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      Artificial Intelligence and Playable Media

      4 in stock

      Firm sale: non returnable item
      SKU 9781032124810 Categories ,
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      This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.

      This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the imp...

      £34.99

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      Description

      Product ID:9781032124810
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Artificial Intelligence and Playable Media
      Authors:Author: Eric Freedman
      Page Count:164
      Subjects:The arts: general topics, The arts: general issues, History, Cultural studies, Media studies, Political economy, Media, entertainment, information and communication industries, Digital animation, Artificial intelligence, Humanities, Cultural studies, Media studies, Political economy, Media, information & communication industries, Digital animation, Artificial intelligence
      Description:Select Guide Rating
      This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life.

      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.


      Imprint Name:Routledge
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2022-09-02

      Additional information

      Weight272 g
      Dimensions153 × 228 × 15 mm