Artificial intelligence and playable media / Eric Freedman.
Material type:
- text
- computer
- online resource
- 9781003225072
- 005 23/eng20220910
- Q335
Item type | Current library | Call number | Status | Date due | Barcode |
---|---|---|---|---|---|
![]() |
RLKU Library & Information Resource Center | 005 FRE (Browse shelf(Opens below)) | Available | 12836 | |
![]() |
RLKU Library & Information Resource Center | 005 FRE (Browse shelf(Opens below)) | Available | 12837 | |
![]() |
RLKU Library & Information Resource Center | 005 FRE (Browse shelf(Opens below)) | Available | 12838 | |
![]() |
RLKU Library & Information Resource Center | 005 FRE (Browse shelf(Opens below)) | Available | 12839 | |
![]() |
RLKU Library & Information Resource Center | 005 FRE (Browse shelf(Opens below)) | Available | 12840 |
Browsing RLKU Library & Information Resource Center shelves Close shelf browser (Hides shelf browser)
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.
There are no comments on this title.