000 | 05523cam a2200973Ki 4500 | ||
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001 | ocn913375569 | ||
003 | OCoLC | ||
005 | 20230823095433.0 | ||
006 | m o d | ||
007 | cr cnu|||unuuu | ||
008 | 150707s2015 enk ob 001 0 eng d | ||
040 |
_aN$T _beng _erda _epn _cN$T _dN$T _dIDEBK _dEBLCP _dDG1 _dCDX _dDEBSZ _dYDXCP _dCOO _dOCLCQ _dOCLCF _dDEBBG _dKSU _dOCLCQ _dMERUC |
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019 | _a913797722 | ||
020 |
_a9781119136323 _qelectronic bk. |
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020 |
_a1119136326 _qelectronic bk. |
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020 |
_a9781119136309 _qelectronic bk. |
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020 |
_a111913630X _qelectronic bk. |
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020 | _z9781848218031 | ||
020 | _a1848218036 | ||
020 | _a9781848218031 | ||
029 | 1 |
_aDEBSZ _b442838026 |
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029 | 1 |
_aDEBSZ _b449489310 |
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_aGBVCP _b832504033 |
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_aDEBBG _bBV043397929 |
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_a(OCoLC)913375569 _z(OCoLC)913797722 |
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050 | 4 | _aQA76.9.H84 | |
072 | 7 |
_aCOM _x013000 _2bisacsh |
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_aCOM _x018000 _2bisacsh |
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_aCOM _x079010 _2bisacsh |
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082 | 0 | 4 |
_a004.01/9 _223 |
049 | _aMAIN | ||
100 | 1 |
_aLafourcade, Mathieu, _eauthor. |
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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. |
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300 | _a1 online resource. | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aFocus series | |
490 | 1 | _aCognitive science and knowledge management series | |
504 | _aIncludes bibliographical references and index. | ||
588 | 0 | _aVendor-supplied metadata. | |
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 | |
650 | 0 |
_aHuman computation _xGames. |
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650 | 0 | _aHuman-computer interaction. | |
650 | 0 | _aData mining. | |
650 | 0 | _aCognitive science. | |
650 | 0 | _aKnowledge management. | |
650 | 7 |
_aCOMPUTERS / Computer Literacy _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Computer Science _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Data Processing _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Hardware / General _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Information Technology _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Machine Theory _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Reference _2bisacsh |
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650 | 7 |
_aCOMPUTERS / Social Aspects / Human-Computer Interaction _2bisacsh |
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650 | 4 | _aEarly childhood education -- Activity programs. | |
650 | 4 | _aEducational games. | |
650 | 4 | _aPlay. | |
650 | 7 |
_aCognitive science. _2fast _0(OCoLC)fst00866547 |
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650 | 7 |
_aData mining. _2fast _0(OCoLC)fst00887946 |
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650 | 7 |
_aHuman computation. _2fast _0(OCoLC)fst01894065 |
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650 | 7 |
_aHuman-computer interaction. _2fast _0(OCoLC)fst00963494 |
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650 | 7 |
_aKnowledge management. _2fast _0(OCoLC)fst00988184 |
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655 | 4 | _aElectronic books. | |
655 | 0 | _aElectronic books. | |
655 | 7 |
_aGames. _2fast _0(OCoLC)fst01726787 |
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700 | 1 |
_aJoubert, Alain, _eauthor. |
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700 | 1 |
_aLe Brun, Nathalie, _eauthor. |
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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 |
_uhttp://dx.doi.org/10.1002/9781119136309 _zWiley Online Library |
994 |
_a92 _bDG1 |
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999 |
_c19611 _d19570 |
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526 | _bmis |