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HKSYU Library

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    LEADER 02979cam a2200397 i 4500
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    991008340918307546
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    20251024121742.0
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    220519s2023 nyua b 001 0 eng d
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    a| 2022020739
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    z| 9781032125459 q| (hardback)
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    a| 9781032124810 q| (paperback)
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    z| 9781003225072 q| (ebook)
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    a| 22553667
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    a| DLC b| eng e| rda c| DLC d| DLC d| HK-SYU
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    a| pcc
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    a| Q335 b| .F7354 2023
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    a| Q335 b| .F744 2023 9| kkl
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    a| 006.3 2| 23/eng20220910
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    a| 006.3 b| FRE 2023
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    a| Freedman, Eric, d| 1965- e| author.
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    a| Artificial intelligence and playable media / c| Eric Freedman.
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    a| New York, NY ; a| Abingdon, Oxon ; b| Routledge, c| 2023.
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    c| ©2023
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    a| ix, 163 pages : b| illustrations ; c| 23 cm
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    a| text b| txt 2| rdacontent
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    a| unmediated b| n 2| rdamedia
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    a| volume b| nc 2| rdacarrier
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    a| Includes bibliographical references (pages [136]-156) and index.
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    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.
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    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.
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    a| Artificial intelligence x| Social aspects.
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    a| Interactive multimedia x| Social aspects.
    650
     
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    a| Entertainment computing x| Social aspects.
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    a| nlw b| kkl c| wsl
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    a| book b| 24-10-25
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    h| Principal l| location i| barcode y| id f| bookplate a| callnoa b| callnob n| SW505