such as managing players, game creation and handling
inputs. Additional session beans, which are initialized for every connected user, are
responsible for the login and registration.
12 http://www.icefaces.org</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Evaluation</title>
      <p>We will now summarize the user feedback which we gathered throughout the
implementation and testing process (cf. Section 4.1), before taking a closer look at the results
of these test sessions (see Section 4.2). The complete data set acquired during the
evaluation of GuessWhat?!, including the automatically generated class expressions as well
as the players’ answers and the ontology constructed thereof is available online.13
4.1</p>
      <sec id="sec-4-1">
        <title>Gaming Experience</title>
        <p>In order to evaluate the gaming experience and the incentives created by GuessWhat?!,
we scheduled several test sessions with different groups of people – ontology experts
as well as users without any prior knowledge about semantic technologies.</p>
        <p>First, two “beta tests” were conducted with 5 players participating in each of them.
Afterwards, we asked all of the participants for their experiences throughout the game.
They complained about the description fragments in the game being too complex and
they told us that many of those did not make much sense, and we were surprised to see
that the players of the first round were not enthusiastic about the game. However, as the
players suggested several improvements to make the game more appealing, we learned
a lot from their feedback and re-designed some parts of GuessWhat?! right after this
first test session. In particular, the description extraction mechanism has been greatly
improved to generate much more simple fragments which are presented to the players.
Additionally, game components such as a timeout to prevent dead-locks or a chat
function for communication has been added. When we had finished the implementation of
the revised, second version of the game, we conducted two more test sessions, each of
them with 6 participants. In order to help us evaluate the gaming experience, the players
were asked to fill out the questionnaire presented in Table 1.</p>
        <p>In total, 10 players filled out the questionnaire. The most striking findings of this
survey are summarized below. While the number of answers was too small for
generating meaningful statistics, the feedback was mostly positive:
– We found no correlation between the players’ prior knowledge about ontologies
and their understanding of the game rules.
– None of the players disliked the game concept per se.
– A few people found that the game got boring after a while, but most of them were
willing to play again soon.
– The generated descriptions made sense to the users in most of the rounds.
– The majority of players found that the others judged their answers in a fair manner.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Acquired Knowledge</title>
        <p>During the various test sessions which we conducted in order to evaluate the “fun
factor” of the game, an overall number of 59 class expressions was generated and labeled
by the players. Table 2 shows a subset of these descriptions along with their
corresponding seed concepts as well as the labels guessed by the players. For example, given the
13 http://nitemaster.de/guesswhat/data.html
1. What is your experience with ontologies?</p>
        <p>Well experienced / No expert / No knowledge about ontologies
2. Are the game idea and the rules comprehensible?</p>
        <p>Yes / Learned by doing / No
3. How many rounds did you play?
4. How many players participated in your game (including yourself)?
5. Did you enjoy playing the game?</p>
        <p>Yes / Only in the beginning / No
6. Would you like to play the game again?</p>
        <p>Yes / No
7. Do you think that the order of the definition fragments did
make sense? (i.e. getting more and more specific over time)</p>
        <p>Yes / Sometimes yes, sometimes no / Mostly not
8. Did you find it hard to answer?</p>
        <p>Yes / Sometimes / No
9. Do you think the other players’ evaluation was fair?</p>
        <p>Yes / Sometimes not / No
10. Please point out problems that you experienced while</p>
        <p>playing. (e.g. technical problems)
11. Please point out what could be improved, especially</p>
        <p>if you did not enjoy playing the game.
description that was generated for the seed concept photo, one participant of the game
thought of a picture of water, while the other players said image, poster or map
respectively. All of these answers are plausible and thus can be used to extend the ontology.
For example, given the description that was generated for the seed concept horse, one
participant of the game thought of a mule, while the other players all said horse. Note
that not every fragment of the class expression makes perfect sense from a formal point
of view. Some of the errors were introduced by misleading class labels, the extraction
of contradictory facts or by the false classification of words during the natural language
processing. However, as the players are asked to find fitting answers, they are held to
recognize such malformed expressions and react by passing and ending the round.</p>
        <p>In some cases the concept names provided by the players seem to denote
concrete individuals rather than classes (e.g. Focus, a German magazine). Ideally those
should be recognized and handled appropriately. Several of the other concept names
do not really match the original description, like milky way, for example, which is not
a type of plasma). This fragment of the class expression generated for the seed
concept star has been extracted from OpenCyc, according to which a star is a kind of
plasma.14 Finally, not every fragment of the class expressions suggested by
GuessWhat?! makes perfect sense from a formal point of view. Several errors were
apparently introduced when long class labels were split into their semantic constituents (e.g.
containing stories AND articles). Despite the above mentioned
problems, many of the generated descriptions can be represented by means of OWL in a
relatively straightforward way. For example, the class expression device AND solid
14 http://sw.opencyc.org/concept/Mx4rvVi80ZwpEbGdrcN5Y29ycA
AND tangible AND user guided AND (egg shaped OR round) which
was assigned to the concept ball by the players could be formalized as follows:
&lt;owl:Class rdf:about=”ball”&gt;
&lt;rdfs:subClassOf rdf:resource=”device”/&gt;
&lt;rdfs:subClassOf rdf:resource=”solid”/&gt;
&lt;rdfs:subClassOf rdf:resource=”tangible”/&gt;
&lt;rdfs:subClassOf rdf:resource=”user guided”/&gt;
&lt;rdfs:subClassOf&gt;
&lt;owl:Class&gt;
&lt;owl:unionOf rdf:parseType=”Collection”&gt;
&lt;rdf:Description rdf:about=”egg shaped”/&gt;
&lt;rdf:Description rdf:about=”round”/&gt;
&lt;/unionOf&gt;
&lt;/owl:Class&gt;
&lt;/rdfs:subClassOf&gt;
&lt;/owl:Class&gt;
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>
        As noticed by Buitelaar and Cimiano [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], the implementation of appropriate user
interaction paradigms is among the greatest challenges for today’s ontology learning
approaches – let it be ontology learning from text or from structured resources. This is
partly because automatically approaches are still far from achieving the accuracy that
humans have in any knowledge modeling task. Also, the realization of the semantic web
vision is such an ambitious goal that it seems indispensable to involve more people than
just a handful of professional knowledge engineers. Especially domain experts without
any prior knowledge about formal semantics and ontology representation languages
must be enabled to contribute to the construction of ontologies.
      </p>
      <p>In this paper, we presented GuessWhat?!, a semantic game with a purpose which
has been developed in order to facilitate the construction of ontologies by people
without profound knowledge in the field of semantic technologies. By hiding the complex
syntax of ontology representation languages under the surface of an entertaining
multiplayer online game, it makes knowledge acquisition easier and a lot more fun. In our
opinion, this way of combining the wisdom of the crowds with semantic web mining is a
very promising paradigm for future knowledge acquisition. Initial user studies indicate
that a game like GuessWhat?! can be a lot of fun and that it might even raise awareness
for semantic technologies among people who have never thought about problems such
as the knowledge acquisition bottleneck or the semantic web.</p>
      <p>Still, many technical and conceptual enhancements are left for future work. For
example, we plan to redesign the current scoring system in order to improve the longterm
motivation of the game, and to reduce the temptation of cheating, e.g., by an unfair
evaluation of the rivals’ answers. This is quite important as the overall success of the game
with respect to the purpose of knowledge acquisition crucially hinges on the reliability
of the information that can be obtained during the game. Moreover, we would like to
conduct another user study, as we hope that more data (i.e. collected from a lot more
users or within a longer timeframe) will enable the investigation of new methods for
photo resource AND depiction AND source AND tangible</p>
      <p>AND solid AND spatially continuous AND graphic
Players: picture of water, poster, map, image
bed physical object AND intentionally made AND furniture</p>
      <p>AND object within room AND four legged flat frame AND mattress
AND used for sleeping on AND NOT natural AND NOT animate</p>
      <p>AND used on everyday basis
Players: bed, steel bed, nail bed, ferric bed with matress, cocaine
cloths woven AND sheet of some substance</p>
      <p>AND medium amount of bio deterioration resistance AND spatial</p>
      <p>AND topic AND generic
Players: nylon bedsheet, cloth, jack wolfskin jacket set
star heavenly body AND any of luminous celestial object</p>
      <p>AND seen on some sky AND astronomical AND spatially bounded</p>
      <p>AND plasma
Players: proxima centauri, milky way, plasma rocket disguised as angle
kitchen area AND set off walls within building AND room</p>
      <p>AND food preparation AND (home OR restaurant) AND indoor location
Players: kitchen, garden house room
toilet tangible AND disposal AND apparatus AND consisting of bowl</p>
      <p>AND fitted AND hinged AND seat
Players: full garbage can, single-use camera, trash can
magazine periodical publications AND containing stories AND articles
AND often published AND (monthly OR bimonthly) AND journal</p>
      <p>AND institution AND publisher</p>
      <p>Players: PM, Focus, Bravo, paper, comic
mining semantics from the players’ behavior (e.g. considering answer times). We are
confident that such a bigger user study will also provide us with additional arguments
for many of the conclusions we have drawn from our preliminary experiments.
Acknowledgements Johanna Vo¨lker is financed by a Margarete-von-Wrangell
scholarship of the European Social Fund (ESF) and the Ministry of Science, Research and the
Arts Baden-Wu¨rttemberg.</p>
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