labeling images with a computer game
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Labeling images with a computer game. By von Ahn & Dabbish. Motivation. ‘Our goal is ambitious: to label the majority of images on the World Wide Web.’ Machine learning to identify and label image components is generally ineffective. Past Work. Lempel & Soffer , 2002 - PowerPoint PPT PresentationTRANSCRIPT
Center for Computational Analysis of Social and Organizational Systems
http://www.casos.cs.cmu.edu/
Labeling images with a computer game
By von Ahn & Dabbish
Motivation• ‘Our goal is ambitious: to label the majority of
images on the World Wide Web.’• Machine learning to identify and label image
components is generally ineffective.
Peter Landwehr 2
Past Work
Peter Landwehr 3
• Lempel & Soffer, 2002• Duygulu et al., 2002
Peter Landwehr 4
Implementation notes• Image reintroduction possibility• Age restriction possibility• Play alone possibility• Taboo threshold (X=1)• Image completion• Randomized partners• 350K images from random.bounceme.net• 73K word dictionary• ‘[T]he game doesn’t ask the players to describe
the image: all they are told is that they have to “think like each other” and type the same string.’
Peter Landwehr 5
August 9 – December 10, 2003
• 13,360 Players• 1,271,451 labels for 293,760 images• 80% of players returned at least once, 33 spent
50 hours playing• Mean = 3.89 labels/image/minute of play, std.
dev = 0.69.
Peter Landwehr 6
Peter Landwehr 7
Validation (1)
car dogman woman
stamp Witherspoonsmiling Aliascartoon green
1. ‘Please type the six individual words that you feel best describe the contents of this image. Type one word per line below; words should be less than 13 character’– For all of the images…
• at least 5 (83%) of the 6 labels produced by the game were entered by at least one participant.
• the three most common words entered by participants were contained among the labels produced by the game.
Peter Landwehr 8
15 participants aged 20-25, 20 images with >5 labels
Validation (2)
1. ‘How many of the words above would you use in describing this image to someone who couldn’t see it?’– Mean = 5.105, std. dev = 1.3087 (85% useful)
2. ‘How many of the words have nothing to do with the image (i.e., you don't understand why they are listed with this image)?’– Mean = 0.105, std. dev = 0.2529 (1.7%
useless)
Peter Landwehr 9
15 participants aged 20-25, 20 images with >5 labels
Validation (3)
Broad implications• ‘At this rate, 5,000 people playing the ESP game
24 hours a day would label all images on Google (425,000,000 images) [with one tag] in 31 days.’
• ‘…[O]ur main contribution stems from the way in which we attack the labeling problem. …[W]e have shown that it’s conceivable that a large-scale problem can be solved with a method that uses people playing on the Web. We’ve turned tedious work into something people want to do.’
Peter Landwehr 10
Peter Landwehr 11
‘The ESP game can be used, with minor modifications, to label sound or video clips (i.e., there is nothing inherent about
images).’
Peter Landwehr 12
‘Other problems that could be solved by having people play games include categorizing web pages into topics and monitoring security
cameras.’
More recent work
Peter Landwehr 13
Walsh & Golbeck, 2010
Recent Work• McGonigal, 2003• Law, von Ahn, Dannenberg, and Crawford, 2007• Hacker and von Ahn, 2009• Dong and Fu, 2010• Walsh and Golbeck, 2010
Peter Landwehr 14
Center for Computational Analysis of Social and Organizational Systems
http://www.casos.cs.cmu.edu/
Questions?