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.
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Produktdetaljer
ISBN
9781000648553
Publisert
2022
Utgave
1. utgave
Utgiver
Taylor & Francis
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter