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CROWDSOURCING IN THE
    DIGITALKOOT PROJECT
    Majlis Bremer-Laamanen
              IMPACT 24TH OF OCTOBER, 2011


                           Microtask.com:
Digitalkoot: Making Old Archives Accessible Using Crowdsourcing by
                   Otto Chrons and Sami Sundell,
          Discussions Managing Director Harri Holopainen
                        harri@microtask.com
The Centre for Preservation and Digitisation: statistics

• Established in 1990       • Digitisation: 1,3
• Digitisation started in     million pages
  1998                      • Audio digitisation
• Over 50 employees           and cataloguing
                              music 1,300 unique
• Yearly average (past
                              cassettes and the
  three years):
                              sleeves
    • Microfilm
                            • Conservation:
      production: 1, 3
                              10,000-15,000 units
      million exposures
ENRICHING CONTENT
                (http://digi.nationallibrary.fi, http://www.doria.fi/handle/10024/4194)

• Newspapers - > 2 million pages, the Historical Newspaper Library
• Journals - > 2,7 million pages, free to 1910, in all legal deposit
libraries to 1944
• Books - > travel, novels, Dissertations 17th century, Save the Book
• Ephemera - > industrial price lists
• Sound - > national sound archive, C-casettes
• Interest groups: the creators, users, contributors of the material
Context for mass digitisation and crowdsourcing

  Client
Accessibility
                   Centre for Preservation and Digitisation
                                                                Temporary         Physical
                Preparation for                     Post-        storage for
                                  Digitisation                                    objects
Transferring      Digitisation                   processing   digitised objects   Retrieval
  Physical
  Objects



  Mass digitisation activities in the most cost-effective manner:
  Newspapers, books, journals, ephemera, audio:
  •     Logistics for physical items
  •     Process for digital objects: network services and long-term preservation
  •     Metadata Mets - Alto: capturing through process
        •   Metadata development: User experience and crowdsourcing
  •     Customizing of the tracking systems (CCS, Item Tracking, Scan Client)
  •     Operational environment: scaling architecture and implementation
DIGITALKOOT
DIGI = TO DIGITISE
TALKOOT = PEOPLE GATHERING TO WORK TOGETHER
VOLUNTARILY (WITHOUT PAYMENT)

FIRST EXPERIENCE 2011:
DIGITALKOOT: correction of OCR by gamification, turning useful
activities into games ”THE MOLE HUNT” by Microtask.com.
   – People can spend hours on games
   – Turning useful activities into games
   – Activities can be rewarded with scores, achievments and social benefits


From February, 8th to September 15th, 2011: about 80.000
visitors, 4000 hours of effective game time. More than 5 million
tasks.
CHALLENGES

Meaningful tasks without breaking the flow of the game

Real-time feedback – many simultaneous players doing
the same task

Build a bridge to save the moles from falling down =>
   – Correct typing gives you a block to the bridge
   – Incorrect is punished by explosion
DIGITALKOOT: Mole Hunt
Right or wrong?
DIGITALKOOT: Mole Bridge
A bridge has been built…
To the next level?
Changing sceneries
When a mole falls
Incorrect answer exploding
GAMIFICATION CHALLENGES
Balancing game play elements with task completion speed and
accuracy

Keep the motivation of people and enlarge the audience

Introduction of meaningful tasks into the game without breaking
game play mechanisms

Instant feedback on players´ actions (simultaneous players)
•pressure to adapt to varying feedback situations/latencities
POSITIVE EFFECT OF VERIFICATION

”The wisdom of the crowds”
   • includes answers from possible spammers

Game start: verification tasks only

Accurate work shown => verification lowered in phases, never zero

Verification tasks are created automatically:
    • A randomly selected task is sent to several players: all have to
       agree on the result => verification task
VERIFICATION OF THE OCR

Players and their pace cannot be synchronized.

Verification tasks to the task stream:
•Fed to players varies according to the number of active players
•The system knows the answer: the game play is improved by fast
feedback
•Downside: no new information produced
USERS: February 8th to March 31st, 2011

31,816 visitors, 4,768 players, 2,740 hours of game time, 2,5 million
tasks.

1 % via Internet, 99 % via Facebook

Half of the users were men.

Gametime: seconds to over 100 hours (altogether).
Median time: => 9 minutes.
Women >13 minutes and 54 % of the tasks
Hardest working top 4 were all men
ACCURACY

OCR-system 0.8 confidential about accuracy => human correction in 30%

Random selection of 2 articles:
•1,467 words Digitalkoot result: only14 mistakes /228 OCR
•516 words Digitalkoot result: 1 mistake/118 OCR
•>> well over 99% possible by gamification

Spammer play:
  •One player 1,5 hours and 5,692 tasks was detected by the verification
  system and only 4 tasks were accepted
Enriching Digitisation Production
           Processes, METS Profiles: a new
                development platform RESOURCE
                                    DIGITAL
                                      Articles
                                      Illustrations                       COMPREHENSIVE
                                      Poems             LEVEL OF          DIGITAL COLLECTIONS
                                                        MARK UP
                                                                          Standards & OAI-PMH
                             Structural metadata         METS, ALTO       complient METS SIP
                                             POST                         packages
                                          PROCESSING
                                                                          METS EXPORT
      Administrative/technical metadata               MIX/PREMIS
                                                                          Packesges include:
                                SCANNING                                  JPEG2000

      Descriptive metadata                MARC21/MODS                     OCR TXT as ALTO XML

                                                                          PDF
                    CATALOGUING                       Two Bibliographic
Newspapers                                                Records         JPEG(150)
Serials
                                                                          METSXML
Books
Parchments                                                                MARCXML
Notes
Maps      SOURCE MATERIAL
Audio
        PHYSICAL COLLECTIONS
IN THE MEDIA

-Until March 31st, over 30 articles: all around the world: New York
Times…

-Television appearances ongoing

-Helsingin Sanomat : HS talkoot using the National Library´s
digitised newspaper material Historical Newspaper Library >
advertising Digitalkoot e.g. September 15th

-Influenced user interest
        => stabilisation to 300 individual users per week
NEXT
1) Marking of articles and/or
   images
2) Indexing articles and/or
   images
KUVATALKOOT
Goal: sophisticated
user experience
Collections discovery and




                                 Luonnon-kirja ala-alkeiskouluin tarpeeksi / Z. Topelius, 1868
reuse of digital content by
researchers and people at
large:

   Researchers will get better
   systematic coverage of
   images and articles in
   published printed material.

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IMPACT Final Conference - Majlis Bremer Laamanen

  • 1. CROWDSOURCING IN THE DIGITALKOOT PROJECT Majlis Bremer-Laamanen IMPACT 24TH OF OCTOBER, 2011 Microtask.com: Digitalkoot: Making Old Archives Accessible Using Crowdsourcing by Otto Chrons and Sami Sundell, Discussions Managing Director Harri Holopainen harri@microtask.com
  • 2. The Centre for Preservation and Digitisation: statistics • Established in 1990 • Digitisation: 1,3 • Digitisation started in million pages 1998 • Audio digitisation • Over 50 employees and cataloguing music 1,300 unique • Yearly average (past cassettes and the three years): sleeves • Microfilm • Conservation: production: 1, 3 10,000-15,000 units million exposures
  • 3. ENRICHING CONTENT (http://digi.nationallibrary.fi, http://www.doria.fi/handle/10024/4194) • Newspapers - > 2 million pages, the Historical Newspaper Library • Journals - > 2,7 million pages, free to 1910, in all legal deposit libraries to 1944 • Books - > travel, novels, Dissertations 17th century, Save the Book • Ephemera - > industrial price lists • Sound - > national sound archive, C-casettes • Interest groups: the creators, users, contributors of the material
  • 4. Context for mass digitisation and crowdsourcing Client Accessibility Centre for Preservation and Digitisation Temporary Physical Preparation for Post- storage for Digitisation objects Transferring Digitisation processing digitised objects Retrieval Physical Objects Mass digitisation activities in the most cost-effective manner: Newspapers, books, journals, ephemera, audio: • Logistics for physical items • Process for digital objects: network services and long-term preservation • Metadata Mets - Alto: capturing through process • Metadata development: User experience and crowdsourcing • Customizing of the tracking systems (CCS, Item Tracking, Scan Client) • Operational environment: scaling architecture and implementation
  • 5. DIGITALKOOT DIGI = TO DIGITISE TALKOOT = PEOPLE GATHERING TO WORK TOGETHER VOLUNTARILY (WITHOUT PAYMENT) FIRST EXPERIENCE 2011: DIGITALKOOT: correction of OCR by gamification, turning useful activities into games ”THE MOLE HUNT” by Microtask.com. – People can spend hours on games – Turning useful activities into games – Activities can be rewarded with scores, achievments and social benefits From February, 8th to September 15th, 2011: about 80.000 visitors, 4000 hours of effective game time. More than 5 million tasks.
  • 6. CHALLENGES Meaningful tasks without breaking the flow of the game Real-time feedback – many simultaneous players doing the same task Build a bridge to save the moles from falling down => – Correct typing gives you a block to the bridge – Incorrect is punished by explosion
  • 10. A bridge has been built…
  • 11. To the next level?
  • 13. When a mole falls
  • 15. GAMIFICATION CHALLENGES Balancing game play elements with task completion speed and accuracy Keep the motivation of people and enlarge the audience Introduction of meaningful tasks into the game without breaking game play mechanisms Instant feedback on players´ actions (simultaneous players) •pressure to adapt to varying feedback situations/latencities
  • 16. POSITIVE EFFECT OF VERIFICATION ”The wisdom of the crowds” • includes answers from possible spammers Game start: verification tasks only Accurate work shown => verification lowered in phases, never zero Verification tasks are created automatically: • A randomly selected task is sent to several players: all have to agree on the result => verification task
  • 17. VERIFICATION OF THE OCR Players and their pace cannot be synchronized. Verification tasks to the task stream: •Fed to players varies according to the number of active players •The system knows the answer: the game play is improved by fast feedback •Downside: no new information produced
  • 18. USERS: February 8th to March 31st, 2011 31,816 visitors, 4,768 players, 2,740 hours of game time, 2,5 million tasks. 1 % via Internet, 99 % via Facebook Half of the users were men. Gametime: seconds to over 100 hours (altogether). Median time: => 9 minutes. Women >13 minutes and 54 % of the tasks Hardest working top 4 were all men
  • 19. ACCURACY OCR-system 0.8 confidential about accuracy => human correction in 30% Random selection of 2 articles: •1,467 words Digitalkoot result: only14 mistakes /228 OCR •516 words Digitalkoot result: 1 mistake/118 OCR •>> well over 99% possible by gamification Spammer play: •One player 1,5 hours and 5,692 tasks was detected by the verification system and only 4 tasks were accepted
  • 20. Enriching Digitisation Production Processes, METS Profiles: a new development platform RESOURCE DIGITAL Articles Illustrations COMPREHENSIVE Poems LEVEL OF DIGITAL COLLECTIONS MARK UP Standards & OAI-PMH Structural metadata METS, ALTO complient METS SIP POST packages PROCESSING METS EXPORT Administrative/technical metadata MIX/PREMIS Packesges include: SCANNING JPEG2000 Descriptive metadata MARC21/MODS OCR TXT as ALTO XML PDF CATALOGUING Two Bibliographic Newspapers Records JPEG(150) Serials METSXML Books Parchments MARCXML Notes Maps SOURCE MATERIAL Audio PHYSICAL COLLECTIONS
  • 21. IN THE MEDIA -Until March 31st, over 30 articles: all around the world: New York Times… -Television appearances ongoing -Helsingin Sanomat : HS talkoot using the National Library´s digitised newspaper material Historical Newspaper Library > advertising Digitalkoot e.g. September 15th -Influenced user interest => stabilisation to 300 individual users per week
  • 22. NEXT 1) Marking of articles and/or images 2) Indexing articles and/or images
  • 23. KUVATALKOOT Goal: sophisticated user experience Collections discovery and Luonnon-kirja ala-alkeiskouluin tarpeeksi / Z. Topelius, 1868 reuse of digital content by researchers and people at large: Researchers will get better systematic coverage of images and articles in published printed material.