1,721,025 research outputs found
Challenges in Designing Games with a Purpose for Abusive Language Annotation
In this paper we discuss several challenges related to the development of a 3D game, whose goal is to raise awareness on cyberbullying while collecting linguistic annotation on offensive language. The game is meant to be used by teenagers, thus raising a number of issues that need to be tackled during development. For example, the game aesthetics should be appealing for players belonging to this age group, but at the same time all possible solutions should be implemented to meet privacy requirements. Also, the task of linguistic annotation should be possibly hidden, adopting so-called orthogonal game mechanics, without affecting the quality of collected data. While some of these challenges are being tackled in the game development, some others are discussed in this paper but still lack an ultimate solution
A 3D Role-Playing Game for Abusive Language Annotation
Gamification has been applied to many linguistic annotation tasks, as an alternative to crowdsourcing platforms to collect annotated data in an inexpensive way. However, we think that still much has to be explored. Games with a Purpose (GWAPs) tend to lack important elements that we commonly see in commercial games, such as 2D and 3D worlds or a story. Making GWAPs more similar to full-fledged video games in order to involve users more easily and increase dissemination is a demanding yet interesting ground to explore. In this paper we present a 3D role-playing game for abusive language annotation that is currently under development
Measuring Orthogonal Mechanics in Linguistic Annotation Games
Gamification has been recently growing in popularity among researchers investigating Information and Communication Technologies. Scholars have been trying to take advantage of this approach in the field of natural language processing (NLP), developing Games With A Purpose (GWAPs) for corpus annotation that have obtained encouraging results both in annotation quality and overall cost. However, GWAPs implement gamification in different ways and to different degrees. We propose a new framework to investigate the mechanics employed in the gamification process and their magnitude in terms of complexity. This framework is based on an analysis of some of the most important contributions in the field of NLP-related gamified applications and GWAP theory. Its primary purpose is to provide a first step towards classifying mechanics that mimic mainstream video games and may require skills that are not relevant to the annotation task, defined as orthogonal mechanics. In order to test our framework, we develop and evaluate Spacewords, a linguistic space game for synonymy annotation
VOAs labelled by complex reflection groups and 4d SCFTs
We define and study a class of N = 2 vertex operator algebras WG labelled by complex reflection groups. They are extensions of the N = 2 super Virasoro algebra obtained by introducing additional generators, in correspondence with the invariants of the complex reflection group G. If G is a Coxeter group, the N = 2 super Virasoro algebra enhances to the (small) N = 4 superconformal algebra. With the exception of G = Z2, which corresponds to just the N = 4 algebra, these are non-deformable VOAs that exist only for a specific negative value of the central charge. We describe a free-field realization of WG in terms of rank(G) βγbc ghost systems, generalizing a construction of Adamovic for the N = 4 algebra at c = −9. If G is a Weyl group, WG is believed to coincide with the N = 4 VOA that arises from the four-dimensional super Yang-Mills theory whose gauge algebra has Weyl group G. More generally, if G is a crystallographic complex reflection group, WG is conjecturally associated to an N = 3 4d superconformal field theory. The free-field realization allows to determine the elusive “R-filtration” of WG, and thus to recover the full Macdonald index of the parent 4d theory
Non-Invertible Symmetries from Holography and Branes
We propose a systematic approach to deriving symmetry generators of Quantum
Field Theories in holography. Central to this are the Gauss law constraints in
the Hamiltonian quantization of Symmetry Topological Field Theories (SymTFTs),
which are obtained from supergravity. In turn we realize the symmetry
generators from world-volume theories of D-branes in holography. Our main focus
is on non-invertible symmetries, which have emerged in the past year as a new
type of symmetry in QFTs. We exemplify our proposal in the
holographic confinement setup, dual to 4d Super-Yang Mills. In
the brane-picture, the fusion of non-invertible symmetries naturally arises
from the Myers effect on D-branes. In turn, their action on line defects is
modeled by the Hanany-Witten effect.Comment: 10 pages; published versio
Using LLMs to adapt serious games with educators in the loop
Recently, the advancement of generative AI has brought about the opportunity to adapt and personalize learning material to individual students with little effort. This paper explores the application of large language models, such as ChatGPT, to help educators adapt educational serious games at runtime. To incorporate adaptation into serious games in a systematic way, we employ the MAPE-K loop framework. A key focus is the inclusion of educators in the adaptation process, who ensure that AI-driven changes align with educational goals. We thus propose an architecture that integrates player/learner data, game logic, and AI-generated adaptations, monitored and approved by educators via a dedicated browser-based dashboard, in a human-in-the-loop fashion. We show how we integrated this architecture into Untitled Bee Game, an existing educational serious game for eco-sustainability.</p
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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