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This paper explores a novel automated method to produce AI-generated images for a text-labelling gamified task. By leveraging the in-context learning capabilities of GPT-4, we automate the optimisation of text-to-image prompts to align with the text being labelled in the part-of-speech tagging task. As an initial evaluation, we compare the optimised prompts to the original sentences based on imageability and concreteness scores. Our results revealed that optimised prompts had significantly higher imageability and concreteness scores. Moreover, to evaluate text-to-image outputs, we generate images using Stable Diffusion XL based on the two prompt types, optimised prompts and the original sentences. Using the automated LIAON-Aesthetic predictor model, we assigned aesthetic scores for the generated images. This resulted in the outputs using optimised prompts scoring significantly higher in predicted aesthetics than those using original sentences as prompts. Our preliminary findings suggest that this methodology provides significantly more aesthetic text-to-image outputs than using the original sentence as a prompt. While the initial results are promising, the text labelling task and AI-generated images presented in this paper have yet to undergo human evaluation.
Games-with-a-purpose find attracting players a challenge. To improve player recruitment, we explored two game design elements that can increase player engagement during the onboarding phase; a narrative and a tutorial. In a qualitative study with 12 players of linguistic and language learning games, we examined the effect of presentation format on players’ engagement. Our reflexive thematic analysis found that in the onboarding phase of a GWAP for NLP, presenting players with visuals is expected and pre- senting too much text overwhelms them. Furthermore, players found that the instructions they were presented with lacked linguistic context. Additionally, the tutorial and game interface required refinement as the feedback is unsupportive and the graphics were not clear.
One of the key steps in language resource creation is the identification of the text segments to be annotated, or markables, which depending on the task may vary from nominal chunks for named entity resolution to (potentially nested) noun phrases in coreference resolution (or mentions) to larger text segments in text segmentation. Markable identification is typically carried out semi-automatically, by running a markable identifier and correcting its output by hand–which is increasingly done via annotators recruited through crowdsourcing and aggregating their responses. In this paper, we present a method for identifying markables for coreference annotation that combines high-performance automatic markable detectors with checking with a Game-With-A-Purpose (GWAP) and aggregation using a Bayesian annotation model. The method was evaluated both on news data and data from a variety of other genres and results in an improvement on F1 of mention boundaries of over seven percentage points when compared with a state-of-the-art, domain-independent automatic mention detector, and almost three points over an in-domain mention detector. One of the key contributions of our proposal is its applicability to the case in which markables are nested, as is the case with coreference markables; but the GWAP and several of the proposed markable detectors are task and language-independent and are thus applicable to a variety of other annotation scenarios.