Games can be used to exploit the computational power of humans to perform tasks that are difficult for computers. One of these difficult tasks is the transcription of video lectures. Indeed, the characteristics of the speech that occur in video lectures are not well suited for speech recognition technologies. In this paper we propose ALGA, an ALtruistic GAme, designed to involve students in the production of transcripts. Players challenge each other by listening to short, and randomly selected, pieces of the audio stream, and by submitting the corresponding transcription. When two players (unknown to each other) submit the same version, the transcript of the audio chunk is considered correct and the players gain points. To motivate players, ALGA provides the final transcript to all the players and maintains a high-score list for every video lecture. The evaluation shows that the accuracy of the obtained transcripts is higher than the one obtained by speech recognition technologies and also shows that participants like the game approach. Hence, ALGA can be considered a reasonable, feasible and affordable solution to produce transcripts from video lectures.

On gamifying the transcription of digital video lectures / Furini, Marco. - In: ENTERTAINMENT COMPUTING. - ISSN 1875-9521. - STAMPA. - 14:(2016), pp. 23-31. [10.1016/j.entcom.2015.08.002]

On gamifying the transcription of digital video lectures

FURINI, Marco
2016

Abstract

Games can be used to exploit the computational power of humans to perform tasks that are difficult for computers. One of these difficult tasks is the transcription of video lectures. Indeed, the characteristics of the speech that occur in video lectures are not well suited for speech recognition technologies. In this paper we propose ALGA, an ALtruistic GAme, designed to involve students in the production of transcripts. Players challenge each other by listening to short, and randomly selected, pieces of the audio stream, and by submitting the corresponding transcription. When two players (unknown to each other) submit the same version, the transcript of the audio chunk is considered correct and the players gain points. To motivate players, ALGA provides the final transcript to all the players and maintains a high-score list for every video lecture. The evaluation shows that the accuracy of the obtained transcripts is higher than the one obtained by speech recognition technologies and also shows that participants like the game approach. Hence, ALGA can be considered a reasonable, feasible and affordable solution to produce transcripts from video lectures.
2016
14
23
31
On gamifying the transcription of digital video lectures / Furini, Marco. - In: ENTERTAINMENT COMPUTING. - ISSN 1875-9521. - STAMPA. - 14:(2016), pp. 23-31. [10.1016/j.entcom.2015.08.002]
Furini, Marco
File in questo prodotto:
File Dimensione Formato  
serious.pdf

Open access

Descrizione: Articolo principale, versione dopo referaggio.
Tipologia: Versione dell'autore revisionata e accettata per la pubblicazione
Dimensione 482.76 kB
Formato Adobe PDF
482.76 kB Adobe PDF Visualizza/Apri
Pubblicazioni consigliate

Licenza Creative Commons
I metadati presenti in IRIS UNIMORE sono rilasciati con licenza Creative Commons CC0 1.0 Universal, mentre i file delle pubblicazioni sono rilasciati con licenza Attribuzione 4.0 Internazionale (CC BY 4.0), salvo diversa indicazione.
In caso di violazione di copyright, contattare Supporto Iris

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/1109270
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 27
  • ???jsp.display-item.citation.isi??? 20
social impact