Verbosity: a game for collecting common-sense facts
By Luis von Ahn, Mihir Kedia, Manuel Blum. International Conference on Human Factors in Computing Systems, 2006
379 citations recorded by the source corpus.
Subfields: Computer Science Applications, Computer Vision and Pattern Recognition, Ocean Engineering
View Paper: https://www.semanticscholar.org/paper/c327a7ebea73df31edd9aca787add8289f667f64
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
- Ruoran Liu
- Luis von Ahn
- Manuel Blum
- Andrew McCallum
- Rion Snow
- Brendan T. O'Connor
- Dan Jurafsky
- Gerhard Weikum
In Computer Vision and Pattern Recognition
- Kristen Grauman
- Li Fei-Fei
- Trevor Darrell
- Luc Van Gool
- Antonio Torralba
- Cordelia Schmid
- Andrew Zisserman
- Dacheng Tao
In Ocean Engineering
Citations in the corpus
- A Survey of Crowdsourcing Systems (2011, neutral): “The Verbosity system [80]”
- Extracting implicit knowledge from text (2009, background): “Singh (2002) describes the Open Mind Common Sense project, which is the bestknown of these efforts, while more recently, the Verbosity project (von Ahn et al., 2006) was introduced under the growing set of Games with a Purpose.4 3A relatively new term, usually meaning to put a problem online, where…”
- Cheap and Fast – But is it Good? Evaluating Non-Expert Annotations for Natural Language Tasks (2008, methodology): “Luis von Ahn pioneered the collection of data via online annotation tasks in the form of games, including the ESPGame for labeling images (von Ahn and Dabbish, 2004) and Verbosity for annotating word relations (von Ahn et al., 2006).”
- Crowdsourcing in Computer Vision (2016, neutral): “In spatial annotation games such Peekaboom [von Ahn et al., 2006b], only one worker is shown the image.”
- Deriving a Web-Scale Common Sense Fact Database (2011, background): “Most previous work on common-sense knowledge acquisition has relied on human-supplied information (von Ahn, Kedia, and Blum 2006; Havasi, Speer, and Alonso 2007; Speer et al. 2009).”
- ProtoQA: A Question Answering Dataset for Prototypical Common-Sense Reasoning (2020, background): “knowledge (Ahn et al., 2006), however the authors of Common Consensus found that the format of FAMILY-FEUD questions was more amenable to high-quality commonsense knowledge acquisition.”
- Peekaboom: a game for locating objects in images (2006, methodology): “In follow-up work, for example, we have created two other games, Verbosity [3] and Phetch [2], in which players solve problems that computers cannot yet solve.”