Stefan Gindl


2012

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MLSA — A Multi-layered Reference Corpus for German Sentiment Analysis
Simon Clematide | Stefan Gindl | Manfred Klenner | Stefanos Petrakis | Robert Remus | Josef Ruppenhofer | Ulli Waltinger | Michael Wiegand
Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC'12)

In this paper, we describe MLSA, a publicly available multi-layered reference corpus for German-language sentiment analysis. The construction of the corpus is based on the manual annotation of 270 German-language sentences considering three different layers of granularity. The sentence-layer annotation, as the most coarse-grained annotation, focuses on aspects of objectivity, subjectivity and the overall polarity of the respective sentences. Layer 2 is concerned with polarity on the word- and phrase-level, annotating both subjective and factual language. The annotations on Layer 3 focus on the expression-level, denoting frames of private states such as objective and direct speech events. These three layers and their respective annotations are intended to be fully independent of each other. At the same time, exploring for and discovering interactions that may exist between different layers should also be possible. The reliability of the respective annotations was assessed using the average pairwise agreement and Fleiss' multi-rater measures. We believe that MLSA is a beneficial resource for sentiment analysis research, algorithms and applications that focus on the German language.

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Leveraging the Wisdom of the Crowds for the Acquisition of Multilingual Language Resources
Arno Scharl | Marta Sabou | Stefan Gindl | Walter Rafelsberger | Albert Weichselbraun
Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC'12)

Games with a purpose are an increasingly popular mechanism for leveraging the wisdom of the crowds to address tasks which are trivial for humans but still not solvable by computer algorithms in a satisfying manner. As a novel mechanism for structuring human-computer interactions, a key challenge when creating them is motivating users to participate while generating useful and unbiased results. This paper focuses on important design choices and success factors of effective games with a purpose. Our findings are based on lessons learned while developing and deploying Sentiment Quiz, a crowdsourcing application for creating sentiment lexicons (an essential component of most sentiment detection algorithms). We describe the goals and structure of the game, the underlying application framework, the sentiment lexicons gathered through crowdsourcing, as well as a novel approach to automatically extend the lexicons by means of a bootstrapping process. Such an automated extension further increases the efficiency of the acquisition process by limiting the number of terms that need to be gathered from the game participants.