Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Content-based audio retrieval with relevance feedback
Pattern Recognition Letters
Computational Auditory Scene Analysis: Principles, Algorithms, and Applications
Computational Auditory Scene Analysis: Principles, Algorithms, and Applications
A gesture based game for image tagging
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Input-agreement: a new mechanism for collecting data using human computation games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Lessons for the future from a decade of informedia video analysis research
CIVR'05 Proceedings of the 4th international conference on Image and Video Retrieval
Going Through the Clouds: Search Overviews and Browsing of Movies
Proceeding of the 16th International Academic MindTrek Conference
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Movies and games are amongst the biggest sources of entertainment, in individual and social contexts. Increasingly, movies and videos are becoming accessible as enormous collections over the Internet, in social media and interactive TV, demanding for new and more powerful ways to search, browse and view them, that benefit from video content-based analysis and classification techniques. Game elements, in turn, can help in this often challenging process, e.g. in the audio, to obtain user feedback to improve the efficacy of classification, while maintaining or improving the entertaining quality of the user experience. In this paper, we present and discuss SoundsLike, a gamification approach to engage users in movies soundtrack labeling, based on relevance feedback and integrated in MovieClouds, an interactive web application designed to access, explore and visualize movies based on the information conveyed in the different tracks or perspectives of its content, especially audio and subtitles where most of the semantics is conveyed, and with a special focus on the emotional dimensions expressed in the movies or felt by the viewers.