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CROWDSOURCING IN THE DIGITALKOOT PROJECT Majlis Bremer-Laamanen IMPACT 24TH OF OCTOBER, 2011 Microtask.com: Digitalkoot: Making Old Archives Accessible Using Crowdsourcing by Otto Chrons and Sami Sundell, Discussions Managing Director Harri Holopainen [email protected]

IMPACT Final Conference - Majlis Bremer Laamanen

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Crowdsourcing in the DigitalKoot project with Majlis Bremner-Laamanen from the National Library of Finland.

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Page 1: IMPACT Final Conference - Majlis Bremer Laamanen

CROWDSOURCING IN THE DIGITALKOOT PROJECTMajlis Bremer-Laamanen

IMPACT 24TH OF OCTOBER, 2011

Microtask.com: Digitalkoot: Making Old Archives Accessible Using Crowdsourcing by

Otto Chrons and Sami Sundell,Discussions Managing Director Harri Holopainen

[email protected]

Page 2: IMPACT Final Conference - Majlis Bremer Laamanen

• Established in 1990

• Digitisation started in 1998

• Over 50 employees

• Yearly average (past three years):

• Microfilm production: 1, 3 million exposures

• Digitisation: 1,3 million pages

• Audio digitisation and cataloguing music 1,300 unique cassettes and the sleeves

• Conservation: 10,000-15,000 units

The Centre for Preservation and Digitisation: statistics

Page 3: IMPACT Final Conference - Majlis Bremer Laamanen

ENRICHING CONTENT (http://digi.nationallibrary.fi, http://www.doria.fi/handle/10024/4194)

• Newspapers - > 2 million pages, the Historical Newspaper Library• Journals - > 2,7 million pages, free to 1910, in all legal deposit

libraries to 1944• Books - > travel, novels, Dissertations 17th century, Save the Book• Ephemera - > industrial price lists• Sound - > national sound archive, C-casettes• Interest groups: the creators, users, contributors of the material

Page 4: IMPACT Final Conference - Majlis Bremer Laamanen

Mass digitisation activities in the most cost-effective manner: Newspapers, books, journals, ephemera, audio: • Logistics for physical items• Process for digital objects: network services and long-term preservation • Metadata Mets - Alto: capturing through process

• Metadata development: User experience and crowdsourcing• Customizing of the tracking systems (CCS, Item Tracking, Scan Client)• Operational environment: scaling architecture and implementation

Context for mass digitisation and crowdsourcing

Transferring Physical Objects

Physical objects Retrieval

Temporary storage for

digitised objects

Centre for Preservation and Digitisation

Preparation for Digitisation Digitisation

Post- processing

ClientAccessibility

Page 5: IMPACT Final Conference - Majlis Bremer Laamanen

DIGITALKOOT

DIGI = TO DIGITISE

TALKOOT = PEOPLE GATHERING TO WORK TOGETHER VOLUNTARILY (WITHOUT PAYMENT)

FIRST EXPERIENCE 2011:

DIGITALKOOT: correction of OCR by gamification, turning useful activities into games ”THE MOLE HUNT” by Microtask.com.

– People can spend hours on games– Turning useful activities into games– Activities can be rewarded with scores, achievments and social benefits

From February, 8th to September 15th, 2011: about 80.000 visitors, 4000 hours of effective game time. More than 5 million tasks.

Page 6: IMPACT Final Conference - Majlis Bremer Laamanen

CHALLENGES

Meaningful tasks without breaking the flow of the game

Real-time feedback – many simultaneous players doing the same task

Build a bridge to save the moles from falling down =>– Correct typing gives you a block to the bridge– Incorrect is punished by explosion

Page 7: IMPACT Final Conference - Majlis Bremer Laamanen

DIGITALKOOT: Mole Hunt

Page 8: IMPACT Final Conference - Majlis Bremer Laamanen

Right or wrong?

Page 9: IMPACT Final Conference - Majlis Bremer Laamanen

DIGITALKOOT: Mole Bridge

Page 10: IMPACT Final Conference - Majlis Bremer Laamanen

A bridge has been built…

Page 11: IMPACT Final Conference - Majlis Bremer Laamanen

To the next level?

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Changing sceneries

Page 13: IMPACT Final Conference - Majlis Bremer Laamanen

When a mole falls

Page 14: IMPACT Final Conference - Majlis Bremer Laamanen

Incorrect answer exploding

Page 15: IMPACT Final Conference - Majlis Bremer Laamanen

GAMIFICATION CHALLENGES

Balancing game play elements with task completion speed and accuracy

Keep the motivation of people and enlarge the audience

Introduction of meaningful tasks into the game without breaking game play mechanisms

Instant feedback on players´ actions (simultaneous players)• pressure to adapt to varying feedback situations/latencities

Page 16: IMPACT Final Conference - Majlis Bremer Laamanen

POSITIVE EFFECT OF VERIFICATION

”The wisdom of the crowds” • includes answers from possible spammers

Game start: verification tasks only

Accurate work shown => verification lowered in phases, never zero

Verification tasks are created automatically:• A randomly selected task is sent to several players: all have to

agree on the result => verification task

Page 17: IMPACT Final Conference - Majlis Bremer Laamanen

VERIFICATION OF THE OCR

Players and their pace cannot be synchronized.

Verification tasks to the task stream:• Fed to players varies according to the number of active players• The system knows the answer: the game play is improved by

fast feedback• Downside: no new information produced

Page 18: IMPACT Final Conference - Majlis Bremer Laamanen

USERS: February 8th to March 31st, 2011

31,816 visitors, 4,768 players, 2,740 hours of game time, 2,5 million tasks.

1 % via Internet, 99 % via Facebook

Half of the users were men.

Gametime: seconds to over 100 hours (altogether).

Median time: => 9 minutes.

Women >13 minutes and 54 % of the tasks

Hardest working top 4 were all men

Page 19: IMPACT Final Conference - Majlis Bremer Laamanen

ACCURACY

OCR-system 0.8 confidential about accuracy => human correction in 30%

Random selection of 2 articles:• 1,467 words Digitalkoot result: only14 mistakes /228 OCR• 516 words Digitalkoot result: 1 mistake/118 OCR• >> well over 99% possible by gamification

Spammer play: • One player 1,5 hours and 5,692 tasks was detected by the verification

system and only 4 tasks were accepted

Page 20: IMPACT Final Conference - Majlis Bremer Laamanen

Enriching Digitisation Production Processes, METS Profiles: a new development platform

SOURCE MATERIALPHYSICAL COLLECTIONS

Structural metadata METS, ALTO

METS EXPORT Packesges include:

JPEG2000

OCR TXT as ALTO XML

PDF

JPEG(150)

METSXML

MARCXML

DIGITAL RESOURCE COMPREHENSIVE DIGITAL COLLECTIONS

Standards & OAI-PMH complient METS SIP packages

Two Bibliographic Records

CATALOGUING

SCANNING

POST PROCESSING

LEVEL OF MARK UP

ArticlesIllustrationsPoems

Descriptive metadata MARC21/MODS

Administrative/technical metadata MIX/PREMIS

NewspapersSerialsBooksParchmentsNotesMapsAudio

Page 21: IMPACT Final Conference - Majlis Bremer Laamanen

IN THE MEDIA

- Until March 31st, over 30 articles: all around the world: New York Times…

- Television appearances ongoing

- Helsingin Sanomat : HS talkoot using the National Library´s digitised newspaper material Historical Newspaper Library > advertising Digitalkoot e.g. September 15th

- Influenced user interest

=> stabilisation to 300 individual users per week

Page 22: IMPACT Final Conference - Majlis Bremer Laamanen

NEXT1) Marking of articles and/or

images2) Indexing articles and/or

images

Page 23: IMPACT Final Conference - Majlis Bremer Laamanen

KUVATALKOOTGoal: sophisticated user experience

Collections discovery and reuse of digital content by researchers and people at large:

Researchers will get better systematic coverage of images and articles in published printed material.

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