Welcome to LingoTowns. By participating in our online game, you agree that you are over the age of 18 and your participation is voluntary and can be used for research purposes. The goal of this project is to understand player engagement in language learning and linguistic games. If you agree to participate, we will collect analytical data based on your interactions in the game. The data collected is anonymised upon collection and no personal data is stored. This data may be released publicly in the future for research purposes. As a user you can decide to end your participation in the study at any moment (no minimum participation time is required). You will not be paid for playing our games.

This proposal has been reviewed and approved by the QMUL EECS Devolved School Research Ethics Committee. In case of questions, contact f.althani@qmul.ac.uk

LingoTowns

Help us with our research in Natural Language Processing. Your fun becomes our data as we uncover ambiguities in natural expression.

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About

Lingotowns, a new gaming platform targeting language learners developed by the DALI team. Lingotowns provides a unified experience integrating games for multiple aspects of lexical and grammatical experience in a single virtual world, whilst simultaneously collecting judgements. Both Lingotowns and its constituent games are designed to provide more engagement to the players/ learners than normal GWAPs. The platform also incorporates knowledge tracing methods ensuring that the players' progress in terms of understanding of grammatical concepts is tracked both at the individual game level and overall.

DALI: Disagreements and Language Interpretation

Natural language expressions are supposed to be unambiguous in context. Yet more and more examples of use of expressions that are ambiguous in context, yet felicitous and rhetorically unmarked, are emerging. In previous work, we demonstrated that ambiguity in anaphoric reference is ubiquitous, through the study of disagreements in annotation, that we pioneered in CL. Since then, additional cases of ambiguous anaphoric reference have been found; and similar findings have been made for other aspects of language interpretation, including wordsense disambiguation, and even part-of-speech tagging. Using the Phrase Detectives Game-With-A-Purpose to collect massive amounts of judgments online, we found that up to 30% of anaphoric expressions in our data are ambiguous. These findings raise a serious challenge for computational linguistics (CL), as assumptions about the existence of a single interpretation in context are built in the dominant methodology, that depends on a reliably annotated gold standard.

The goal of DALI is to tackle this fundamental issue of disagreements in interpretation by using computational methods for collecting and analysing such disagreements, some of which already exist but have never before been applied in linguistics on a large scale, some we will develop from scratch. First of all, we will develop more advanced games-with-a-purpose to collect massive amounts of data about anaphora from people playing a game. Secondly, we will use Bayesian models of annotation, widely used in epidemiology but not in linguistics, to analyse such data and identify genuine ambiguities; doing this for anaphora will require novel methods. Third, we will use these data to revisit current theories about anaphoric expressions that do not seem to cause infelicitousness when ambiguous. Finally, we intend to develop the first supervised approach to anaphora resolution that does not require a gold standard as a blueprint for other areas.

Find out more about DALI here