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Artificial Intelligence and Playable Media

Af: Eric Freedman Engelsk Paperback

Artificial Intelligence and Playable Media

Af: Eric Freedman Engelsk Paperback
Tjek vores konkurrenters priser

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 are drawn 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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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 are drawn 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.

Produktdetaljer
Sprog: Engelsk
Sider: 164
ISBN-13: 9781032124810
Indbinding: Paperback
Udgave:
ISBN-10: 1032124814
Kategori: Kulturstudier
Udg. Dato: 2 sep 2022
Længde: 15mm
Bredde: 228mm
Højde: 153mm
Forlag: Taylor & Francis Ltd
Oplagsdato: 2 sep 2022
Forfatter(e): Eric Freedman
Forfatter(e) Eric Freedman


Kategori Kulturstudier


ISBN-13 9781032124810


Sprog Engelsk


Indbinding Paperback


Sider 164


Udgave


Længde 15mm


Bredde 228mm


Højde 153mm


Udg. Dato 2 sep 2022


Oplagsdato 2 sep 2022


Forlag Taylor & Francis Ltd

Kategori sammenhænge