Hyperlinks are an essential feature of the World Wide Web. They are especially important for online encyclopedias such as Wikipedia: an article can often only be understood in the context of related articles, and hyperlinks make it easy to explore this context. But important links are often missing, and several methods have been proposed to alleviate this problem by learning a linking model based on the structure of the existing links. Here we propose a novel approach to identifying missing links in Wikipedia. We build on the fact that the ultimate purpose of Wikipedia links is to aid navigation. Rather than merely suggesting new links that are in tune with the structure of existing links, our method finds missing links that would immediately enhance Wikipedia's navigability. We leverage data sets of navigation paths collected through a Wikipedia-based human-computation game in which users must find a short path from a start to a target article by only clicking links encountered along the way. We harness human navigational traces to identify a set of candidates for missing links and then rank these candidates. Experiments show that our procedure identifies missing links of high quality.
@cite_41: A better understanding of strategies and behavior of successful searchers is crucial for improving the experience of all searchers. However, research of search behavior has been struggling with the tension between the relatively small-scale, but controlled lab studies, and the large-scale log-based studies where the searcher intent and many other important factors have to be inferred. We present our solution for performing controlled, yet realistic, scalable, and reproducible studies of searcher behavior. We focus on difficult informational tasks, which tend to frustrate many users of the current web search technology. First, we propose a principled formalization of different types of "success" for informational search, which encapsulate and sharpen previously proposed models. Second, we present a scalable game-like infrastructure for crowdsourcing search behavior studies, specifically targeted towards capturing and evaluating successful search strategies on informational tasks with known intent. Third, we report our analysis of search success using these data, which confirm and extends previous findings. Finally, we demonstrate that our model can predict search success more effectively than the existing state-of-the-art methods, on both our data and on a different set of log data collected from regular search engine sessions. Together, our search success models, the data collection infrastructure, and the associated behavior analysis techniques, significantly advance the study of success in web search.
@cite_34: Data generated as a side effect of game play also solves computational problems and trains AI algorithms.
@cite_3: Computing the semantic distance between realworld concepts is crucial for many intelligent applications. We present a novel method that leverages data from 'Wikispeedia', an online game played on Wikipedia; players have to reach an article from another, unrelated article, only by clicking links in the articles encountered. In order to automatically infer semantic distances between everyday concepts, our method effectively extracts the common sense displayed by humans during play, and is thus more desirable, from a cognitive point of view, than purely corpus-based methods. We show that our method significantly outperforms Latent Semantic Analysis in a psychometric evaluation of the quality of learned semantic distances.
@cite_8: We introduce a new interactive system: a game that is fun and can be used to create valuable output. When people play the game they help determine the contents of images by providing meaningful labels for them. If the game is played as much as popular online games, we estimate that most images on the Web can be labeled in a few months. Having proper labels associated with each image on the Web would allow for more accurate image search, improve the accessibility of sites (by providing descriptions of images to visually impaired individuals), and help users block inappropriate images. Our system makes a significant contribution because of its valuable output and because of the way it addresses the image-labeling problem. Rather than using computer vision techniques, which don't work well enough, we encourage people to do the work by taking advantage of their desire to be entertained.
Games with a purpose Games with a purpose' @cite_34 were popularized by von Ahn and colleagues, a seminal early example being the for labeling images @cite_8 . Wikispeedia was originally designed as a game with a purpose for computing the semantic relatedness between concepts @cite_3 . Further relevant work was done by Ageev al @cite_41 , who developed a human computation game for collecting data in which users are asked to find the answers to as many factual questions ( , What is the highest peak in the Western Hemisphere?') as possible within a given amount of time, using Web search queries that may optionally be followed by click based navigation. As in our navigation data sets, the goal is explicitly known here, but not in the form of a specific target page but rather in the form of a specific answer string.