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  1. Artificial intelligence and playable media
    Published: 2023
    Publisher:  Routledge Taylor & Francis Group, New York

    "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... more

    Universitätsbibliothek Ilmenau
    MDW AP 15963 F853
    Unlimited inter-library loan, copies and loan
    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Leipzig
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    500 AP 15950 F853
    No inter-library loan

     

    "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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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781032125459; 9781032124810
    RVK Categories: AP 15950 ; AP 15963 ; ST 300
    Subjects: Artificial intelligence; Interactive multimedia; Entertainment computing
    Scope: ix, 163 Seiten
    Notes:

    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.