Social media platforms contain interesting information that can be used to directly measure people' feelings and, thanks to the use of communication technologies, also to geographically locate these feelings. Unfortunately, the understanding is not as easy as one may think. Indeed, the large volume of data makes the manual approach impractical and the diversity of language combined with the brevity of the texts makes the automatic approach quite complicated. In this paper, we consider the gamification approach to sentimentally classify tweets and we propose TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets (e.g., positive, negative, neutral) and their sentiment (e.g., joy, surprise, sadness, etc.). We created a dataset of more than 65,000 tweets, we developed a Web-based game and we asked students to play the game. Obtained results showed that the game approach was well accepted and thus it can be useful in scenarios where the identification of people' feelings may bring benefits to decision making processes.

TSentiment: On gamifying Twitter sentiment analysis / Furini, Marco; Montangero, Manuela. - ELETTRONICO. - 2016-:(2016), pp. 91-96. (Intervento presentato al convegno 2016 IEEE Symposium on Computers and Communication, ISCC 2016 tenutosi a Messina, Italy. nel 2016) [10.1109/ISCC.2016.7543720].

TSentiment: On gamifying Twitter sentiment analysis

FURINI, Marco;MONTANGERO, Manuela
2016

Abstract

Social media platforms contain interesting information that can be used to directly measure people' feelings and, thanks to the use of communication technologies, also to geographically locate these feelings. Unfortunately, the understanding is not as easy as one may think. Indeed, the large volume of data makes the manual approach impractical and the diversity of language combined with the brevity of the texts makes the automatic approach quite complicated. In this paper, we consider the gamification approach to sentimentally classify tweets and we propose TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets (e.g., positive, negative, neutral) and their sentiment (e.g., joy, surprise, sadness, etc.). We created a dataset of more than 65,000 tweets, we developed a Web-based game and we asked students to play the game. Obtained results showed that the game approach was well accepted and thus it can be useful in scenarios where the identification of people' feelings may bring benefits to decision making processes.
2016
2016 IEEE Symposium on Computers and Communication, ISCC 2016
Messina, Italy.
2016
2016-
91
96
Furini, Marco; Montangero, Manuela
TSentiment: On gamifying Twitter sentiment analysis / Furini, Marco; Montangero, Manuela. - ELETTRONICO. - 2016-:(2016), pp. 91-96. (Intervento presentato al convegno 2016 IEEE Symposium on Computers and Communication, ISCC 2016 tenutosi a Messina, Italy. nel 2016) [10.1109/ISCC.2016.7543720].
File in questo prodotto:
File Dimensione Formato  
PID4280611.pdf

Accesso riservato

Descrizione: Articolo
Tipologia: Versione pubblicata dall'editore
Dimensione 370.39 kB
Formato Adobe PDF
370.39 kB Adobe PDF   Visualizza/Apri   Richiedi una copia
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/11380/1109272
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 29
  • ???jsp.display-item.citation.isi??? 21
social impact