04141oam 2200709 450 991083022740332120230201165330.09781119136323ebook1119136326ebook9781119136316ebook1119136318ebook9781119136309ebook111913630Xebook(CKB)3710000000440586(EBL)1998801(SSID)ssj0001536940(PQKBManifestationID)11875637(PQKBTitleCode)TC0001536940(PQKBWorkID)11511301(PQKB)11633277(MiAaPQ)EBC1998801(PPN)192892428(EXLCZ)99371000000044058620150716d2015 uy 0engurbn#---uuuuutxtrdacontentcrdamediacrrdacarrierGames with a purpose (GWAPs) /Mathieu Lafourcade, Alain Joubert, Nathalie Le BrunLondon, UK :ISTE ;Hoboken, NJ :John Wiley & Sons,2015.©20151 online resource (xvii, 137 pages) illustrationsFocus Series,2051-249XCognitive science and knowledge management series1848218036 Includes bibliographical references and index.Cover; Title Page; Copyright; Contents; List of Figures; Introduction; 1: Biological Games; 1.1. Foldit; 1.2. EteRNA; 1.3. Nanocrafter; 1.4. Phylo; 1.5. Fraxinus; 1.6. Eyewire; 1.7. Citizen sort; 1.7.1. Happy match; 1.7.2. Forgotten Island; 1.8. The Nightjar project; 1.8.1. Nightjar game/Nest game; 1.8.2. Egglab game; 1.9. References; 2: Games with a Medical Purpose; 2.1. Nanodoc; 2.2. Dizeez; 2.3. The Cure; 2.4. Malaria Training Game; 2.5. Malaria Spot Game; 2.6. WormWatch Lab; 2.7. Play to Cure: Genes in Space; 2.8. References; 3: GWAPs for Natural Language Processing3.1. Why lexical resources?3.2. GWAPs for natural language processing; 3.2.1. The problem of lexical resource acquisition; 3.2.2. Lexical resources currently available; 3.2.3. Benefits of GWAPs in NLP; 3.3. PhraseDetectives; 3.4. PlayCoref; 3.5. Verbosity; 3.6. JeuxDeMots; 3.7. Zombilingo; 3.8. Infection; 3.9. Wordrobe; 3.10. Other GWAPs dedicated to NLP; 3.10.1. Open Mind Word Expert; 3.10.2. 1001 Paraphrases; 3.10.3. Categorilla/Categodzilla; 3.10.4. FreeAssociation; 3.10.5. Entity Discovery; 3.10.6. PhraTris; 4: Unclassifiable GWAPs; 4.1. Beat the Bots; 4.2. Apetopia; 4.3. Quantum Moves4.4. Duolingo4.5. The ARTigo portal; 4.5.1. ARTigo and ARTigo Taboo; 4.5.2. Combino; 4.5.3. Karido; 4.6. Be A Martian; 4.7. Akinator, the genie of the Web; 4.8. References; 5: The JEUXDEMOTS Project - GWAPs and Words; 5.1. Building a lexical network; 5.2. JEUXDEMOTS: an association game; 5.3. PTICLIC: an allocation game; 5.4. TOTAKI: a guessing game; 5.5. Voting games; 5.5.1. ASKIT; 5.5.2. LIKEIT; 5.5.3. SEXIT; 5.6. Multi-selection games; 5.7. From games to contributory systems; 5.8. Data collected and properties of the games presented; 5.8.1. Instructions/difficult relations5.8.2. Forcing, players typology and error rateConclusion; What are the qualities and advantages of a good GWAP?; Players; For designers; Rotation of players; Cheating and vandalism; Social aspect: the group of players; Final thoughts; Bibliography; IndexFocus series (London, England)Cognitive science and knowledge management seriesHuman-computer interactionData miningCognitive scienceKnowledge managementHuman-computer interaction.Data mining.Cognitive science.Knowledge management.004.019Lafourcade Mathieu1663716Joubert AlainLe Brun NathalieMiAaPQMiAaPQMiAaPQBOOK9910830227403321Games with a purpose (GWAPs)4021238UNINA