Analysis of self-tagging during conversational chat in multilingual gaming simulation

Taishi Nose*, Reiko Hishiyama

*この研究の対応する著者

研究成果: Paper査読

4 被引用数 (Scopus)

抄録

A multilingual gaming simulation is suggested as the basis of an experiment by which we discuss complex problems such as global civics or environmental problems. Assigning tags is a very important way to analyze this experiment. However, assigning tags has a cost that is too large for analysts. In this study, we suggest and introduce a method for participants to voluntarily self-tag, focusing on gamification and crowdsourcing. As a result, we verified that it is possible for analysts to reduce the tagging cost when analyzing and to analyze results more accurately.

本文言語English
ページ81-86
ページ数6
DOI
出版ステータスPublished - 2013 1月 1
イベント2nd International Conference on Future Generation Communication Technologies, FGCT 2013 - London, United Kingdom
継続期間: 2013 11月 122013 11月 14

Conference

Conference2nd International Conference on Future Generation Communication Technologies, FGCT 2013
国/地域United Kingdom
CityLondon
Period13/11/1213/11/14

ASJC Scopus subject areas

  • コンピュータ ネットワークおよび通信

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