Fatima Althani


2024

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Using In-context Learning to Automate AI Image Generation for a Gamified Text Labelling Task
Fatima Althani | Chris Madge | Massimo Poesio
Proceedings of the 10th Workshop on Games and Natural Language Processing @ LREC-COLING 2024

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.

2022

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Less Text, More Visuals: Evaluating the Onboarding Phase in a GWAP for NLP
Fatima Althani | Chris Madge | Massimo Poesio
Proceedings of the 9th Workshop on Games and Natural Language Processing within the 13th Language Resources and Evaluation Conference

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.