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WHAT’S THAT? Video Tagging Games for Audiovisual Heritage Collections Maarten Brinkerink Netherlands Institute for Sound and Vision

What`s That? Video Tagging Games for Audiovisual Heritage Collections

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Page 1: What`s That? Video Tagging Games for Audiovisual Heritage Collections

WHAT’S THAT?Video Tagging Games for Audiovisual

Heritage Collections

Maarten BrinkerinkNetherlands Institute for Sound and Vision

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MISSIONThe Netherlands Institute for Sound and Vision is a cultural-historical organization of national interest. It collects, preserves and opens the audiovisual heritage for as many users as possible: media professionals, education, science and the general public.

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ARCHIVESound and Vision (NISV) has one of the largest audiovisual archives in Europe. The institute manages over 70 percent of the Dutch audiovisual heritage. The collection contains more than a million hours of television, radio, music and film from the beginning in 1898 until today.

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DIGITAL REPOSITORY• 11 petabyte of data• 65,000 hours of yearly ingest

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RESEARCH AND DEVELOPMENTNew trends, changing needs, technological developments and a dynamic social context demand an organisation that moves fluidly while gaining knowledge, expertise and innovative capacity.

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R&D TOPICS• Sustainability • Metadata• Access• Digital Humanities• Users

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R&D APPROACH

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CROWDSOURCING

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COGNITIVE SURPLUS

The so-called “cognitive surplus” that used to be spent on passive activities (notably watching television) can now be used in a profoundly different way, for new kinds of creativity and problem-solving. (Oomen & Aroyo, 2011, Clay Shirky 2010)

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VIDEO LABELING GAME•Allows internet users to annotate audiovisual archive material in the form of a (serious) game

•The goal of the game is consensus between players

•Fun and competition as motivation

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WHY?•Investigate the added value of social tagging•Experimenting with new forms of services for the public

•Which results in:–Time-related metadata–Social tags (bridging the semantic gap)–Interaction between the archive/broadcaster and the

public

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RESULTS•Three implementations resulted in over a million social tags, by thousands of players

•On average 50% of the social tags consists of matched tags, and 25% corresponds to controlled vocabularies

•On average 10-20% of the social tags are unique• ‘Super taggers’ are responsible for the vast majority of the social tags that are added

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RESULTS• The extent to which expert cataloguers deem the social tags to be useful, heavily depends on the type of content

• The balance between social tags that correspond with terms from a controlled-vocabulary and terms invented by users themselves, also depends heavily on the type of content

• First experiments suggest that the social tags enable high recall fragment retrieval

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LESSONS LEARNED•Don’t try to reach a broad audience, but find an active niche

•Open knowledge structures provide a way to structure the data that is gathered, and – at the same time – provide great possibilities for linking collections

•Crowdsourcing means accepting and respecting multiple authorities and perspective, in regards to your collection