Labeling images with a computer game

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Labeling images with a
computer game
By von Ahn & Dabbish
Center for Computational Analysis of
Social and Organizational Systems
http://www.casos.cs.cmu.edu/
Motivation
• ‘Our goal is ambitious: to label the majority of images on
the World Wide Web.’
• Machine learning to identify and label image components
is generally ineffective.
Peter Landwehr
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Past Work
• Lempel & Soffer, 2002
• Duygulu et al., 2002
Peter Landwehr
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Peter Landwehr
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Implementation notes
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Image reintroduction possibility
Age restriction possibility
Play alone possibility
Taboo threshold (X=1)
Image completion
Randomized partners
350K images from random.bounceme.net
73K word dictionary
‘[T]he game doesn’t ask the players to describe the
image: all they are told is that they have to “think like
each other” and type the same string.’
Peter Landwehr
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August 9 – December 10, 2003
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13,360 Players
1,271,451 labels for 293,760 images
80% of players returned at least once, 33 spent 50
hours playing
Mean = 3.89 labels/image/minute of play, std. dev =
0.69.
Peter Landwehr
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Validation (1)
car
dog
man
woman
stamp
Witherspoon
smiling
Alias
cartoon
green
Peter Landwehr
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Validation (2)
15 participants aged 20-25, 20 images with >5 labels
1. ‘Please type the six individual words that you feel best
describe the contents of this image. Type one word per
line below; words should be less than 13 character’
– For all of the images…
• at least 5 (83%) of the 6 labels produced by the game were
entered by at least one participant.
• the three most common words entered by participants were
contained among the labels produced by the game.
Peter Landwehr
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Validation (3)
15 participants aged 20-25, 20 images with >5 labels
1. ‘How many of the words above would you use in
describing this image to someone who couldn’t see it?’
– Mean = 5.105, std. dev = 1.3087 (85% useful)
2. ‘How many of the words have nothing to do with the
image (i.e., you don't understand why they are listed
with this image)?’
– Mean = 0.105, std. dev = 0.2529 (1.7% useless)
Peter Landwehr
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Broad implications
• ‘At this rate, 5,000 people playing the ESP game 24
hours a day would label all images on Google
(425,000,000 images) [with one tag] in 31 days.’
• ‘…[O]ur main contribution stems from the way in which
we attack the labeling problem. …[W]e have shown that
it’s conceivable that a large-scale problem can be solved
with a method that uses people playing on the Web.
We’ve turned tedious work into something people want
to do.’
Peter Landwehr
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‘The ESP game can be used, with minor modifications, to label sound or
video clips (i.e., there is nothing inherent about images).’
Peter Landwehr
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‘Other problems that could be solved by having people play games include
categorizing web pages into topics and monitoring security cameras.’
Peter Landwehr
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More recent work
Walsh & Golbeck, 2010
Peter Landwehr
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Recent Work
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McGonigal, 2003
Law, von Ahn, Dannenberg, and Crawford, 2007
Hacker and von Ahn, 2009
Dong and Fu, 2010
Walsh and Golbeck, 2010
Peter Landwehr
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Questions?
Center for Computational Analysis of
Social and Organizational Systems
http://www.casos.cs.cmu.edu/
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