Archive for the ‘Gaming’ tag

VerbCorner – A Window Into The Brain One Thought At A Time

By January 31st, 2014 at 8:56 am | Comment

VerbCorner invites citizen scientists to answer fun questions about words and their meanings to eventually help train computers to understand language.

SciStarter is shuffling science into the language department. Explore the science of words with these citizen science projects!

SentencediagramVerb. Noun. Pronoun. Adjective. Adverb. Preposition. Conjunction. Interjection… If you’re anything like me, the sight of sentence diagrams and parts of speech trigger nightmares of grade school English class and number 2 pencils. But, how do we understand what a word means? As useful as dictionaries are, they only provide other words in their definitions. How do we know when to use one word in a sentence and not another? How do we explain a complex idea to children?

In July 2013, Lily Bui introduced us to VerbCorner, a citizen science project investigating the structure of language and, ultimately, the structure of thought. According to Dr. Hartshorne, the director of MIT’s Games With Words, “Scientists still haven’t worked out the exact meaning of most words… It is [similarly] hard to understand how children come to learn the meanings of words, when we don’t fully understand those meanings ourselves… I can tell you as a former translator, we translate words into meaning and then back into words.” With an infinite number of words and sentence structures, where should linguists begin to understand their meanings?

In VerbCorner, the mammoth task of understanding how language is structured is broken down into smaller, simple tasks. Through wild stories, each task focuses on one of seven unique aspects of verb meaning to elucidate the fundamental building blocks scientists think make up language such as how a verb is used and its relationship to a change of state. To date, over 1500 citizen scientists have provided more than 117,000 judgments on the initial 641 chosen verbs and six aspects of meaning, supplying Dr. Hartshorne and colleagues enough preliminary data to begin understanding how we understand words.

VerbCorner

Are there patterns to how we use verbs? Do we systematically choose words? Or is our word choice completely random and learned in childhood? Regardless of what language you speak, scientists are learning that how we choose words appears to be similar. Scientists have discovered there is a relationship between grammar and meaning which is systematic, and thereby machine learnable. Previous work by Beth Levin lead to the creation of VerbNet, a database where verbs are categorized based on their meaning and usage. Citizen scientists in VerbCorner are helping Dr. Hartshorne’s team verify that verbs with similar descriptions (such as contact or force) are similarly classified and only work in particular grammatical situations.

According to Dr. Hartshorne, “The most interesting things we are learning are about the building blocks of the mind.” In the initial release of VerbCorner, one task tried to understand the building block ‘change of state’ be it physical, mental, or a location. “If ‘change of state’ really was a core component of how we conceptualize the world, it should have been easy to make a task that got at it. We were unable to make such a task. People found it very hard to keep track of all three types of changes.” Dr. Hartshorne explained. Consequently, the initial task was broken down into three new tasks, each focusing on a different aspect of changing state. Suddenly, citizen scientists were able to complete the task. “This suggests that linguists were wrong about ‘change of state’ being a building block of meaning… Rather the building blocks are probably ‘change of physical state’, ‘change of location’, ‘change of mental state’, and possibly more.”

With these results, VerbCorner achieved its first goal – the analysis of the original 641 verbs and six aspects of meaning. But, there is lots of work still to do – another 400 verbs and four additional tasks have recently been added to the project which ultimately plans to cover all the verbs and components of meaning in VerbNet. Linguists, psychologists, and computer scientists plan to use our evolving understand of language and meaning to develop a deeper understanding of human thought as well as fine tune the artificial intelligence programming society is increasingly reliant upon.

Why not flex your mind over language skills at VerbCorner this afternoon?  I’m certain you know more than Siri.


Dr. Melinda T. Hough is a freelance science advocate and communicator. Her previous work has included a Mirzayan Science and Technology Graduate Policy Fellowship at the National Academy of Sciences (2012), co-development of several of the final science policy questions with ScienceDebate.org (2012), consulting on the development of the Seattle Science Festival EXPO day (2012), contributing photographer for JF Derry’s book “Darwin in Scotland” (2010) and outreach projects to numerous to count. Not content to stay stateside, Melinda received a B.S in Microbiology from the University of Washington (2001) before moving to Edinburgh, Scotland where she received a MSc (2002) and PhD (2008) from the University of Edinburgh trying to understand how antibiotics kill bacteria. Naturally curious, it is hard to tear Melinda away from science; but if you can, she might be found exploring, often behind the lens of her Nikon D80, training for two half-marathons, or plotting her next epic adventure.

Mind Control, Concentration, and Color – Understanding the Stroop Effect

By October 10th, 2013 at 11:09 am | Comment

brain lightbulbIn a technologically savvy, hyper-caffeinated, on-the-go society, it can be nearly impossible to ignore distracting information. With flashing lights to deafening sounds, even our smartphones demand attention. How does the mind sort through these conflicting signals, allowing us to concentrate and process only the most important visual cues?

Ignore That! was developed by Dr. Joshua Hartshorne, a post-doctoral fellow in the Computation Cognitive Science group at MIT. Part of the Games with Words project, citizen scientists explore how the brain chooses an appropriate response when faced with conflicting information through a series of simple, 3-minute tasks. After providing your age, gender and handedness, participants identify the color of a word (white or orange), rather than the word itself, then the location (left or right), not direction, of a series of arrows.  According to Dr Hartshorne, “Sometimes, it’s really hard to ignore information even when that information is irrelevant. We’re trying to understand what factors go into this… At what age are people best at ignoring irrelevant, distracting information? What about men vs. women? Or left-handers vs. right-handers?”

Stroop effect

Can you say the color not the word?

Known as the Stroop effect, these selective attention tasks help psychologists understand how the brain evaluates information. In the 1930s, John Ridley Stroop observed that reading words was a lot easier than reciting their color. When a word’s meaning is coupled with distracting information, such as a color, two different regions of the brain are stimulated. The right side automatically decodes letters and reads the word. The left consciously analyzes the color. When you are asked to read the color (active) rather than the word (passive), the brain becomes conflicted – the interfering data of the word slows down your response time; relying on the anterior cingulate to choose the correct visual cue to base your answer on. As one of the most famous experimental psychology experiments of all time, similar tests are used clinically to assess brain damage, dementia, mental illness, and famously the effects of altitude on Everest climbers.

Since its launch in November 2012, nearly 1100 citizen scientists have played Ignore That! exploring how our minds work. “I keep doing Stroop demos on myself because I feel like if I concentrate harder, I should be able to block out the effect.” Dr. Hartshorne reflects. “But it’s impossible. That amount of concentration doesn’t exist. Which itself is a bit of mystery: Is this an example of a failure of evolution or is it actually good that we are distractible in this way?”

Shiny, shiny, look at the shiny… How distractible are you? Can you control your mind to read the colors while blocking out the words?

Want another word game challenge? Try out another one from Games With Words: Verb Corner!

Photos: Public Domain


Dr. Melinda T. Hough is a freelance science advocate and communicator. Her previous work has included a Mirzayan Science and Technology Graduate Policy Fellowship at the National Academy of Sciences (2012), co-development of several of the final science policy questions with ScienceDebate.org (2012), consulting on the development of the Seattle Science Festival EXPO day (2012), contributing photographer for JF Derry’s book “Darwin in Scotland” (2010) and outreach projects to numerous to count. Not content to stay stateside, Melinda received a B.S in Microbiology from the University of Washington (2001) before moving to Edinburgh, Scotland where she received a MSc (2002) and PhD (2008) from the University of Edinburgh trying to understand how antibiotics kill bacteria. Naturally curious, it is hard to tear Melinda away from science; but if you can, she might be found exploring, often behind the lens of her Nikon D80, training for two half-marathons, or plotting her next epic adventure.

Games for Health: Inspiring Adolescents to take Control of their Health

By May 23rd, 2011 at 3:21 pm | Comments (4)

Games for Health: Inspiring Adolescents to take Control of their Health (Innocentive.com)

Games for Health: Inspiring Adolescents to take Control of their Health (InnoCentive.com)

Adolescents diagnosed with chronic illness have a lifelong responsibility to maintain and promote their health. Chronic illness can impact life in a variety of ways: pain, fatigue, inability to take part in physical abilities, and feelings of hopelessness. To help overcome these challenges, adolescents commonly look to counseling, social groups, and similar online activities.

What would you do to help an adolescent with chronic illness regain control of their health?

The folks at InnoCentive.com are looking for exciting new ways to use gaming technology to help adolescent patients with chronic disease. Their new challenge, Games for Health: Inspiring Adolescents to take Control of their Health, will payout 10,000 bucks, with at least one award being no smaller than $5,000 and no award being smaller than $1,000.

The goal is to obtain a gaming product that helps adolescents with chronic illness create and maintain their own health. The winning solution will create a feeling of community, provide measures of success, and impacts real life behaviors. A teenager should actually want to play this game, rather than associate with homework!

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The Hunt for Red October: Citizen Science Edition

By April 8th, 2011 at 10:06 am | Comment

 ACTUV Tactics Simulator (Image: DARPA)

ACTUV Tactics Simulator (Image: DARPA)

Could you come up with a new way to track submarines? Could you outsmart a submarine commander?

If  you think you’re up to challenge, the Defense Advanced Research Projects Agency (DARPA) could use your help! DARPA is inviting citizens to get in the virtual driver seat of a new video game: the Continuous Trail Unmanned Vessel (ACTUV) Tactics Simulator.

The DARPA ACTUV project aims to develop the next generation of anti-submarine warfare software. But, first, researchers need to understand what approaches and methods are the most effective. You can provide that important data.

Just download the free software, and soon, you’ll be tracking enemy submarines and navigating among commercial submarine traffic. As you complete mission objectives, you will have the option to submit your tracking tactics to DARPA for analysis.

The game was written to simulate the evasion techniques used by actual submarines, challenging you to track them successfully. The best tactics will ultimately be incorporated into the software.

DARPA even let’s you see how you stack up against the competition. A discussion forum provides an opportunity for you to share your experiences and insights with other people who are playing the simulator.

Visit DARPA’s website to download the game and get all the details.

ACTUV Tactics Simulator (Image: DARPA)

ACTUV Tactics Simulator (Image: DARPA)

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Digitalkoot, an online game for indexing Finnish newspapers

By March 21st, 2011 at 9:18 am | Comment

Digitalkoot Screenshot

Click to watch a Mole Bridge tutorial.

Video games: Do you love them or loathe them? When I was a teenager, I couldn’t get enough of them. Nowadays, I find it difficult to get excited about whiling away an hour with a joypad. Now might be a time for a rethink…

Recently, I wrote a post that reviewed a new generation of computer games where the results of your gaming actually contribute to real science! Now, there is a new kid on the block from Finland!

Digitalkoot Screenshot

Click to watch a Mole Hunt tutorial.

It’s a citizen science project called Digitalkoot, and it’s based on word puzzle games where you must try to decipher letters and words. There a two versions, Mole Hunt and Mole Bridge, both with video tutorials to get you started. Short sequences of letters and words appear on the screen, and you have to correctly work out the identity of the letters. But don’t forget: the clock is ticking! The faster you do it, the more moles you save. And the more moles you save, the higher the score you get!
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