The wide availability of video lectures within digital archives is causing significant problems to video providers. Indeed, students search for very specific contents and the few minutes of video lecture that cover the required topic have to be found in an archive composed of thousands of hours of videos. Therefore, the indexing of video material is becoming a critical process. Unfortunately, most of the systems return a list of full-length video lectures, and force students to use VCR-like functions in order to find what they are looking for. This approach is not adequate. Furthermore, the indexing process never considers the quality of the lecture (e.g., 'interesting', 'meaningless', etc.). A recent approach proposed to improve the indexing process by using social tagging. To be effective, this approach requires having a considerable number of tags. In this paper, we propose TagLecture, a Game With A Purpose that introduces game elements into the indexing process in order to involve students in the indexing process of video lectures. Through an experimental investigation we highlight that the gamification of the video indexing process is well accepted by students: more than 80% of participants liked the idea of using quality-based tags to classify video lectures, and more than half of them liked the idea of a game where students challenge each other to tag pieces of video lectures.

TagLecture: The gamification of video lecture indexing through quality-based tags / Furini, Marco; Mirri, Silvia; Montangero, Manuela. - (2017), pp. 122-127. (Intervento presentato al convegno 2017 IEEE Symposium on Computers and Communications, ISCC 2017 tenutosi a Heraklion, Grecia nel 2017) [10.1109/ISCC.2017.8024516].

TagLecture: The gamification of video lecture indexing through quality-based tags

Furini, Marco
;
Montangero, Manuela
2017

Abstract

The wide availability of video lectures within digital archives is causing significant problems to video providers. Indeed, students search for very specific contents and the few minutes of video lecture that cover the required topic have to be found in an archive composed of thousands of hours of videos. Therefore, the indexing of video material is becoming a critical process. Unfortunately, most of the systems return a list of full-length video lectures, and force students to use VCR-like functions in order to find what they are looking for. This approach is not adequate. Furthermore, the indexing process never considers the quality of the lecture (e.g., 'interesting', 'meaningless', etc.). A recent approach proposed to improve the indexing process by using social tagging. To be effective, this approach requires having a considerable number of tags. In this paper, we propose TagLecture, a Game With A Purpose that introduces game elements into the indexing process in order to involve students in the indexing process of video lectures. Through an experimental investigation we highlight that the gamification of the video indexing process is well accepted by students: more than 80% of participants liked the idea of using quality-based tags to classify video lectures, and more than half of them liked the idea of a game where students challenge each other to tag pieces of video lectures.
2017
lug-2017
2017 IEEE Symposium on Computers and Communications, ISCC 2017
Heraklion, Grecia
2017
122
127
Furini, Marco; Mirri, Silvia; Montangero, Manuela
TagLecture: The gamification of video lecture indexing through quality-based tags / Furini, Marco; Mirri, Silvia; Montangero, Manuela. - (2017), pp. 122-127. (Intervento presentato al convegno 2017 IEEE Symposium on Computers and Communications, ISCC 2017 tenutosi a Heraklion, Grecia nel 2017) [10.1109/ISCC.2017.8024516].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11380/1147556
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