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Artificial intelligence and playable media /

Artificial intelligence and playable media /

作者 : Freedman, Eric,,1965-

出版社 : Routledge, Taylor & Francis Group,

出版年 : 2023

ISBN:9781032124810

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SRRC20103689 新總館3F分區資源中心-知識性 新總館3F分區資源中心-知識性 EKN 006.3 F853 2023 在架   資源中心知識性西文書   0   預約
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書名 : Artificial intelligence and playable media /

紀錄類型 : 書目-語言資料,印刷品: 單行本

正題名[資料類型標示]/作者 : Artificial intelligence and playable media /Eric Freedman.

作者 : Freedman, Eric,

出版者 : New York :Routledge, Taylor & Francis Group,2023.

面頁冊數 : ix, 163 p. :ill. ;23 cm.

內容註 : 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.

標題 : Artificial intelligence

ISBN : 9781032124810


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100 1 $aFreedman, Eric,$d1965-
245 10$aArtificial intelligence and playable media /$cEric Freedman.
260 $aNew York :$bRoutledge, Taylor & Francis Group,$c2023.
300 $aix, 163 p. :$bill. ;$c23 cm.
504 $aIncludes bibliographical references (p. [136]-156) and index.
505 0 $aComputation 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 $a"This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog's Uncharted and The Last of Us franchises, to Peloton's connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies draw from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars, and practitioners interested in understanding how applied artificial intelligence works in popular, public, and visual culture"--$cProvided by publisher.
650 0$aArtificial intelligence$xSocial aspects.
650 0$aInteractive multimedia$xSocial aspects.
650 0$aEntertainment computing$xSocial aspects.
653 $a科技創新
653 $a知識性

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