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Social tagging: Exploring the image, individual, group & game

Knowledge Organization – pushing boundaries 8 th -9 th July, 2013, London. Social tagging: Exploring the image, individual, group & game . Authors: Elena Konkova, Ayşe Göker, Richard Butterworth and Andrew MacFarlane. City University London Dr Andy MacFarlane

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Social tagging: Exploring the image, individual, group & game

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  1. Knowledge Organization – pushing boundaries 8th-9th July, 2013, London Social tagging: Exploring the image, individual, group & game Authors: Elena Konkova, Ayşe Göker, Richard Butterworth and Andrew MacFarlane

  2. City University London Dr Andy MacFarlane Reader in Information Retrieval Elena Konkova Research Assistant. Image Retrieval

  3. A PICTURE IS WORTH 1000 WORDS

  4. WHAT ARE THOSE WORDS ???

  5. About 1 trillion! images on the World Wide Web • More than 36 billion photos on Facebook • 5 billion images on Flickr • + stock and publicly inaccessible image collections • Traditional indexing? • NOT an option….

  6. OVERVIEW • BACKGROUND INFORMATION • ANALYSIS: Flickr collection • EXPERIMENT: Games With A Purpose • Recommendations

  7. BACKGROUND • Producers and Consumers • Image Collections: Google, Flickr, Getty • Image needs: 2/3 word queries, time, thymes, etc • Image use: various domains • Image retrieval systems: Semantic Gap • Content based retrieval • Text based Retrieval • Social Approaches • Social Tagging • Games with a Purpose (GWAP)

  8. INDIVIDUAL, GROUP & GAME Semantics • personal photo collection management • tagging in social networks • crowdsoursing internet marketplaces • games with a purpose

  9. SOCIAL APPROACHES

  10. OVERVIEW • BACKGROUND INFORMATION • ANALYSIS: Flickr collection • EXPERIMENT: Games With A Purpose • Recommendations

  11. TAGGING IN SOCIAL NETWORKS TOP POPULAR TAGS RANDOM TAGS

  12. CLASSIFICATION

  13. ANALYSIS: FLICKR TAGS 63.4% 65.4%

  14. OVERVIEW • BACKGROUND INFORMATION • ANALYSIS: Flickr collection • EXPERIMENT: Games With A Purpose • Recommendations

  15. SOCIAL GAMING • 200 million hours are spent each day playing computer and video games in the U.S. • By age 21, the average American has spent more than 10,000 hours playing = 5years of working a full-time job 40 hours per week.

  16. EXPERIMENT: GWAP NO GUIDELINES “STOP-WORDS”

  17. EXPERIMENT: IMAGE LABELING GAMES 90.8% 63.6% NOGUIDELINES WITH STOP WORDS

  18. OVERVIEW • BACKGROUND INFORMATION • ANALYSIS: Flickr collection • EXPERIMENT: Games With A Purpose • Recommendations

  19. PEOPLE ARE STILL NOT ‘TAGGING LITERATE’

  20. Only 13.6% people actively use tagging functionality for image collection management and retrieval The majority still use traditional file-based systems to store and retrieve their images by date, event, or by person.

  21. PHOTO-SHARING NETWORKS ARE BECOMING MORE AND MORE POPULAR

  22. Photo-sharing networks stimulate people to describe images with more diverse tags like geographical locations and landmarks, event descriptions, general descriptions of image content (what is depicted on an image), etc.

  23. GAMES COULD ENRICH DESCRIPTIONS OF EXISTING COLLECTIONS GUIDED GAMES COULD TUNE SPECIFIC FACETS

  24. Games With A Purpose could be cleverly used for various purposes depending on game’s rules and winning conditions. Within unconditional gaming environmentplayer tend to usea balanced amount of perceptual (colors, shapes, objects) and interpretive image attributes. Stop-words could be used to stimulate player’s interpretive descriptions thus beneficially employing human’s abilities not duplicating data that could be extracted by CBIR or automatic indexing systems.

  25. Further research in contextual image labeling games Provide players with some context for image tagging (e.g. further use of image in advertisement) thus improve the suitability of tags’ outcome

  26. THANK YOU! Qs? Authors: Elena Konkova, Ayşe Göker, Richard Butterworth and Andrew MacFarlane Images from Flickr

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