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Artificial intelligence and playable media / Eric Freedman.

By: Freedman, EricMaterial type: TextTextPublisher: New York : Routledge, Taylor & Francis Group, 2023Description: 1 online resourceISBN: 9781003225072; 9781032124810; 9781032124810Subject(s): Artificial intelligence | Interactive multimedia | Entertainment computingDDC classification: 006.3 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"--
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Holdings
Item type Current library Call number Status Date due Barcode
Books Books Gabriel Afolabi Ojo Central Library (Headquarters).
Q335 .F74 2023 (Browse shelf(Opens below)) Available 0195258
Books Books Gabriel Afolabi Ojo Central Library (Headquarters).
Q335 .F74 2023 (Browse shelf(Opens below)) Available 0195259
Books Books Gabriel Afolabi Ojo Central Library (Headquarters).
Q335 .F74 2023 (Browse shelf(Opens below)) Available 0195868

"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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