ESP game

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Cs Portal > List of citizen science projects > ESP game - (2013/11/05)

Esp-game.png
Esp-game.png
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IDENTIFICATION

Start date : 2004/01/01
  • Beta start date : N/A
  • End date : The project was closed on 2011/09/01
Subject

Description [[Has project description::According to Wikipedia (10/2013), The ESP Game is an idea in computer science for addressing the problem of creating difficult metadata. The idea behind the game is to use the computational power of humans to perform a task that computers cannot do (originally, image recognition) by packaging the task as a game. It was originally conceived by Luis von Ahn of Carnegie Mellon University.

Google bought a licence to create its own version of the game in 2006 called "Image labeler" in order to return better search results for its online images. Google's version was shut down on September 16, 2011 as part of the Google Labs closure in September 2011.]] Purpose Tag a large collection of images with keywords in order to find out if participants can help create more accurate image searching and accessibility for visually impaired users. ? Research question There are two sets of questions:

  • Some are related to the quality of results
  • Others are related to good game design. Ahn and Dabash (2006) formulate a set of design rules for designing games with a purpose (GWAPs)

TEAM

MAIN TEAM LOCATION
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Carnegie Mellon University

Project team page http://www.cs.cmu.edu/~biglou/ Leader: Luis von Ahn Institution: Carnegie Mellon University Partner institutions: Contact:

USER TASKS

CONTRIBUTION TYPE: data collection
PARTICIPATION TYPOLOGY: crowdsourcing


GAMING GENRE Puzzle
GAMING ELEMENTS: Achievements

COMPUTING
THINKING
SENSING
GAMING

Tasks description

Interaction with objects The authors define ESP as GWAP (games with a purpose) and a subgenre "output-agreement games" Output-agreement games are a generalization of the ESP Game to its fundamental input-output behavior:

  • Initial setup: Two strangers are randomly chosen by the game itself from among all potential players;
  • Rules: In each round, both are given the same input and must produce outputs based on the input. Game instructions indicate that players should try to produce the same output as their partners. Players cannot see one another’s outputs or communicate with one another;
  • Winning condition: Both players must produce the same output; they do not have to produce it at the same time but must produce it at some point while the input is displayed onscreen.

When the input is an image and the outputs are keyword descriptions of the image, this template becomes the ESP Game Interface

  • Data type to manipulate: pictures
  • interface enjoyment: somewhat cool/attractive
  • Interface usability: easy to use

GUIDANCE

GUIDANCE
  • Tutorial: Somewhat
  • Peer to peer guidance: Somewhat
  • Training sequence: Somewhat
FEEDBACK ON
  • Individual performance: Somewhat
  • Collective performance: Somewhat
  • Research progress: Somewhat

Feedback and guidance description

COMMUNITY

COMMUNITY TOOLS
  • Communication:
  • Social Network: N/A
  • Member profiles:: N/A
  • Member profile elements:
NEWS & EVENTS
  • Main news site:
  • Frequency of project news updates: N/A
  • Type of events:
  • Frequency of events :

Community description

  • Community size (volounteers based) 200000
  • Role:
  • Interaction form:
  • Has official community manager(s): N/A
  • Has team work N/A
  • Other:
  • Community led additions: 2011/09/01


Other information

PROJECT

Url:http://www.espgame.org/
Start date: 2004/01/01
End date: 2011/09/01


TEAM

Official team page:http://www.cs.cmu.edu/~biglou/
Leader: Luis von Ahn
Institution: Carnegie Mellon University


Main location: Carnegie Mellon University

PROJECT DEFINITION


Subject

Engineering and technology > (other)

Description

According to Wikipedia (10/2013), The ESP Game is an idea in computer science for addressing the problem of creating difficult metadata. The idea behind the game is to use the computational power of humans to perform a task that computers cannot do (originally, image recognition) by packaging the task as a game. It was originally conceived by Luis von Ahn of Carnegie Mellon University. Google bought a licence to create its own version of the game in 2006 called "Image labeler" in order to return better search results for its online images. Google's version was shut down on September 16, 2011 as part of the Google Labs closure in September 2011.

Purpose.

Tag a large collection of images with keywords in order to find out if participants can help create more accurate image searching and accessibility for visually impaired users.

Research question.

There are two sets of questions:

  • Some are related to the quality of results
  • Others are related to good game design. Ahn and Dabash (2006) formulate a set of design rules for designing games with a purpose (GWAPs)

ABOUT PARTICIPANT TASKS


.

Interaction with system objects.

The authors define ESP as GWAP (games with a purpose) and a subgenre "output-agreement games" Output-agreement games are a generalization of the ESP Game to its fundamental input-output behavior:

  • Initial setup: Two strangers are randomly chosen by the game itself from among all potential players;
  • Rules: In each round, both are given the same input and must produce outputs based on the input. Game instructions indicate that players should try to produce the same output as their partners. Players cannot see one another’s outputs or communicate with one another;
  • Winning condition: Both players must produce the same output; they do not have to produce it at the same time but must produce it at some point while the input is displayed onscreen.
When the input is an image and the outputs are keyword descriptions of the image, this template becomes the ESP Game

Grey typology Participation typology Contribution type:
Computing: NO Thinking: YES
Sensing: NO Gaming: NO
Crowdsourcing Distributed intelligence
Participatory science Extreme citizen science
Science outreach
Data collection
Data analysis
Data interpretation --------
Gaming
Genre: puzzle Gaming elements: achievements
Interface
Data type to manipulate: pictures interface enjoyment: somewhat cool/attractive
Interface usability: easy to use
Member profiles::N/A
Member profile elements:


ABOUT GUIDANCE AND FEEDBACK


Guidance Feedback on
Tutorial and documentation: SOMEWHAT
Training sequence: SOMEWHAT
Peer to peer guidance: SOMEWHAT
individual performance: Somewhat
collective performance: Somewhat
research progress: Somewhat

.

COMMUNITY


Tools News & Events

Communication:
Social Network: N/A

Main news site:
Frequency of project news updates: N/A
Type of events:
Frequency of events :

Community description

Community size (volounteers based): 200000
Role: Interaction form:
Has official community manager(s): N/A
Has team work N/A

Other information about community:
Community led additions: 2011/09/01

OTHER PROJECT INFORMATION




esp-game.png No [[has completion level::Low]

http://www.cs.cmu.edu/~biglou/

Carnegie Mellon University


No

Engineering and technology other Tag a large collection of images with keywords in order to find out if participants can help create more accurate image searching and accessibility for visually impaired users. There are two sets of questions:

  • Some are related to the quality of results
  • Others are related to good game design. Ahn and Dabash (2006) formulate a set of design rules for designing games with a purpose (GWAPs)

ESP game

data collection

crowdsourcing pictures, other: Thinking: yes Computing: no Sensing: no Gaming: no achievements puzzle The authors define ESP as GWAP (games with a purpose) and a subgenre "output-agreement games" Output-agreement games are a generalization of the ESP Game to its fundamental input-output behavior:

  • Initial setup: Two strangers are randomly chosen by the game itself from among all potential players;
  • Rules: In each round, both are given the same input and must produce outputs based on the input. Game instructions indicate that players should try to produce the same output as their partners. Players cannot see one another’s outputs or communicate with one another;
  • Winning condition: Both players must produce the same output; they do not have to produce it at the same time but must produce it at some point while the input is displayed onscreen.

When the input is an image and the outputs are keyword descriptions of the image, this template becomes the ESP Game somewhat cool/attractive easy to use N/A N/A N/A N/A N/A N/A

N/A

N/A

N/A


200000 N/A


N/A


Low

The followup game (Phetch) is more ambitious. According to Ahn et al. (2006): We set our goal to assign proper descriptions to arbitrary images. A “proper” description is correct if it makes sense with respect to the image, and sufficient if it gives enough information about its contents. Phetch will collect sentences


Bibliography

BIBLIOGRAPHY


Improving Accessibility of the Web with a Computer Game. Luis von Ahn, Shiry Ginosar, Mihir Kedia, Ruoran Liu, Manuel Blum (2006)

http://www.cs.cmu.edu/~biglou/Phetch.pdf
✄   Luis von Ahn, Shiry Ginosar, Mihir Kedia and Manuel Blum. Improving Accessibility of the Web with a Computer Game. ACM Conf. on Human Factors in Computing Systems, CHI Notes 2006. pp 79-82.
💬   Describe Phetch, the followup projects, but includes some discussion of ESP.

Improving Accessibility of the Web with a Computer Game. Luis von Ahn, Shiry Ginosar, Mihir Kedia, Ruoran Liu, Manuel Blum (2006)

http://www.cs.cmu.edu/~biglou/Phetch.pdf
Luis von Ahn, Shiry Ginosar, Mihir Kedia and Manuel Blum. Improving Accessibility of the Web with a Computer Game. ACM Conf. on Human Factors in Computing Systems, CHI Notes 2006. pp 79-82.
Describe Phetch, the followup projects, but includes some discussion of ESP.


Designing Games With a Purpose. Luis von Ahn, Laura Dabbish

✄   Luis von Ahn & Laura Dabbish, Games With A Purpose. IEEE Computer Magazine, June 2006. pp 96-98.

Designing Games With a Purpose. Luis von Ahn, Laura Dabbish

Luis von Ahn & Laura Dabbish, Games With A Purpose. IEEE Computer Magazine, June 2006. pp 96-98.