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Artificial intelligence and playable media / Eric Freedman.

By: Contributor(s): Material type: TextTextPublisher: New York : Routledge, Taylor & Francis Group, 2023Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781003225072
Subject(s): Additional physical formats: Print version:: Artificial intelligence and playable mediaDDC classification:
  • 005 23/eng20220910
LOC classification:
  • Q335
Summary: "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"-- Provided by publisher.
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Holdings
Item type Current library Call number Status Date due Barcode
Books Books RLKU Library & Information Resource Center 005 FRE (Browse shelf(Opens below)) Available 12836
Books Books RLKU Library & Information Resource Center 005 FRE (Browse shelf(Opens below)) Available 12837
Books Books RLKU Library & Information Resource Center 005 FRE (Browse shelf(Opens below)) Available 12838
Books Books RLKU Library & Information Resource Center 005 FRE (Browse shelf(Opens below)) Available 12839
Books Books RLKU Library & Information Resource Center 005 FRE (Browse shelf(Opens below)) Available 12840

Includes bibliographical references and index.

"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"-- Provided by publisher.

Description based on print version record.

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