Are games a viable solution to crowdsourcing improvements to faulty OCR? – The Purposeful Gaming and BHL experience. Seidmann, M. J., Flanagan, M., Rose-Sandler, T., & Lichtenberg, M. The Code4Lib Journal, July, 2016.
Are games a viable solution to crowdsourcing improvements to faulty OCR? – The Purposeful Gaming and BHL experience [link]Paper  abstract   bibtex   
The Missouri Botanical Garden and partners from Dartmouth, Harvard, the New York Botanical Garden, and Cornell recently wrapped up a project funded by IMLS called Purposeful Gaming and BHL: engaging the public in improving and enhancing access to digital texts (http://biodivlib.wikispaces.com/Purposeful+Gaming). The goals of the project were to significantly improve access to digital texts through the applicability of purposeful gaming for the completion of data enhancement tasks needed for content found within the Biodiversity Heritage Library (BHL). This article will share our approach in terms of game design choices and the use of algorithms for verifying the quality of inputs from players as well as challenges related to transcriptions and marketing. We will conclude by giving an answer to the question of whether games are a successful tool for analyzing and improving digital outputs from OCR and whether we recommend their uptake by libraries and other cultural heritage institutions.
@article{seidmann_are_2016,
	title = {Are games a viable solution to crowdsourcing improvements to faulty {OCR}? – {The} {Purposeful} {Gaming} and {BHL} experience},
	issn = {1940-5758},
	url = {http://journal.code4lib.org/articles/11781},
	abstract = {The Missouri Botanical Garden and partners from Dartmouth, Harvard, the New York Botanical Garden, and Cornell recently wrapped up a project funded by IMLS called Purposeful Gaming and BHL: engaging the public in improving and enhancing access to digital texts (http://biodivlib.wikispaces.com/Purposeful+Gaming). The goals of the project were to significantly improve access to digital texts through the applicability of purposeful gaming for the completion of data enhancement tasks needed for content found within the Biodiversity Heritage Library (BHL). This article will share our approach in terms of game design choices and the use of algorithms for verifying the quality of inputs from players as well as challenges related to transcriptions and marketing. We will conclude by giving an answer to the question of whether games are a successful tool for analyzing and improving digital outputs from OCR and whether we recommend their uptake by libraries and other cultural heritage institutions.},
	language = {eng},
	number = {33},
	journal = {The Code4Lib Journal},
	author = {Seidmann, Max J. and Flanagan, Mary and Rose-Sandler, Trish and Lichtenberg, Mike},
	month = jul,
	year = {2016},
	keywords = {Crowdsourcing, Gamification},
}

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