acl acl2011 acl2011-226 knowledge-graph by maker-knowledge-mining

226 acl-2011-Multi-Modal Annotation of Quest Games in Second Life


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Author: Sharon Gower Small ; Jennifer Strommer-Galley ; Tomek Strzalkowski

Abstract: We describe an annotation tool developed to assist in the creation of multimodal actioncommunication corpora from on-line massively multi-player games, or MMGs. MMGs typically involve groups of players (5-30) who control their perform various activities (questing, competing, fighting, etc.) and communicate via chat or speech using assumed screen names. We collected a corpus of 48 group quests in Second Life that jointly involved 206 players who generated over 30,000 messages in quasisynchronous chat during approximately 140 hours of recorded action. Multiple levels of coordinated annotation of this corpus (dialogue, movements, touch, gaze, wear, etc) are required in order to support development of automated predictors of selected real-life social and demographic characteristics of the players. The annotation tool presented in this paper was developed to enable efficient and accurate annotation of all dimensions simultaneously. avatars1, 1

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 edu Abstract We describe an annotation tool developed to assist in the creation of multimodal actioncommunication corpora from on-line massively multi-player games, or MMGs. [sent-4, score-0.241]

2 MMGs typically involve groups of players (5-30) who control their perform various activities (questing, competing, fighting, etc. [sent-5, score-0.341]

3 ) and communicate via chat or speech using assumed screen names. [sent-6, score-0.409]

4 We collected a corpus of 48 group quests in Second Life that jointly involved 206 players who generated over 30,000 messages in quasisynchronous chat during approximately 140 hours of recorded action. [sent-7, score-1.087]

5 Multiple levels of coordinated annotation of this corpus (dialogue, movements, touch, gaze, wear, etc) are required in order to support development of automated predictors of selected real-life social and demographic characteristics of the players. [sent-8, score-0.205]

6 The annotation tool presented in this paper was developed to enable efficient and accurate annotation of all dimensions simultaneously. [sent-9, score-0.316]

7 avatars1, 1 Introduction The aim of our project is to predict the real world characteristics of players of massively-multiplayer online games, such as Second Life (SL). [sent-10, score-0.342]

8 We sought to predict actual player attributes like age or education levels, and personality traits including leadership or conformity. [sent-11, score-0.13]

9 Our task was to do so using only the behaviors, communication, and interaction among the players produced during game play. [sent-12, score-0.377]

10 To do so, we logged all players’ avatar movements, 1 All avatar names seen in this protect players’ identities. [sent-13, score-1.036]

11 paper have been changed to 171 “touch events” (putting on or taking off clothing items, for example), and their public chat messages (i. [sent-14, score-0.515]

12 , messages that can be seen by all players in the group). [sent-16, score-0.387]

13 Given the complex nature of interpreting chat in an online game environment, we required a tool that would allow annotators to have a synchronized view of both the event action as well as the chat utterances. [sent-17, score-1.411]

14 This would allow our annotators to correlate the events and the chat by marking them simultaneously. [sent-18, score-0.645]

15 More importantly, being able to view game events enables more accurate chat annotation; and conversely, viewing chat utterances helps to interpret the significance of certain events in the game, e. [sent-19, score-1.233]

16 ” could be simply a response (rejection) to a request from another player; however, when the game action is viewed and the speaker is seen attempting to enter a building without success, another interpretation may arise (an assertion, a call for help, etc. [sent-23, score-0.156]

17 The Real World (RW) characteristics of SL players (and other on-line games) may be inferred to varying degrees from the appearance of their avatars, the behaviors they engage in, as well as from their on-line chat communications. [sent-25, score-0.751]

18 For example, the avatar gender generally matches the gender of the owner; on the other hand, vocabulary choices in chat are rather poor predictors of a player’s age, even though such correlation is generally seen in real life conversation. [sent-26, score-1.05]

19 We generated a corpus of chat and movement data from 48 quests comprised of 206 participants who generated over 30,000 2 An online Virtual World developed and launched in 2003, by Linden Lab, San Francisco, CA. [sent-28, score-0.606]

20 Ac s2s0o1ci1a Atiosnso fcoirat Cio nm foprut Caotimonpaulta Lti nognuails Lti cnsg,u piasgteics 171–179, messages and approximately 140 hours of recorded action. [sent-32, score-0.272]

21 We required an annotation tool to help us efficiently annotate dialogue acts and communication links in chat utterances as well as avatar movements from such a large corpus. [sent-33, score-1.477]

22 Moreover, we required correlation between these two dimensions of chat and movement since movement and other actions may be both causes and effects of verbal communication. [sent-34, score-0.653]

23 We developed a multimodal event and chat annotation tool (called RAT, the Relational Annotation Tool), which will simultaneously display a 2D rendering of all movement activity recorded during our Second Life studies, synchronized with the chat utterances. [sent-35, score-1.469]

24 In this way both chat and movements can be annotated simultaneously: the avatar movement actions can be reviewed while making dialogue act annotations. [sent-36, score-1.237]

25 The multi-modal tool DAT (Core and Allen, 1997) was developed to assist testing of the DAMSL annotation scheme. [sent-45, score-0.241]

26 With DAT, annotators were able to listen to the actual dialogues as well as view the transcripts. [sent-46, score-0.127]

27 While these tools are all highly effective for their respective tasks, ours is unique in its synchronized view of both event action and chat utterances. [sent-47, score-0.788]

28 ti or NVivo, a few studies have annotated chat using custom-built tools. [sent-49, score-0.409]

29 One approach uses computer-mediated discourse analysis approaches and the Dynamic Topic Analysis tool (Herring, 2003; Herring & Nix; 1997; StromerGalley & Martison, 2009), which allows annotators to track a specific phenomenon of online interaction in chat: topic shifts during an interaction. [sent-50, score-0.179]

30 We are unaware of any other tools that facilitate the simultaneous playback of multi-modes of communication and behavior. [sent-54, score-0.119]

31 3 Second Life Experiments To generate player data, we rented an island in Second Life and developed an approximately two hour quest, the Case of the Missing Moonstone. [sent-55, score-0.288]

32 We recruited Second Life players in-game through advertising and setting up a shop that interested players could browse. [sent-57, score-0.616]

33 Once all players arrived, the main quest began, progressing through five geographic areas in the island. [sent-60, score-0.551]

34 Players were accompanied by a “training sergeant”, a researcher using a robot avatar, that followed players through the quest and provided hints when groups became stymied along their investigation but otherwise had little interaction with the group. [sent-61, score-0.526]

35 We followed Yee and Bailenson’s (2008) technical approach for logging player behavior. [sent-67, score-0.13]

36 To get a sense of the volume of data generated, 206 players generated over 30,000 messages into the group’s public chat from the 48 sessions. [sent-68, score-0.796]

37 The avatar logger was implemented to record each avatar’s location through their (x,y,z) coordinates, recorded at two second intervals. [sent-70, score-0.642]

38 A tool was needed that would allow annotators to see the textual transcripts of the chat while at the same 173 rately annotate those messages, we needed annotators to have as much information about the context as possible. [sent-74, score-0.744]

39 The 2D map coupled with the events information made it easier to understand. [sent-75, score-0.147]

40 For example, in the quest, players in a specific zone, encounter a dead, maimed body. [sent-76, score-0.336]

41 As annotators assigned codes to the chat, they would sometimes encounter exclamations, such as “ew” or “gross”. [sent-77, score-0.127]

42 Annotators would use the 2D map and the location of the exclaiming avatar to determine if the exclamation was a result of their location (in the zone with the dead body) or because of something said or done by another player. [sent-78, score-0.689]

43 Location of avatars on the 2D map synchronized with chat was also helpful for annotators when attempting to disambiguate communicative links. [sent-79, score-0.813]

44 If player A says “You see that scribbling on the wall? [sent-81, score-0.13]

45 ” the annotator needs to use the 2D map to see who the player is speaking to. [sent-82, score-0.251]

46 If player A and player C are both standing in that subzone, then the annotator can make a reasonable assumption that player A is directing the question to player C, and not player B who is located in a different subzone. [sent-83, score-0.736]

47 Second, we annotated coordinated avatar movement actions (such as following each other into a building or into a room), and the only way to readily identify such complex events was through the 2D map of avatar movements. [sent-84, score-1.313]

48 The overall RAT interface, Figure 2, allows the annotator to simultaneously view all modes of representation. [sent-85, score-0.14]

49 The left hand panel is the 2D representation of the action (section 4. [sent-87, score-0.212]

50 The upper right hand panel displays the chat and event transcripts (section 4. [sent-89, score-0.685]

51 Conversely, an overly abstract representation would not be of significant value in the annotation process. [sent-96, score-0.128]

52 We decided to represent each area separately as each group moves between the areas together, and it was therefore never necessary to display more than one area at a time. [sent-99, score-0.172]

53 Even though annotators visited the island to familiarize themselves with the layout, many mansion rooms were labeled to help the annotator recall the layout of the building, and minimize error of annotation based on flawed recall. [sent-107, score-0.431]

54 Finally, the exact time of the action that is currently being represented is displayed in the lower left hand corner. [sent-108, score-0.156]

55 Figure 3: Second Life overview map Figure 4: 2D representation of Second Life action inside the Mansion/Manor Figure 5: Second Life view of Mansion exterior Avatar location was recorded in our log files as an (x,y,z) coordinate at a two second interval. [sent-109, score-0.319]

56 Avatars 175 were represented in our 2D panel as moving solid color circles, using the x and y coordinates. [sent-110, score-0.141]

57 A color coded avatar key was displayed below the 2D rep- resentation. [sent-111, score-0.637]

58 This key related the full name of every avatar to its colored circle representation. [sent-112, score-0.496]

59 The z coordinate was used to determine if the avatar was on the second floor of a building. [sent-113, score-0.496]

60 If the z value indicated an avatar was on a second floor, their icon was modified to include the number “2” for the duration of their time on the second floor. [sent-114, score-0.496]

61 Using this we were able to represent which direction the avatar was looking by a small black dot on their colored circle. [sent-116, score-0.496]

62 As the annotators stepped through the chat and event annotation, the action would move forward, in synchronized step in the 2D map. [sent-117, score-0.854]

63 In this way at any given time the annotator could see the avatar action corresponding to the chat and event transcripts appearing in the right panels. [sent-118, score-1.253]

64 The annotator had the option to step forward or backward through the data at any step interval, where each step corresponded to a two second increment or decrement, to provide maximum flexibility to the annotator in viewing and reviewing the actions and communications to be annotated. [sent-119, score-0.21]

65 Additionally, “Play” and “Stop” buttons were added to the tool so the annotator may simply watch the action play forward rather than manually stepping through. [sent-120, score-0.253]

66 2 The Chat & Event Panel Avatar utterances along with logged Second Life events were displayed in the Chat and Event Panel (Figure 6). [sent-122, score-0.319]

67 Utterances and events were each displayed in their own column. [sent-123, score-0.181]

68 Time was recorded for every utterance and event, and this was displayed in the first column of the Chat and Event Panel. [sent-124, score-0.205]

69 All avatar names in the utterances and events were color coded, where the colors corresponded to the avatar color used in the 2D panel. [sent-125, score-1.278]

70 This panel was synchronized with the 2D Representation panel and as the annotator stepped through the game action on the 2D display, the associated utterances and events populated the Chat and Event panel. [sent-126, score-0.759]

71 3 The Annotator Panels The Annotator Panels (Figures 7 and 10) contains all features needed for the annotator to quickly annotate the events and dialogue. [sent-128, score-0.23]

72 Annotators could choose from a number of categories to label each dialogue utterance. [sent-129, score-0.117]

73 Coding categories included communicative links, dialogue acts, and selected multi-avatar actions. [sent-130, score-0.158]

74 A more detailed description of the chat annotation scheme is available in (Shaikh et al. [sent-132, score-0.513]

75 1 Communicative Links One of the challenges in multi-party dialogue is to establish which user an utterance is directed towards. [sent-136, score-0.173]

76 Communicative link annotation allows for accurate mapping of dialogue dynamics in the multiparty setting, and is a critical component of tracking such social phenomena as disagreements and leadership. [sent-139, score-0.255]

77 2 Dialogue Acts We developed a hierarchy of 19 dialogue acts for annotating the functional aspect of the utterance in 176 the discussion. [sent-142, score-0.262]

78 , 1997), but greatly reduced and also tuned significantly towards dialogue pragmatics and away from more surface characteristics of utterances. [sent-144, score-0.151]

79 In particular, we ask our annotators what is the pragmatic function of each utterance within the dialogue, a decision that often depends upon how earlier utterances were classified. [sent-145, score-0.249]

80 A subzone is a building, a room within a building, or any other identifiable area within the playable spaces of the quest, e. [sent-153, score-0.293]

81 The subzone was determined based on the avatar(s) (x,y,z) coordinates and the known subzone boundaries. [sent-156, score-0.468]

82 4 Multi-avatar events As mentioned, in addition to chat we also were interested in having the annotators record composite events involving multiple avatars over a span of time and space. [sent-160, score-0.915]

83 While the design of the RAT tool will support annotation of any event of interest with only slight modifications, for our purposes, we were interested in annotating two types of events that we considered significant for our research hypotheses. [sent-161, score-0.477]

84 The first type of event was the multiavatar entry (or exit) into a sub-zone, including the order in which the avatars moved. [sent-162, score-0.325]

85 Figure 8 shows an example of a “Moves into Subzone” annotation as displayed in the Chat & Event Panel. [sent-163, score-0.173]

86 Figure 9 shows the corresponding series of progressive moments in time portraying entry into the Bank subzone as represented in RAT. [sent-164, score-0.332]

87 In the annotation, each avatar name is recorded in order of its entry into the subzone (here, the Bank). [sent-165, score-0.817]

88 Additionally, we record the subzone name and the time the event is completed3. [sent-166, score-0.399]

89 The second type of event we annotated was the “follow X” event, i. [sent-167, score-0.15]

90 , when one or more avatars appeared to be following one another within a subzone. [sent-169, score-0.149]

91 These two types of events were of particular interest because we hypothesized that players who are leaders are likely to enter first into a subzone and be followed around once inside. [sent-170, score-0.635]

92 In addition, support for annotation of other types of composite events can be added as needed; for example, group forming and splitting, or certain 3 We are also able to record the start time of any event but for our purposes we were only concerned with the end time. [sent-171, score-0.432]

93 A “Moves Into Subzone” event is annotated by recording the ordinal (1, 2, 3, etc. [sent-175, score-0.15]

94 Similarly, a “Follows” event is coded as avatar group “A” follows group “B’, where each group will contain one or more avatars. [sent-177, score-0.774]

95 Two students were hired and trained for approximately 60 hours, during which time they learned how to use the annotation tool and the categories and rules for the annotation process. [sent-180, score-0.327]

96 Annotators spent roughly 7 hours marking up of agreement), the two students then anno- the movements and chat messages per 2. [sent-184, score-0.661]

97 Our tool was used to accurately and simultaneously annotate over 30,000 messages and approximately 140 hours of action. [sent-191, score-0.33]

98 For each hour spent annotating, our annotators were able to tag approximately 170 utterances as well as 36 minutes of action. [sent-192, score-0.268]

99 The function allowing for the synchronized playback of the chat and movement data coupled with the 2D map increased comprehension of utterances and behavior of the players during the quest, improving validity and reliability of the results. [sent-194, score-1.073]

100 MPC: A Multi-party chat corpus for modeling social phenomena in discourse. [sent-245, score-0.443]


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