| 000 | 02917cam a2200361 i 4500 | ||
|---|---|---|---|
| 001 | 22553667 | ||
| 005 | 20250423160227.0 | ||
| 008 | 220519s2023 nyua e b 001 0 eng | ||
| 010 | _a 2022020739 | ||
| 020 |
_a9781032125459 _q(hardback) |
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| 020 |
_a9781032124810 _q(paperback) |
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| 020 |
_z9781003225072 _q(ebook) |
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| 040 |
_aDLC _beng _erda _cDLC _dDLC |
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| 041 | _aeng | ||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aQ335 _b.F7354 2023 |
| 100 | 1 |
_aFreedman, Eric, _d1965- _eauthor. |
|
| 245 | 1 | 0 |
_aArtificial intelligence and playable media/ _cEric Freedman. |
| 264 | 1 |
_aNew York: _bRoutledge, Taylor & Francis Group, _c2023. |
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| 300 |
_aix, 163 pages : _billustrations ; _c24 cm |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 504 | _aIncludes bibliographical references (pages 136-156) and index. | ||
| 505 | 0 | _aComputation 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. | |
| 520 |
_a"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"-- _cProvided by publisher. |
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| 650 | 0 |
_aArtificial intelligence _xSocial aspects. |
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| 650 | 0 |
_aInteractive multimedia _xSocial aspects. |
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| 650 | 0 |
_aEntertainment computing _xSocial aspects. |
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| 776 | 0 | 8 |
_iOnline version: _aFreedman, Eric, 1965- _tArtificial intelligence and playable media _dNew York, NY : Routledge, 2023 _z9781003225072 _w(DLC) 2022020740 |
| 942 |
_2lcc _cBK _n0 |
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| 999 |
_c30294 _d30294 |
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