Author: Mathieu Lafourcade
Publisher: John Wiley & Sons
ISBN: 1848218036
Category : Psychology
Languages : en
Pages : 158
Book Description
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.
Games with a Purpose (GWAPS)
Author: Mathieu Lafourcade
Publisher: John Wiley & Sons
ISBN: 1848218036
Category : Psychology
Languages : en
Pages : 158
Book Description
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.
Publisher: John Wiley & Sons
ISBN: 1848218036
Category : Psychology
Languages : en
Pages : 158
Book Description
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.
An Extreme Tagging System as a Game With a Purpose
Author: Dennis Hartrampf
Publisher: GRIN Verlag
ISBN: 3656280142
Category : Computers
Languages : en
Pages : 89
Book Description
Master's Thesis from the year 2012 in the subject Computer Science - Software, grade: 2,3, Free University of Berlin (Institut für Informatik), language: English, abstract: This thesis proposes a way to contribute to the data generation process for the Semantic Web. It picks up the idea of Extreme Tagging Systems (ETS), which are an extension to well-known Collaborative Tagging Systems (CTS) like Delicious and Flickr, where users can associate keywords (or "tags") with resources like websites or pictures. ETS allow for more flexibility because they let the users not only tag resources but also tags themselves and even let the users specify the relation between two tags. A concept for an ETS implementation as a game is developed. This game is primarily meant to be fun for the users, by this trying to motivate them to continue to use the system. But at the same time through the game the users do work and help to solve problems that cannot yet be automated - in this case problems of Extreme Tagging. Such games that are both fun and useful are called Games With a Purpose (GWAPs). The concept for an ETS as a GWAP is implemented as well as an ETS as a website. The work then compares both implementations in respect to user motivation (fun), efficiency and productivity. It shows that the implementation as game outperforms the website in all examined aspects. For example the evaluation reveals that a user of the website is expected to generate 33 tags during her lifetime use of the system whereas a player of the game is expected to generate 53 tags. This thesis also describes several points that could further increase the advance of the game and tries to encourage further research and work being done in this direction as it seems to be a promising approach.
Publisher: GRIN Verlag
ISBN: 3656280142
Category : Computers
Languages : en
Pages : 89
Book Description
Master's Thesis from the year 2012 in the subject Computer Science - Software, grade: 2,3, Free University of Berlin (Institut für Informatik), language: English, abstract: This thesis proposes a way to contribute to the data generation process for the Semantic Web. It picks up the idea of Extreme Tagging Systems (ETS), which are an extension to well-known Collaborative Tagging Systems (CTS) like Delicious and Flickr, where users can associate keywords (or "tags") with resources like websites or pictures. ETS allow for more flexibility because they let the users not only tag resources but also tags themselves and even let the users specify the relation between two tags. A concept for an ETS implementation as a game is developed. This game is primarily meant to be fun for the users, by this trying to motivate them to continue to use the system. But at the same time through the game the users do work and help to solve problems that cannot yet be automated - in this case problems of Extreme Tagging. Such games that are both fun and useful are called Games With a Purpose (GWAPs). The concept for an ETS as a GWAP is implemented as well as an ETS as a website. The work then compares both implementations in respect to user motivation (fun), efficiency and productivity. It shows that the implementation as game outperforms the website in all examined aspects. For example the evaluation reveals that a user of the website is expected to generate 33 tags during her lifetime use of the system whereas a player of the game is expected to generate 53 tags. This thesis also describes several points that could further increase the advance of the game and tries to encourage further research and work being done in this direction as it seems to be a promising approach.
Games and Learning Alliance
Author: Alessandro De Gloria
Publisher: Springer
ISBN: 331912157X
Category : Computers
Languages : en
Pages : 416
Book Description
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
Publisher: Springer
ISBN: 331912157X
Category : Computers
Languages : en
Pages : 416
Book Description
This book constitutes the refereed proceedings of the Second International Conference on Games and Learning Alliance, GALA 2013, held in Paris, France, in October 2013. The 25 revised papers presented together with 9 poster papers were carefully reviewed and selected from numerous submissions. The papers advance the state of the art in the technologies and knowledge available to support development and deployment of serious games. They are organized in 3 research tracks on design, technology and application. Also included is the outcome of a GALA workshop on a widely applied instructional design model: 4C-ID.
Games and Learning Alliance
Author: Pierpaolo Dondio
Publisher: Springer Nature
ISBN: 3031490657
Category : Computers
Languages : en
Pages : 481
Book Description
This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters
Publisher: Springer Nature
ISBN: 3031490657
Category : Computers
Languages : en
Pages : 481
Book Description
This LNCS volume constitutes the proceedings of 12th International Conference, GALA 2023, in Dublin, Ireland, held during November/December 2023. The 36 full papers and 13 short papers were carefully reviewed and selected from 88 submissions. The papers contained in this book have been organized into six categories, reflecting the variety of theoretical approaches and application domains of research into serious games: 1. The Serious Games and Game Design 2. User experience, User Evaluation and User Analysis in Serious Games 3. Serious Games for Instruction 4. Serious Games for Health, Wellbeing and Social Change 5. Evaluating and Assessing Serious Games Elements 6. Posters
Serious Games
Author: Mads Haahr
Publisher: Springer Nature
ISBN: 3031447514
Category : Computers
Languages : en
Pages : 460
Book Description
This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.
Publisher: Springer Nature
ISBN: 3031447514
Category : Computers
Languages : en
Pages : 460
Book Description
This book constitutes the refereed proceedings of the 9th Joint International Conference on Serious Games, JCSG 2023, held in Dublin, Ireland, during October 26–27, 2023. The 18 full papers presented together with 9 short papers and 14 poster papers were carefully reviewed and selected from 53 submissions. They are grouped into the following topics: technology and systems; theoretical and design aspects; health and wellbeing; extended realities; soft and social skills; academic skills; and posters and exhibits.
Graph-Based Representation and Reasoning
Author: Ollivier Haemmerlé
Publisher: Springer
ISBN: 3319409859
Category : Computers
Languages : en
Pages : 266
Book Description
This book constitutes the proceedings of the 22th International Conference on Conceptual Structures, ICCS 2016, held in Annecy, France, in July 2016. The 14 full papers and 5 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They are organized around the following topical sections: time representation; graphs and networks; formal concept analysis; ontologies and linked data.
Publisher: Springer
ISBN: 3319409859
Category : Computers
Languages : en
Pages : 266
Book Description
This book constitutes the proceedings of the 22th International Conference on Conceptual Structures, ICCS 2016, held in Annecy, France, in July 2016. The 14 full papers and 5 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They are organized around the following topical sections: time representation; graphs and networks; formal concept analysis; ontologies and linked data.
Sentic Computing
Author: Erik Cambria
Publisher: Springer
ISBN: 3319236547
Category : Medical
Languages : en
Pages : 196
Book Description
This volume presents a knowledge-based approach to concept-level sentiment analysis at the crossroads between affective computing, information extraction, and common-sense computing, which exploits both computer and social sciences to better interpret and process information on the Web. Concept-level sentiment analysis goes beyond a mere word-level analysis of text in order to enable a more efficient passage from (unstructured) textual information to (structured) machine-processable data, in potentially any domain. Readers will discover the following key novelties, that make this approach so unique and avant-garde, being reviewed and discussed: • Sentic Computing's multi-disciplinary approach to sentiment analysis-evidenced by the concomitant use of AI, linguistics and psychology for knowledge representation and inference • Sentic Computing’s shift from syntax to semantics-enabled by the adoption of the bag-of-concepts model instead of simply counting word co-occurrence frequencies in text • Sentic Computing's shift from statistics to linguistics-implemented by allowing sentiments to flow from concept to concept based on the dependency relation between clauses This volume is the first in the Series Socio-Affective Computing edited by Dr Amir Hussain and Dr Erik Cambria and will be of interest to researchers in the fields of socially intelligent, affective and multimodal human-machine interaction and systems.
Publisher: Springer
ISBN: 3319236547
Category : Medical
Languages : en
Pages : 196
Book Description
This volume presents a knowledge-based approach to concept-level sentiment analysis at the crossroads between affective computing, information extraction, and common-sense computing, which exploits both computer and social sciences to better interpret and process information on the Web. Concept-level sentiment analysis goes beyond a mere word-level analysis of text in order to enable a more efficient passage from (unstructured) textual information to (structured) machine-processable data, in potentially any domain. Readers will discover the following key novelties, that make this approach so unique and avant-garde, being reviewed and discussed: • Sentic Computing's multi-disciplinary approach to sentiment analysis-evidenced by the concomitant use of AI, linguistics and psychology for knowledge representation and inference • Sentic Computing’s shift from syntax to semantics-enabled by the adoption of the bag-of-concepts model instead of simply counting word co-occurrence frequencies in text • Sentic Computing's shift from statistics to linguistics-implemented by allowing sentiments to flow from concept to concept based on the dependency relation between clauses This volume is the first in the Series Socio-Affective Computing edited by Dr Amir Hussain and Dr Erik Cambria and will be of interest to researchers in the fields of socially intelligent, affective and multimodal human-machine interaction and systems.
Intelligent Computing
Author: Kohei Arai
Publisher: Springer Nature
ISBN: 3031379632
Category : Technology & Engineering
Languages : en
Pages : 1492
Book Description
This book is a collection of extremely well-articulated, insightful and unique state-ofthe-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Publisher: Springer Nature
ISBN: 3031379632
Category : Technology & Engineering
Languages : en
Pages : 1492
Book Description
This book is a collection of extremely well-articulated, insightful and unique state-ofthe-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Trends and Applications of Serious Gaming and Social Media
Author: Youngkyun Baek
Publisher: Springer
ISBN: 981456026X
Category : Technology & Engineering
Languages : en
Pages : 189
Book Description
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Publisher: Springer
ISBN: 981456026X
Category : Technology & Engineering
Languages : en
Pages : 189
Book Description
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.
Artful Design
Author: Ge Wang
Publisher: Stanford University Press
ISBN: 1503608034
Category : Design
Languages : en
Pages : 491
Book Description
What we make, makes us. This is the central tenet of Artful Design, a photorealistic comic book that examines the nature, purpose, and meaning of design. A call to action and a meditation on art, authenticity, and social connection in a world disrupted by technological change, this book articulates a fundamental principle for design: that we should design not just from practical needs but from the values that underlie those needs. Artful Design takes readers on a journey through the aesthetic dimensions of technology. Using music as a universal phenomenon that has evolved alongside technology, this book breaks down concrete case studies in computer-mediated toys, tools, games, and instruments, including the best-selling app Ocarina. Every chapter elaborates a set of general design principles and strategies that illuminate the essential relationship between aesthetics and engineering, art and design. Ge Wang implores us to both embrace and confront technology, not purely as a means to an end, but in its potential to enrich life. Technology is never a neutral agent, but through what we do with it—through what we design with it—it provides a mirror to our human endeavors and values. Artful Design delivers an aesthetic manifesto of technology, accessible yet uncompromising.
Publisher: Stanford University Press
ISBN: 1503608034
Category : Design
Languages : en
Pages : 491
Book Description
What we make, makes us. This is the central tenet of Artful Design, a photorealistic comic book that examines the nature, purpose, and meaning of design. A call to action and a meditation on art, authenticity, and social connection in a world disrupted by technological change, this book articulates a fundamental principle for design: that we should design not just from practical needs but from the values that underlie those needs. Artful Design takes readers on a journey through the aesthetic dimensions of technology. Using music as a universal phenomenon that has evolved alongside technology, this book breaks down concrete case studies in computer-mediated toys, tools, games, and instruments, including the best-selling app Ocarina. Every chapter elaborates a set of general design principles and strategies that illuminate the essential relationship between aesthetics and engineering, art and design. Ge Wang implores us to both embrace and confront technology, not purely as a means to an end, but in its potential to enrich life. Technology is never a neutral agent, but through what we do with it—through what we design with it—it provides a mirror to our human endeavors and values. Artful Design delivers an aesthetic manifesto of technology, accessible yet uncompromising.