LEADER 04141oam 2200709 450 001 9910830227403321 005 20230201165330.0 010 $a9781119136323$bebook 010 $a1119136326$bebook 010 $a9781119136316$bebook 010 $a1119136318$bebook 010 $a9781119136309$bebook 010 $a111913630X$bebook 035 $a(CKB)3710000000440586 035 $a(EBL)1998801 035 $a(SSID)ssj0001536940 035 $a(PQKBManifestationID)11875637 035 $a(PQKBTitleCode)TC0001536940 035 $a(PQKBWorkID)11511301 035 $a(PQKB)11633277 035 $a(MiAaPQ)EBC1998801 035 $a(PPN)192892428 035 $a(EXLCZ)993710000000440586 100 $a20150716d2015 uy 0 101 0 $aeng 135 $aurbn#---uuuuu 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGames with a purpose (GWAPs) /$fMathieu Lafourcade, Alain Joubert, Nathalie Le Brun 210 1$aLondon, UK :$cISTE ;$aHoboken, NJ :$cJohn Wiley & Sons,$d2015. 210 4$dİ2015 215 $a1 online resource (xvii, 137 pages) $cillustrations 225 1 $aFocus Series,$x2051-249X 225 1 $aCognitive science and knowledge management series 311 0 $a1848218036 320 $aIncludes bibliographical references and index. 327 $aCover; 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 Processing 327 $a3.1. 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 Moves 327 $a4.4. 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 relations 327 $a5.8.2. Forcing, players typology and error rateConclusion; What are the qualities and advantages of a good GWAP?; Players; For designers; Rotation of players; Cheating and vandalism; Social aspect: the group of players; Final thoughts; Bibliography; Index 410 0$aFocus series (London, England) 410 0$aCognitive science and knowledge management series 606 $aHuman-computer interaction 606 $aData mining 606 $aCognitive science 606 $aKnowledge management 615 0$aHuman-computer interaction. 615 0$aData mining. 615 0$aCognitive science. 615 0$aKnowledge management. 676 $a004.019 700 $aLafourcade$b Mathieu$01663716 702 $aJoubert$b Alain 702 $aLe Brun$b Nathalie 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910830227403321 996 $aGames with a purpose (GWAPs)$94021238 997 $aUNINA