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A framework for scientific discovery through video games / (Record no. 354)

MARC details
000 -LEADER
fixed length control field 04939nam a2200553 i 4500
001 - CONTROL NUMBER
control field 011452625848
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20260528133338.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m eo d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cn |||m|||a
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150428s2014 nyua fob 000 0deng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781627055055
Qualifying information ebook
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781627055062
Qualifying information ePub
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781627055048
Qualifying information print
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1145/2625848
Source of number or code doi
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)908155772
040 ## - CATALOGING SOURCE
Original cataloging agency CaBNVSL
Language of cataloging eng
Description conventions rda
Transcribing agency CaBNVSL
Modifying agency CaBNVSL
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number GV1469.34.S3
Item number C664 2014
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.8
Edition information 23
035 ## - SYSTEM CONTROL NUMBER
System control number (CaBNVSL)swl00404866
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Cooper, Seth,
Dates associated with a name 1982-,
Relator term author.
245 12 - TITLE STATEMENT
Title A framework for scientific discovery through video games /
Statement of responsibility, etc. Seth Cooper.
250 ## - EDITION STATEMENT
Edition statement First edition.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture [New York] :
Name of producer, publisher, distributor, manufacturer Association for Computing Machinery ;
Place of production, publication, distribution, manufacture [San Rafael, California] :
Name of producer, publisher, distributor, manufacturer Morgan & Claypool,
Date of production, publication, distribution, manufacture, or copyright notice 2014.
300 ## - PHYSICAL DESCRIPTION
Extent 1 PDF (xiv, 117 pages) :
Other physical details illustrations.
336 ## - CONTENT TYPE
Content type term text
Source rdacontent
337 ## - MEDIA TYPE
Media type term electronic
Source isbdmedia
338 ## - CARRIER TYPE
Carrier type term online resource
Source rdacarrier
490 1# - SERIES STATEMENT
Series statement ACM books ;
Volume/sequential designation #3
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references (pages 111-117).
506 ## - RESTRICTIONS ON ACCESS NOTE
Terms governing access Abstract freely available; full-text restricted to subscribers or individual document purchasers.
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Title from PDF title page (viewed on April 28, 2015).
538 ## - SYSTEM DETAILS NOTE
System details note Mode of access: World Wide Web.
538 ## - SYSTEM DETAILS NOTE
System details note System requirements: Adobe Acrobat Reader.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 1. Introduction -- 1.1 Motivation -- 1.2 Problem statement -- 1.2.1 Game design problem -- 1.2.2 Biochemistry discovery problem -- 1.3 Outline --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 2. Related literature -- 2.1 Volunteer computing and human computation -- 2.2 Serious games and gamification -- 2.3 Computational biochemistry --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 3. Framework -- 3.1 Introduction -- 3.2 Biochemistry background -- 3.3 Framework description -- 3.3.1 Architecture -- 3.3.2 Coevolution strategy -- 3.3.3 Categorization as a game -- 3.4 Game design challenges -- 3.4.1 Visualizations -- 3.4.2 Interactions -- 3.4.3 Scoring -- 3.4.4 Introductory levels -- 3.5 Rewards and social interaction -- 3.5.1 Rewards and ranking types -- 3.6 Conclusion --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 4. Protein structure prediction -- 4.1 Introduction -- 4.2 Quest to the natives -- 4.3 CASP8 experiments -- 4.4 Evaluation -- 4.5 Rebuild and refine comparison -- 4.5.1 First strand swap example -- 4.5.2 Player contribution and expertise -- 4.6 Alignment tool and CASP9 -- 4.7 Solution of crystal structure -- 4.8 Conclusion --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 5. Protein design -- 5.1 Introduction -- 5.2 Framework extension -- 5.2.1 Foldit -- 5.2.2 Iteration strategy -- 5.3 Science transfer -- 5.3.1 Visualizations -- 5.3.2 Tools -- 5.3.3 Conditions -- 5.4 Introductory levels -- 5.5 Examples -- 5.5.1 Fibronectin -- 5.5.2 Diels-Alder -- 5.6 Conclusion --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 6. Protein structure refinement algorithms -- 6.1 Introduction -- 6.2 Related work -- 6.3 Overview -- 6.3.1 Cookbook -- 6.4 CASP9 analysis -- 6.4.1 Recipe sharing -- 6.4.2 Inheritance relationships -- 6.4.3 Ratings -- 6.5 Script recipe adoption analysis -- 6.6 Algorithm categories -- 6.7 Context dependence -- 6.8 Recipe evolution -- 6.9 Performance comparison -- 6.10 Conclusion --
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note 7. Conclusion -- 7.1 Contributions -- 7.2 Future work -- Bibliography -- Author's biography.
520 3# - SUMMARY, ETC.
Summary, etc. When we first set out to create Foldit over six years ago, it wasn't clear that a game-based approach to scientific discovery would work. So we planned from the start for the game to be continually adapting and changing, in order to keep improving based on the lessons we'd learn. It took several years of design, development, and continued iteration from a team of computer scientists and biochemists until the game was at a point where we made our first exciting discovery. The nature of the challenging problems we were facing required this time and refinement to solve. We are now seeing a number of other games that allow players to contribute to scientific research. Much of this growth has been in fields related to biology and biochemistry: EteRNA for designing RNA shapes, EyeWire for mapping neurons, and Phylo for aligning genetic sequences. Each of these games has had exciting scientific results produced by game play. Games are being applied in other areas as well, such as in the Algoraph suite of games for solving graph theory problems. I have been involved in the development of two more science games: Nanocrafter, which aims to push the frontiers of DNA-based synthetic biology, and Flow Jam, which allows players to help formally verify software.
530 ## - ADDITIONAL PHYSICAL FORM AVAILABLE NOTE
Additional physical form available note Also available in print.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Scientific applications.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Foldit (Game)
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Protein folding
General subdivision Computer simulation.
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Print version:
International Standard Book Number 9781627055048
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title ACM books ;
Volume/sequential designation #3.
856 48 - ELECTRONIC LOCATION AND ACCESS
Materials specified Abstract with links to full text
Uniform Resource Identifier <a href="http://dx.doi.org/10.1145/2625848">http://dx.doi.org/10.1145/2625848</a>

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