Gamification and artificial intelligence during COVID-19: case studies in health and education
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berlin
Peter Lang
2022
|
Schlagworte: | |
Online-Zugang: | Inhaltstext Inhaltsverzeichnis |
Beschreibung: | 129 Seiten |
ISBN: | 3631869878 9783631869871 |
Internformat
MARC
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653 | |a COVID | ||
653 | |a Education | ||
653 | |a Gamification | ||
653 | |a Health | ||
653 | |a Intelligence | ||
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Datensatz im Suchindex
_version_ | 1804183642707066880 |
---|---|
adam_text | 1.
INTRODUCTION
.................................................................................
11
2.
GAMIFICATION
DURING
THE
COVID-19
CRISIS
..............................
15
2.1.
INTRODUCTION
..................................................................................
15
2.2.
AREAS
OF
APPLICATION
DURING
COVID-1
9
....................................
18
2.2.1.
HEALTH
..................................................................................
18
2.2.1.1.
PATIENT
MANAGEMENT
..........................................
19
2.2.1.2.
CONTACT
TRACING
....................................................
20
2.2.1.3.
PHYSICAL
ACTIVITY
...................................................
22
2.2.1.4.
TRAINING
AND
AWARENESS
.....................................
22
2.2.2.
EDUCATION
............................................................................23
2.2.2.1.
GAMIFIED
EXPERIENCES,
THE
RESULTS
AND
AREAS
OF
KNOWLEDGE
.......................................................
24
2.2.2.2.
GAMIFIED
EDUCATIONAL
PLATFORMS
..........................
25
2.2.3.
OTHER
...................................................................................28
3.
ARTIFICIAL
INTELLIGENCE
DURING
THE
COVID-19
CRISIS
...............
31
3.1.
INTRODUCTION
....................................................................................
31
3.2.
AREAS
OF
APPLICATION
OF
AL
TO
COVID-19
...................................
34
3.2.1.
HEALTH
.................................................................................
34
3.2.1.1.
PREDICTION
AND
MONITORING
.................................
34
3.2.1.2.
PATIENT
MANAGEMENT
............................................
36
3.2.1.3.
DIAGNOSIS
AND
PROGNOSIS
....................................
40
3.2.1.4.
DRUGS
AND
VACCINES
.............................................41
3.2.2.
EDUCATION
............................................................................
44
3.2.2.1.
AREAS
OF
APPLICATION
............................................
45
3.2.2.2.
BARRIERS
AND
DIGITAL
TRANSFORMATION
PROCESS
....
47
3.2.3.
OTHER
..................................................................................
49
3.2.3.1.
SOCIAL
MEDIA
AND
MISINFORMATION
......................
50
4.
GAMIFICATION
AND
ARTIFICIAL
INTELLIGENCE
APPLICATIONS
DURING
THE
COVID-19
CRISIS
.....................................................
55
4.1.
INTRODUCTION
....................................................................................
55
4.2.
APPLICATIONS
IN
HEALTH
....................................................................
57
4.2.1.
DREAMLAB:
CORONA-AI
......................................................
57
4.2.1.1.
DREAMLAB:
CORONA-AI
DURING
THE
COVID-19
...........................................................
57
4.2.1.2.
GAMIFICATION
AND
AL
IN
DREAMLAB:
CORONA-AI
.......................................58
4.2.2.
UMORE
APP
..........................................................................
60
4.2.2.1.
UMORE
DURING
THE
COVID
................................
60
4.2.2.2.
GAMIFICATION
AND
AL
IN
UMORE
.........................
61
4.3.
APPLICATIONSINEDUCATION
...........................................................
62
4.3.1.
CENTURY
..............................................................................
62
4.3.1.1.
CENTURY
DURING
COVID-19
.............................
63
4.3.1.2.
GAMIFICATION
AND
AL
IN
CENTURY
.....................
64
4.3.2.
ELSA
SPEAK
........................................................................
65
4.3.2.1.
ELSA
SPEAK
DURING
CO
VID
19
.........................
66
4.3.2.2.
GAMIFICATION
AND
AL
IN
ELSA
SPEAK
..............
66
5.
ETHICAL
ISSUES
IN
GAMIFICATION
AND
ARTIFICIAL
INTELLIGENCE
DURING
THE
COVID-19
CRISIS
.....................................................
69
5.1.
INTRODUCTION
....................................................................................
69
5.2.
DIGITAL
DIVIDE
................................................................................
70
5.3.
TRANSPARENCY
................................................................................
74
5.4.
PRIVACY
............................................................................................
80
5.5.
LEGAL
ISSUES
....................................................................................
84
6.
CONCLUSIONS
AND
FINAL
REFLECTIONS
............................................
89
ACKNOWLEDGMENTS
............................................................................
93
REFERENCES
...........................................................................................
95
|
adam_txt |
1.
INTRODUCTION
.
11
2.
GAMIFICATION
DURING
THE
COVID-19
CRISIS
.
15
2.1.
INTRODUCTION
.
15
2.2.
AREAS
OF
APPLICATION
DURING
COVID-1
9
.
18
2.2.1.
HEALTH
.
18
2.2.1.1.
PATIENT
MANAGEMENT
.
19
2.2.1.2.
CONTACT
TRACING
.
20
2.2.1.3.
PHYSICAL
ACTIVITY
.
22
2.2.1.4.
TRAINING
AND
AWARENESS
.
22
2.2.2.
EDUCATION
.23
2.2.2.1.
GAMIFIED
EXPERIENCES,
THE
RESULTS
AND
AREAS
OF
KNOWLEDGE
.
24
2.2.2.2.
GAMIFIED
EDUCATIONAL
PLATFORMS
.
25
2.2.3.
OTHER
.28
3.
ARTIFICIAL
INTELLIGENCE
DURING
THE
COVID-19
CRISIS
.
31
3.1.
INTRODUCTION
.
31
3.2.
AREAS
OF
APPLICATION
OF
AL
TO
COVID-19
.
34
3.2.1.
HEALTH
.
34
3.2.1.1.
PREDICTION
AND
MONITORING
.
34
3.2.1.2.
PATIENT
MANAGEMENT
.
36
3.2.1.3.
DIAGNOSIS
AND
PROGNOSIS
.
40
3.2.1.4.
DRUGS
AND
VACCINES
.41
3.2.2.
EDUCATION
.
44
3.2.2.1.
AREAS
OF
APPLICATION
.
45
3.2.2.2.
BARRIERS
AND
DIGITAL
TRANSFORMATION
PROCESS
.
47
3.2.3.
OTHER
.
49
3.2.3.1.
SOCIAL
MEDIA
AND
MISINFORMATION
.
50
4.
GAMIFICATION
AND
ARTIFICIAL
INTELLIGENCE
APPLICATIONS
DURING
THE
COVID-19
CRISIS
.
55
4.1.
INTRODUCTION
.
55
4.2.
APPLICATIONS
IN
HEALTH
.
57
4.2.1.
DREAMLAB:
CORONA-AI
.
57
4.2.1.1.
DREAMLAB:
CORONA-AI
DURING
THE
COVID-19
.
57
4.2.1.2.
GAMIFICATION
AND
AL
IN
DREAMLAB:
CORONA-AI
.58
4.2.2.
UMORE
APP
.
60
4.2.2.1.
UMORE
DURING
THE
COVID
.
60
4.2.2.2.
GAMIFICATION
AND
AL
IN
UMORE
.
61
4.3.
APPLICATIONSINEDUCATION
.
62
4.3.1.
CENTURY
.
62
4.3.1.1.
CENTURY
DURING
COVID-19
.
63
4.3.1.2.
GAMIFICATION
AND
AL
IN
CENTURY
.
64
4.3.2.
ELSA
SPEAK
.
65
4.3.2.1.
ELSA
SPEAK
DURING
CO
VID
19
.
66
4.3.2.2.
GAMIFICATION
AND
AL
IN
ELSA
SPEAK
.
66
5.
ETHICAL
ISSUES
IN
GAMIFICATION
AND
ARTIFICIAL
INTELLIGENCE
DURING
THE
COVID-19
CRISIS
.
69
5.1.
INTRODUCTION
.
69
5.2.
DIGITAL
DIVIDE
.
70
5.3.
TRANSPARENCY
.
74
5.4.
PRIVACY
.
80
5.5.
LEGAL
ISSUES
.
84
6.
CONCLUSIONS
AND
FINAL
REFLECTIONS
.
89
ACKNOWLEDGMENTS
.
93
REFERENCES
.
95 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Bueno Muñoz, Carmen Murillo Zamorano, Luis R. López Sánchez, José Ángel |
author_GND | (DE-588)1225771846 (DE-588)1225772109 (DE-588)141332824 |
author_facet | Bueno Muñoz, Carmen Murillo Zamorano, Luis R. López Sánchez, José Ángel |
author_role | aut aut aut |
author_sort | Bueno Muñoz, Carmen |
author_variant | m c b mc mcb z l r m zlr zlrm s j á l sjá sjál |
building | Verbundindex |
bvnumber | BV047956401 |
ctrlnum | (OCoLC)1295836354 (DE-599)DNB1250935032 |
format | Book |
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id | DE-604.BV047956401 |
illustrated | Not Illustrated |
index_date | 2024-07-03T19:39:10Z |
indexdate | 2024-07-10T09:26:42Z |
institution | BVB |
institution_GND | (DE-588)1065711506 |
isbn | 3631869878 9783631869871 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-033337681 |
oclc_num | 1295836354 |
open_access_boolean | |
owner | DE-19 DE-BY-UBM |
owner_facet | DE-19 DE-BY-UBM |
physical | 129 Seiten |
publishDate | 2022 |
publishDateSearch | 2022 |
publishDateSort | 2022 |
publisher | Peter Lang |
record_format | marc |
spelling | Bueno Muñoz, Carmen Verfasser (DE-588)1225771846 aut Gamification and artificial intelligence during COVID-19 case studies in health and education Carmen Bueno Muñoz/Luis R. Murillo Zamorano/José Ángel López Sánchez Berlin Peter Lang 2022 129 Seiten txt rdacontent n rdamedia nc rdacarrier Gamification (DE-588)1082245879 gnd rswk-swf Künstliche Intelligenz (DE-588)4033447-8 gnd rswk-swf Bildungswesen (DE-588)4006681-2 gnd rswk-swf Pandemie (DE-588)4737034-8 gnd rswk-swf Gesundheitswesen (DE-588)4020775-4 gnd rswk-swf COVID-19 (DE-588)1206347392 gnd rswk-swf Artificial COVID Education Gamification Health Intelligence COVID-19 (DE-588)1206347392 s Pandemie (DE-588)4737034-8 s Gesundheitswesen (DE-588)4020775-4 s Bildungswesen (DE-588)4006681-2 s Gamification (DE-588)1082245879 s Künstliche Intelligenz (DE-588)4033447-8 s DE-604 Murillo Zamorano, Luis R. Verfasser (DE-588)1225772109 aut López Sánchez, José Ángel Verfasser (DE-588)141332824 aut Peter Lang GmbH (DE-588)1065711506 pbl Erscheint auch als Online-Ausgabe, PDF 978-3-631-87042-6 Erscheint auch als Online-Ausgabe, EPUB 978-3-631-87043-3 X:MVB text/html http://deposit.dnb.de/cgi-bin/dokserv?id=ca5a9307fe624fb497a539e068c88cfd&prov=M&dok_var=1&dok_ext=htm Inhaltstext DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=033337681&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p vlb 20220203 DE-101 https://d-nb.info/provenance/plan#vlb |
spellingShingle | Bueno Muñoz, Carmen Murillo Zamorano, Luis R. López Sánchez, José Ángel Gamification and artificial intelligence during COVID-19 case studies in health and education Gamification (DE-588)1082245879 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Bildungswesen (DE-588)4006681-2 gnd Pandemie (DE-588)4737034-8 gnd Gesundheitswesen (DE-588)4020775-4 gnd COVID-19 (DE-588)1206347392 gnd |
subject_GND | (DE-588)1082245879 (DE-588)4033447-8 (DE-588)4006681-2 (DE-588)4737034-8 (DE-588)4020775-4 (DE-588)1206347392 |
title | Gamification and artificial intelligence during COVID-19 case studies in health and education |
title_auth | Gamification and artificial intelligence during COVID-19 case studies in health and education |
title_exact_search | Gamification and artificial intelligence during COVID-19 case studies in health and education |
title_exact_search_txtP | Gamification and artificial intelligence during COVID-19 case studies in health and education |
title_full | Gamification and artificial intelligence during COVID-19 case studies in health and education Carmen Bueno Muñoz/Luis R. Murillo Zamorano/José Ángel López Sánchez |
title_fullStr | Gamification and artificial intelligence during COVID-19 case studies in health and education Carmen Bueno Muñoz/Luis R. Murillo Zamorano/José Ángel López Sánchez |
title_full_unstemmed | Gamification and artificial intelligence during COVID-19 case studies in health and education Carmen Bueno Muñoz/Luis R. Murillo Zamorano/José Ángel López Sánchez |
title_short | Gamification and artificial intelligence during COVID-19 |
title_sort | gamification and artificial intelligence during covid 19 case studies in health and education |
title_sub | case studies in health and education |
topic | Gamification (DE-588)1082245879 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd Bildungswesen (DE-588)4006681-2 gnd Pandemie (DE-588)4737034-8 gnd Gesundheitswesen (DE-588)4020775-4 gnd COVID-19 (DE-588)1206347392 gnd |
topic_facet | Gamification Künstliche Intelligenz Bildungswesen Pandemie Gesundheitswesen COVID-19 |
url | http://deposit.dnb.de/cgi-bin/dokserv?id=ca5a9307fe624fb497a539e068c88cfd&prov=M&dok_var=1&dok_ext=htm http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=033337681&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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