Games with a Purpose (GWAPS) /

Lafourcade, Mathieu,

Games with a Purpose (GWAPS) / Mathieu Lafourcade, Alain Joubert, Nathalie Le Brun. - 1 online resource. - Focus series Cognitive science and knowledge management series . - Focus series (London, England) Cognitive science and knowledge management series. .

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 Processing 3.1. 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 4.4. 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 5.8.2. 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



9781119136323 1119136326 9781119136309 111913630X 1848218036 9781848218031


Human computation--Games.
Human-computer interaction.
Data mining.
Cognitive science.
Knowledge management.
COMPUTERS / Computer Literacy
COMPUTERS / Computer Science
COMPUTERS / Data Processing
COMPUTERS / Hardware / General
COMPUTERS / Information Technology
COMPUTERS / Machine Theory
COMPUTERS / Reference
COMPUTERS / Social Aspects / Human-Computer Interaction
Early childhood education -- Activity programs.
Educational games.
Play.
Cognitive science.
Data mining.
Human computation.
Human-computer interaction.
Knowledge management.


Electronic books.
Electronic books.
Games.

QA76.9.H84

004.01/9