Artificial Intelligence And Playable Media


Artificial Intelligence And Playable Media
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Artificial Intelligence And Playable Media


Artificial Intelligence And Playable Media
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Author : Eric Freedman
language : en
Publisher: Taylor & Francis
Release Date : 2022-09-02

Artificial Intelligence And Playable Media written by Eric Freedman and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-09-02 with Social Science categories.


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 are drawn 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.



Artificial Intelligence In Social Media


Artificial Intelligence In Social Media
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Author : IntroBooks Team
language : en
Publisher: IntroBooks
Release Date :

Artificial Intelligence In Social Media written by IntroBooks Team and has been published by IntroBooks this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Artificial Intelligence has revolutionized and transformed Social Media in many innovative ways. With around 3 billion people connected to various social media platforms, they are generating a huge mass of data. Now the question is, “Why should social media be concerned about all this data floating around?” The answer to this question is that this ‘meta – data’ is of great value to social media platforms. One reason is that social networks can keep themselves relevant with times only if they keep themselves abreast about the needs, wants and choices of the users from multiple geographical locations. Another reason is that they get to monetize this information when they share their platforms with advertisers and marketers. AI is one single solution for both these scenarios.



Playing Smart


Playing Smart
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Author : Julian Togelius
language : en
Publisher: MIT Press
Release Date : 2019-01-15

Playing Smart written by Julian Togelius and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-15 with Games & Activities categories.


A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.



Artificial Intelligence


Artificial Intelligence
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Author : Jerry Kaplan
language : en
Publisher: Oxford University Press
Release Date : 2016

Artificial Intelligence written by Jerry Kaplan and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Computers categories.


Over the coming decades, Artificial Intelligence will profoundly impact the way we live, work, wage war, play, seek a mate, educate our young, and care for our elderly. It is likely to greatly increase our aggregate wealth, but it will also upend our labor markets, reshuffle our social order, and strain our private and public institutions. Eventually it may alter how we see our place in the universe, as machines pursue goals independent of their creators and outperform us in domains previously believed to be the sole dominion of humans. Whether we regard them as conscious or unwitting, revere them as a new form of life or dismiss them as mere clever appliances, is beside the point. They are likely to play an increasingly critical and intimate role in many aspects of our lives. The emergence of systems capable of independent reasoning and action raises serious questions about just whose interests they are permitted to serve, and what limits our society should place on their creation and use. Deep ethical questions that have bedeviled philosophers for ages will suddenly arrive on the steps of our courthouses. Can a machine be held accountable for its actions? Should intelligent systems enjoy independent rights and responsibilities, or are they simple property? Who should be held responsible when a self-driving car kills a pedestrian? Can your personal robot hold your place in line, or be compelled to testify against you? If it turns out to be possible to upload your mind into a machine, is that still you? The answers may surprise you.



Artificial Intelligence For Computer Games


Artificial Intelligence For Computer Games
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Author : John David Funge
language : en
Publisher: CRC Press
Release Date : 2004-07-29

Artificial Intelligence For Computer Games written by John David Funge and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-07-29 with Computers categories.


Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem



Expressive Processing


Expressive Processing
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Author : Noah Wardrip-Fruin
language : en
Publisher: MIT Press
Release Date : 2012-02-10

Expressive Processing written by Noah Wardrip-Fruin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-02-10 with Computers categories.


From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media. What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough—or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at “expressive processing” by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.



Making Smart Cities More Playable


Making Smart Cities More Playable
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Author : Anton Nijholt
language : en
Publisher: Springer
Release Date : 2019-07-23

Making Smart Cities More Playable written by Anton Nijholt and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-23 with Technology & Engineering categories.


This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The book addresses various topics that will be of interest to playable cities stakeholders, including the human–computer interaction and game designer communities, computer scientists researching sensor and actuator technology in public spaces, urban designers, and (hopefully) urban policymakers. This is a follow-up to another book on Playable Cities edited by Anton Nijholt and published in 2017 in the same book series, Gaming Media and Social Effects.



Artificial Intelligence And Work


Artificial Intelligence And Work
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Author : Alicia Klepeis
language : en
Publisher:
Release Date : 2019-08-08

Artificial Intelligence And Work written by Alicia Klepeis and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-08-08 with Artificial intelligence categories.


Welcome to the world of artificial intelligence AI From robot cooks to media news bots AI is changing the way we get work done. Now you can discover how AI works where it is used in a variety of industries and what we can expect from this remarkable technology in the future.



Ai For Games


Ai For Games
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Author : Ian Millington
language : en
Publisher: CRC Press
Release Date : 2021-11-16

Ai For Games written by Ian Millington and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-16 with Computers categories.


What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).



Narrative Theory Literature And New Media


Narrative Theory Literature And New Media
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Author : Mari Hatavara
language : en
Publisher: Routledge
Release Date : 2015-06-19

Narrative Theory Literature And New Media written by Mari Hatavara and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-06-19 with Literary Criticism categories.


Offering an interdisciplinary approach to narrative, this book investigates storyworlds and minds in narratives across media, from literature to digital games and reality TV, from online sadomasochism to oral history databases, and from horror to hallucinations. It addresses two core questions of contemporary narrative theory, inspired by recent cognitive-scientific developments: what kind of a construction is a storyworld, and what kind of mental functioning can be embedded in it? Minds and worlds become essential facets of making sense and interpreting narratives as the book asks how story-internal minds relate to the mind external to the storyworld, that is, the mind processing the story. With essays from social scientists, literary scholars, linguists, and scholars from interactive media studies answering these topical questions, the collection brings diverse disciplines into dialogue, providing new openings for genuinely transdisciplinary narrative theory. The wide-ranging selection of materials analyzed in the book promotes knowledge on the latest forms of cultural and social meaning-making through narrative, necessary for navigating the contemporary, mediatized cultural landscape. The combination of theoretical reflection and empirical analysis makes this book an invaluable resource for scholars and advanced students in fields including literary studies, social sciences, art, media, and communication.