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082 0 4 _a004.01/9
_223
100 1 _aLafourcade, Mathieu,
_eauthor.
245 1 0 _aGames with a Purpose (GWAPS) /
_cMathieu Lafourcade, Alain Joubert, Nathalie Le Brun.
264 1 _aLondon, UK :
_bISTE Ltd ;
_aHoboken, NJ :
_bJohn Wiley & Sons, Inc.,
_c2015.
300 _a1 online resource.
336 _atext
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aFocus series
490 1 _aCognitive science and knowledge management series
504 _aIncludes bibliographical references and index.
505 0 _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
505 8 _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
505 8 _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
505 8 _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
588 0 _aVendor-supplied metadata.
650 0 _aHuman computation
_xGames.
650 0 _aHuman-computer interaction.
650 0 _aData mining.
650 0 _aCognitive science.
650 0 _aKnowledge management.
650 4 _aEarly childhood education -- Activity programs.
650 4 _aEducational games.
650 4 _aPlay.
655 4 _aElectronic books.
655 0 _aElectronic books.
655 7 _aGames.
_2fast
_0(OCoLC)fst01726787
700 1 _aJoubert, Alain,
_eauthor.
700 1 _aLe Brun, Nathalie,
_eauthor.
773 0 _tWiley e-books
776 0 8 _iPrint version:
_aLafourcade, Mathieu
_tGames with a Purpose (GWAPS)
_dHoboken : Wiley,c2015
_z9781848218031
830 0 _aFocus series (London, England)
830 0 _aCognitive science and knowledge management series.
856 4 0 _uhttps://eresourcesptsl.ukm.remotexs.co/user/login?url=https://doi.org/10.1002/9781119136309
_zWiley Online Library
907 _a.b16755509
_b2022-08-17
_c2019-11-12
942 _n0
914 _avtls003651207
998 _ae
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