Title
Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets
Abstract
Training AI systems requires large datasets. While there are a range of existing methods for collecting such data, such as paid work on crowdsourcing platforms, the strengths and weaknesses of each method leads us to believe that new, complementary methods are needed. The Polyphonic project contributes a novel method for collecting real-world data by piggybacking on game streaming communities such as Twitch, which capture over a trillion minutes of viewer attention a year. By embedding activities within the sociotechnical context of the stream, we can leverage some of this attention for data collection and processing. In this paper, we describe the design and implementation of a proof-of-concept system for collecting home audio data. We conducted a field study in four live streams and found that our proof-of-concept effectively supports data capture. We also contribute further design insights about stream-based data collection systems.
Year
DOI
Venue
2021
10.1145/3461778.3462097
PROCEEDINGS OF THE 2021 ACM DESIGNING INTERACTIVE SYSTEMS CONFERENCE (DIS 2021)
Keywords
DocType
Citations 
live streaming, gamification, data collection, datasets, crowdwork
Conference
0
PageRank 
References 
Authors
0.34
0
4
Name
Order
Citations
PageRank
Nikolas Martelaro100.34
Tarannum Lakdawala200.34
Jingya Chen300.34
Jessica Hammer46825.95