Waisda? (which translates to What`s That?) is an online video tagging game aimed at gathering tags for videos. Users tag what they see or hear and receive points for their tags. If there is mutual agreement between players for one tag, then the player receives more points.
Presentation by Maarten Brinkerink (Netherlands Institute for Sound and Vision) on October 31st 2016 at the workshop Two Birds, One Stone: Bridging cultural heritage collections with crowds and niches.
What`s That? Video Tagging Games for Audiovisual Heritage Collections
1. WHAT’S THAT?
Video Tagging Games for Audiovisual
Heritage Collections
Maarten Brinkerink
Netherlands Institute for Sound and Vision
2. MISSI
ON
The Netherlands Institute for Sound and
Vision is a cultural-historical organization of
national interest. It collects, preserves and
opens the audiovisual heritage for as
many users as possible: media
professionals, education, science and the
general public.
3. ARCHI
VE
Sound and Vision (NISV) has one of the
largest audiovisual archives in Europe. The
institute manages over 70 percent of the
Dutch audiovisual heritage. The collection
contains more than a million hours of
television, radio, music and film from the
beginning in 1898 until today.
5. RESEARCH AND
DEVELOPMENT
New trends, changing needs,
technological developments and a
dynamic social context demand an
organisation that moves fluidly while
gaining knowledge, expertise and
innovative capacity.
11. COGNITIVE SURPLUS
The so-called “cognitive surplus” that used to
be spent on passive activities (notably
watching television) can now be used in a
profoundly different way, for new kinds of
creativity and problem-solving.
(Oomen & Aroyo, 2011, Clay Shirky 2010)
12. VIDEO
LABELING
GAME
•Allows internet users to annotate
audiovisual archive material in the form of a
(serious) game
•The goal of the game is consensus
between players
•Fun and competition as motivation
13. WH
Y?
•Investigate the added value of social tagging
•Experimenting with new forms of services for the
public
•Which results in:
–Time-related metadata
–Social tags (bridging the semantic gap)
–Interaction between the archive/broadcaster and the
public
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23. RESU
LTS
•Three implementations resulted in over a million
social tags, by thousands of players
•On average 50% of the social tags consists of
matched tags, and 25% corresponds to controlled
vocabularies
•On average 10-20% of the social tags are unique
•‘Super taggers’ are responsible for the vast majority of
the social tags that are added
24. RESU
LTS
• The extent to which expert cataloguers deem the social
tags to be useful, heavily depends on the type of content
• The balance between social tags that correspond with
terms from a controlled-vocabulary and terms invented by
users themselves, also depends heavily on the type of
content
• First experiments suggest that the social tags enable high
recall fragment retrieval
25. LESSONS
LEARNED
•Don’t try to reach a broad audience, but find an active
niche
•Open knowledge structures provide a way to structure
the data that is gathered, and – at the same time –
provide great possibilities for linking collections
•Crowdsourcing means accepting and respecting
multiple authorities and perspective, in regards to your
collection