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LDR03678cmm u2200517 i 4500
001000000327048
003OCoLC
00520240307134838
006m d
007cr cnu---unuuu
008220519s2023 nyua ob 001 0 eng
010 ▼a 2022020740
020 ▼a 1003225071 ▼q electronic book
020 ▼a 9781000648508 ▼q electronic book
020 ▼a 1000648508 ▼q electronic book
020 ▼a 9781003225072 ▼q (electronic bk.)
020 ▼z 9781032125459 ▼q hardcover
020 ▼z 9781032124810 ▼q paperback
035 ▼a 3325275 ▼b (N$T)
035 ▼a (OCoLC)1344333336
040 ▼a DLC ▼b eng ▼e rda ▼c DLC ▼d YDX ▼d OCLCF ▼d N$T ▼d 248032
042 ▼a pcc
049 ▼a MAIN
05004 ▼a Q335 ▼b .F7354 2023
08200 ▼a 006.3 ▼2 23/eng20220910
1001 ▼a Freedman, Eric, ▼d 1965-, ▼e author.
24510 ▼a Artificial intelligence and playable media / ▼c Eric Freedman.
264 1 ▼a New York, NY : ▼b Routledge, ▼c 2023.
300 ▼a 1 online resource (ix, 163 pages) : ▼b illustrations
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
504 ▼a Includes bibliographical references and index.
5050 ▼a Computation 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"-- ▼c Provided by publisher.
588 ▼a Description based on online resource; title from digital title page (viewed on October 12, 2022).
590 ▼a Added to collection customer.56279.3
650 0 ▼a Artificial intelligence ▼x Social aspects.
650 0 ▼a Interactive multimedia ▼x Social aspects.
650 0 ▼a Entertainment computing ▼x Social aspects.
650 7 ▼a Artificial intelligence ▼x Social aspects. ▼2 fast ▼0 (OCoLC)fst00817279
650 7 ▼a Interactive multimedia ▼x Social aspects. ▼2 fast ▼0 (OCoLC)fst00976005
77608 ▼i Print version: ▼a Freedman, Eric, 1965- ▼t Artificial intelligence and playable media ▼d New York, NY : Routledge, 2023 ▼z 9781032125459 ▼w (DLC) 2022020739
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3325275
938 ▼a EBSCOhost ▼b EBSC ▼n 3325275
990 ▼a 관리자
994 ▼a 92 ▼b N$T