Crowdsourcing cultural heritage metadata through social gaming
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Crowdsourcing cultural heritage metadata through social gaming (2014)
DE PB NW RP
ISBN: 9783659628993 bzw. 3659628999, in Deutsch, LAP Lambert Academic Publishing Nov 2014, Taschenbuch, neu, Nachdruck.
Von Händler/Antiquariat, AHA-BUCH GmbH [51283250], Einbeck, NDS, Germany.
This item is printed on demand - Print on Demand Titel. Neuware - Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games. 84 pp. Englisch.
This item is printed on demand - Print on Demand Titel. Neuware - Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games. 84 pp. Englisch.
2
Crowdsourcing cultural heritage metadata through social gaming
DE NW
ISBN: 9783659628993 bzw. 3659628999, in Deutsch, neu.
Lieferung aus: Deutschland, zzgl. Versandkosten.
Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games.
Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games.
3
Crowdsourcing cultural heritage metadata through social gaming
~EN NW AB
ISBN: 9783659628993 bzw. 3659628999, vermutlich in Englisch, neu, Hörbuch.
Lieferung aus: Österreich, Lieferzeit: 5 Tage, zzgl. Versandkosten.
Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games.
Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games.
4
Crowdsourcing cultural heritage metadata through social gaming - A case study of a metadata game prototype on Facebook
~EN PB NW
ISBN: 9783659628993 bzw. 3659628999, vermutlich in Englisch, LAP Lambert Academic Publishing, Taschenbuch, neu.
Lieferung aus: Deutschland, Versandkostenfrei.
Crowdsourcing cultural heritage metadata through social gaming: Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games. Englisch, Taschenbuch.
Crowdsourcing cultural heritage metadata through social gaming: Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combined their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluated its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces. This book is recommended for curators of digital collections as well as designers of modern data-driven social games. Englisch, Taschenbuch.
5
Crowdsourcing cultural heritage metadata through social gaming
~EN PB NW
ISBN: 3659628999 bzw. 9783659628993, vermutlich in Englisch, LAP Lambert Academic Publishing, Taschenbuch, neu.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
6
Crowdsourcing cultural heritage metadata through social gaming
~EN NW
ISBN: 3659628999 bzw. 9783659628993, vermutlich in Englisch, neu.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
7
Crowdsourcing cultural heritage metadata through social gaming
EN NW
ISBN: 9783659628993 bzw. 3659628999, in Englisch, OmniScriptum GmbH & Co. KG, OmniScriptum GmbH & Co. KG, OmniScriptum GmbH & Co. KG, neu.
Lieferung aus: Vereinigte Staaten von Amerika, zzgl. Versandkosten, Free Shipping on eligible orders over $25.
Paraschakis Dimitris, Paperback, English-language edition, Pub by OmniScriptum GmbH & Co. KG.
Paraschakis Dimitris, Paperback, English-language edition, Pub by OmniScriptum GmbH & Co. KG.
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Crowdsourcing cultural heritage metadata thr (2014)
~EN PB NW
ISBN: 9783659628993 bzw. 3659628999, vermutlich in Englisch, Taschenbuch, neu.
Lieferung aus: Deutschland, Next Day, Versandkostenfrei.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
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