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
1.1. Foldit 2
1.2. EteRNA 5
1.3. Nanocrafter 8
1.4. Phylo 11
1.5. Fraxinus 15
1.6. Eyewire 18
1.7. Citizen sort 22
1.7.1. Happy match 22
1.7.2. Forgotten Island 24
1.8. The Nightjar project 25
1.8.1. Nightjar game/Nest game 26
1.8.2. Egglab game 28
1.9. References 29
CHAPTER 2. GAMES WITH A MEDICAL PURPOSE 31
2.1. Nanodoc 31
2.2. Dizeez 34
2.3. The Cure 35
2.4. Malaria Training Game 37
2.5. Malaria Spot Game 39
2.6. Worm Watch Lab 42
2.7. Play to Cure: Genes in Space 44
2.8. References 45
CHAPTER 3. GWAPS FOR NATURAL LANGUAGE PROCESSING 47
3.1. Why lexical resources? 47
3.2. GWAPs for natural language processing 48
3.2.1. The problem of lexical resource acquisition 49
3.2.2. Lexical resources currently available 50
3.2.3. Benefits of GWAPs in NLP 53
3.3. PhraslC@