Conversation Strategy in Knowledge Contents Refinement and Utilization of Gamified Crowdsourcing
Project/Area Number |
18K11451
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Multi-year Fund |
Section | 一般 |
Review Section |
Basic Section 61030:Intelligent informatics-related
|
Research Institution | Ritsumeikan University |
Principal Investigator |
|
Project Period (FY) |
2018-04-01 – 2022-03-31
|
Project Status |
Completed (Fiscal Year 2021)
|
Budget Amount *help |
¥4,290,000 (Direct Cost: ¥3,300,000、Indirect Cost: ¥990,000)
Fiscal Year 2021: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2020: ¥1,170,000 (Direct Cost: ¥900,000、Indirect Cost: ¥270,000)
Fiscal Year 2019: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2018: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
|
Keywords | 知識コンテンツ / 会話戦略 / クラウドソーシング / ゲーミフィケーション |
Outline of Final Research Achievements |
This study aimed to identify a method for building a high-quality knowledge base. We focused on a method for acquiring and verifying knowledge from many users in the form of a quiz game. The types of quiz game we considered were a fill-in-the-blanks quiz for knowledge acquisition and a Yes-No quiz for verification. Simulation experiments confirmed that by controlling the order of questions in the quiz game, it is possible to efficiently acquire knowledge that is distributed among many users and to verify the acquired knowledge in parallel.
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Academic Significance and Societal Importance of the Research Achievements |
知的なシステムを実現する上では、高品質な知識ベースが欠かせない。機械学習技術の発展により、大量のデータから知識を自動的に獲得することが可能になっているものの、必ずしも質の高い知識が得られるとは限らない。高品質な知識とするには人間の能力を活用することが有望である。本研究では多数の人間の協力を得て効率よく知識を獲得・検証する手法を提案したところに学術的な意義がある。また、社会にとって有用な知的なシステムの構築に貢献できるという社会的な意義がある。
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Report
(5 results)
Research Products
(9 results)