Muutke küpsiste eelistusi

E-raamat: Games with a Purpose (GWAPS) [Wiley Online]

  • Formaat: 160 pages
  • Ilmumisaeg: 17-Jul-2015
  • Kirjastus: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 111913630X
  • ISBN-13: 9781119136309
  • Wiley Online
  • Hind: 174,45 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Formaat: 160 pages
  • Ilmumisaeg: 17-Jul-2015
  • Kirjastus: ISTE Ltd and John Wiley & Sons Inc
  • ISBN-10: 111913630X
  • ISBN-13: 9781119136309

Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge.  Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert.  This type of activity is done via online games.

List of Figures
ix
Introduction xiii
Chapter 1 Biological Games
1(30)
1.1 Foldit
2(3)
1.2 EteRNA
5(3)
1.3 Nanocrafter
8(3)
1.4 Phylo
11(4)
1.5 Fraxinus
15(3)
1.6 Eyewire
18(4)
1.7 Citizen sort
22(3)
1.7.1 Happy match
22(2)
1.7.2 Forgotten Island
24(1)
1.8 The Nightjar project
25(4)
1.8.1 Nightjar game/Nest game
26(2)
1.8.2 Egglab game
28(1)
1.9 References
29(2)
Chapter 2 Games with a Medical Purpose
31(16)
2.1 Nanodoc
31(3)
2.2 Dizeez
34(1)
2.3 The Cure
35(2)
2.4 Malaria Training Game
37(2)
2.5 Malaria Spot Game
39(3)
2.6 Worm Watch Lab
42(2)
2.7 Play to Cure: Genes in Space
44(1)
2.8 References
45(2)
Chapter 3 GWAPs for Natural Language Processing
47(26)
3.1 Why lexical resources?
47(1)
3.2 GWAPs for natural language processing
48(6)
3.2.1 The problem of lexical resource acquisition
49(1)
3.2.2 Lexical resources currently available
50(3)
3.2.3 Benefits of GWAPs in NLP
53(1)
3.3 PhraseDetectives
54(3)
3.4 PlayCoref
57(2)
3.5 Verbosity
59(2)
3.6 JeuxDeMots
61(1)
3.7 Zombilingo
62(2)
3.8 Infection
64(2)
3.9 Wordrobe
66(2)
3.10 Other GWAPs dedicated to NLP
68(5)
3.10.1 Open Mind Word Expert
68(1)
3.10.2 1001 Paraphrases
69(1)
3.10.3 Categorilla/Categodzilla
69(1)
3.10.4 FreeAssociation
70(1)
3.10.5 Entity Discovery
70(1)
3.10.6 PhraTris
70(3)
Chapter 4 Unclassifiable GWAPs
73(18)
4.1 Beat the Bots
73(2)
4.2 Apetopia
75(1)
4.3 Quantum Moves
76(1)
4.4 Duolingo
77(3)
4.5 The ARTigo portal
80(5)
4.5.1 ARTigo and ARTigo Taboo
81(2)
4.5.2 Combino
83(1)
4.5.3 Karido
83(2)
4.6 Be A Martian
85(1)
4.7 Akinator, the genie of the Web
86(3)
4.8 References
89(2)
Chapter 5 The JeuxDeMots Project -- GWAPs and Words
91(28)
5.1 Building a lexical network
91(2)
5.2 JeuxDeMots: an association game
93(3)
5.3 PtiClic: an allocation game
96(2)
5.4 Totaki: a guessing game
98(1)
5.5 Voting games
99(6)
5.5.1 Askit
100(2)
5.5.2 Likeit
102(2)
5.5.3 Sexit
104(1)
5.6 Multi-selection games
105(4)
5.7 From games to contributory systems
109(3)
5.8 Data collected and properties of the games presented
112(7)
5.8.1 Instructions/difficult relations
114(1)
5.8.2 Forcing, players typology and error rate
115(4)
Conclusion 119(8)
Bibliography 127(8)
Index 135
Mathieu LAFOURCADE, LIRMM, Université Montpellier 2, France.

Alain JOUBERT, LIRMM, Université Montpellier 2, France.

Nathalie LE BRUN, Imagin@T, Fraance.