Data di Pubblicazione:
2016
Citazione:
TSentiment: On gamifying Twitter sentiment analysis / Furini, Marco; Montangero, Manuela. - ELETTRONICO. - 2016-:(2016), pp. 91-96. ( 2016 IEEE Symposium on Computers and Communication, ISCC 2016 Messina, Italy. 2016) [10.1109/ISCC.2016.7543720].
Abstract:
Social media platforms contain interesting information that can be used to directly measure people' feelings and, thanks to the use of communication technologies, also to geographically locate these feelings. Unfortunately, the understanding is not as easy as one may think. Indeed, the large volume of data makes the manual approach impractical and the diversity of language combined with the brevity of the texts makes the automatic approach quite complicated. In this paper, we consider the gamification approach to sentimentally classify tweets and we propose TSentiment, a game with a purpose that uses human beings to classify the polarity of tweets (e.g., positive, negative, neutral) and their sentiment (e.g., joy, surprise, sadness, etc.). We created a dataset of more than 65,000 tweets, we developed a Web-based game and we asked students to play the game. Obtained results showed that the game approach was well accepted and thus it can be useful in scenarios where the identification of people' feelings may bring benefits to decision making processes.
Tipologia CRIS:
Relazione in Atti di Convegno
Keywords:
Gamification; GWAP; Sentiment Analysis; Sentiment Classification; Twitter Analysis; Software; Signal Processing; Mathematics (all); Computer Science Applications1707 Computer Vision and Pattern Recognition; Computer Networks and Communications
Elenco autori:
Furini, Marco; Montangero, Manuela
Link alla scheda completa:
Titolo del libro:
Proceedings - IEEE Symposium on Computers and Communications
Pubblicato in: