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In this paper we discuss several challenges related to the development of a 3D game, whose goal is to raise awareness on cyberbullying while collecting linguistic annotation on offensive language. The game is meant to be used by teenagers, thus raisi ng a number of issues that need to be tackled during development. For example, the game aesthetics should be appealing for players belonging to this age group, but at the same time all possible solutions should be implemented to meet privacy requirements. Also, the task of linguistic annotation should be possibly hidden, adopting so-called orthogonal game mechanics, without affecting the quality of collected data. While some of these challenges are being tackled in the game development, some others are discussed in this paper but still lack an ultimate solution.
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