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Artificial intelligence and playable...
~
Freedman, Eric, (1965-)
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Artificial intelligence and playable media
Record Type:
Electronic resources : Monograph/item
Title/Author:
Artificial intelligence and playable media/ Eric Freedman.
Author:
Freedman, Eric,
Published:
New York :Routledge, Taylor & Francis Group, : 2023.,
Description:
1 online resource (ix, 163 p.) :ill.
[NT 15003449]:
Computation Meets Play: The History of Playful AI -- Expressive Intelligence: Modernizing the Video Game Industry -- Cheating Death: Artificial Intelligence, Non-Player Characters and the Logic of Pandemic Culture -- New Platform Industries: Artificial Intelligence, Biometrics and Connected Fitness -- Worldbuilding and Digital Twins.
Subject:
Artificial intelligence - Social aspects. -
Online resource:
https://www.taylorfrancis.com/books/9781003225072
ISBN:
9781003225072
Artificial intelligence and playable media
Freedman, Eric,1965-
Artificial intelligence and playable media
[electronic resource] /Eric Freedman. - New York :Routledge, Taylor & Francis Group,2023. - 1 online resource (ix, 163 p.) :ill.
Includes bibliographical references and index.
Computation Meets Play: The History of Playful AI -- Expressive Intelligence: Modernizing the Video Game Industry -- Cheating Death: Artificial Intelligence, Non-Player Characters and the Logic of Pandemic Culture -- New Platform Industries: Artificial Intelligence, Biometrics and Connected Fitness -- Worldbuilding and Digital Twins.
"This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog's Uncharted and The Last of Us franchises, to Peloton's connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies draw from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars, and practitioners interested in understanding how applied artificial intelligence works in popular, public, and visual culture"--
ISBN: 9781003225072Subjects--Topical Terms:
549635
Artificial intelligence
--Social aspects.Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: Q335 / .F7354 2023eb
Dewey Class. No.: 006.3
Artificial intelligence and playable media
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Computation Meets Play: The History of Playful AI -- Expressive Intelligence: Modernizing the Video Game Industry -- Cheating Death: Artificial Intelligence, Non-Player Characters and the Logic of Pandemic Culture -- New Platform Industries: Artificial Intelligence, Biometrics and Connected Fitness -- Worldbuilding and Digital Twins.
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"This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog's Uncharted and The Last of Us franchises, to Peloton's connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies draw from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars, and practitioners interested in understanding how applied artificial intelligence works in popular, public, and visual culture"--
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https://www.taylorfrancis.com/books/9781003225072
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W9521286
電子資源
11.線上閱覽_V
電子書
EB Q335 .F7354 2023eb
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1 records • Pages 1 •
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