Corpus-based studies on acceptability judgements have always stimulated the interest of researchers, both in theoretical and computational fields. Some approaches focused on spontaneous judgements collected through different types of tasks, others on data annotated through crowd-sourcing platforms, still others relied on expert annotated data available from the literature. The release of CoLA corpus, a large-scale corpus of sentences extracted from linguistic handbooks as examples of acceptable/non acceptable phenomena in English, has revived interest in the reliability of judgements of linguistic experts vs. non-experts. Several issues are still open. In this work, we contribute to this debate by presenting a 3D video game that was used to collect acceptability judgments on Italian sentences. We analyse the resulting annotations in terms of agreement among players and by comparing them with experts' acceptability judgments. We also discuss different game settings to assess their impact on participants' motivation and engagement. The final dataset containing 1,062 sentences, which were selected based on majority voting, is released for future research and comparisons.

Work Hard, Play Hard: Collecting Acceptability Annotations through a 3D Game

Guarasci R.
Primo
Writing – Original Draft Preparation
;
2022

Abstract

Corpus-based studies on acceptability judgements have always stimulated the interest of researchers, both in theoretical and computational fields. Some approaches focused on spontaneous judgements collected through different types of tasks, others on data annotated through crowd-sourcing platforms, still others relied on expert annotated data available from the literature. The release of CoLA corpus, a large-scale corpus of sentences extracted from linguistic handbooks as examples of acceptable/non acceptable phenomena in English, has revived interest in the reliability of judgements of linguistic experts vs. non-experts. Several issues are still open. In this work, we contribute to this debate by presenting a 3D video game that was used to collect acceptability judgments on Italian sentences. We analyse the resulting annotations in terms of agreement among players and by comparing them with experts' acceptability judgments. We also discuss different game settings to assess their impact on participants' motivation and engagement. The final dataset containing 1,062 sentences, which were selected based on majority voting, is released for future research and comparisons.
2022
Istituto di Calcolo e Reti ad Alte Prestazioni - ICAR
acceptability judgements
linguistic annotation
gamification
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/505684
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