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EBookClubs

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Book Artificial Intelligence and Playable Media

Download or read book Artificial Intelligence and Playable Media written by Eric Freedman and published by Taylor & Francis. This book was released on 2022-09-02 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Disruptive Technologies in Media  Arts and Design

Download or read book Disruptive Technologies in Media Arts and Design written by Alexiei Dingli and published by Springer Nature. This book was released on 2022-02-28 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents selected proceedings from two installments of the MAD Conference in 2020—MAD Blockchain 2020 and MAD Artificial Intelligence 2020. These events focused on applications of these novel technologies in media, arts and design. A number of researchers present their own projects and practical implementations of blockchain and AI in games, art, education and sustainable living, while other authors explore theoretical and ethical questions that these technologies bring into society. First and foremost, we recommend this book to aspiring scholars and practitioners who are also building new solutions using blockchain and AI. Besides, the book extends the existing scholarship on AI and blockchain and provides proven cases and tools for education in ICT. The conference has been organized by Danube-University Krems, Drexel University Philadelphia and University of Malta with support from the MIT Education Arcade, the Texas A&M LIVE Lab and University of Vaasa.

Book Revolutionizing Communication

Download or read book Revolutionizing Communication written by Raquel V. Benítez Rojas and published by CRC Press. This book was released on 2024-10-22 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revolutionizing Communication: The Role of Artificial Intelligence explores the wide-ranging effects of artificial intelligence (AI) on how we connect and communicate, changing social interactions, relationships, and the very structure of our society. Through insightful analysis, practical examples, and knowledgeable perspectives, the book examines chatbots, virtual assistants, natural language processing, and more. It shows how these technologies have a significant impact on cultural productions, business, education, ethics, advertising, media, journalism, and interpersonal interactions. Revolutionizing Communication is a guide to comprehending the present and future of communication in the era of AI. It provides invaluable insights for professionals, academics, and everyone interested in the significant changes occurring in our digital age.

Book Narrative Theory  Literature  and New Media

Download or read book Narrative Theory Literature and New Media written by Mari Hatavara and published by Routledge. This book was released on 2015-06-19 with total page 327 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Profession of Modeling and Simulation

Download or read book The Profession of Modeling and Simulation written by Andreas Tolk and published by John Wiley & Sons. This book was released on 2017-07-03 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definite guide to the theory, knowledge, technical expertise, and ethical considerations that define the M&S profession From traffic control to disaster management, supply chain analysis to military logistics, healthcare management to new drug discovery, modeling and simulation (M&S) has become an essential tool for solving countless real-world problems. M&S professionals are now indispensable to how things get done across virtually every aspect of modern life. This makes it all the more surprising that, until now, no effort has been made to systematically codify the core theory, knowledge, and technical expertise needed to succeed as an M&S professional. This book brings together contributions from experts at the leading edge of the modeling and simulation profession, worldwide, who share their priceless insights into issues which are fundamental to professional success and career development in this critically important field. Running as a common thread throughout the book is an emphasis on several key aspects of the profession, including the essential body of knowledge underlying the M&S profession; the technical discipline of M&S; the ethical standards that should guide professional conduct; and the economic and commercial challenges today’s M&S professionals face. • Demonstrates applications of M&S tools and techniques in a variety of fields—such as engineering, operations research, and cyber environments—with over 500 types of simulations • Highlights professional and academic aspects of the field, including preferred programming languages, professional academic and certification programs, and key international societies • Shows why M&S professionals must be fully versed in the theory, concepts, and tools needed to address the challenges of cyber environments The Profession of Modeling and Simulation is a valuable resource for M&S practitioners, developers, and researchers working in industry and government. Simulation professionals, including administrators, managers, technologists, faculty members, and scholars within the physical sciences, life sciences, and engineering fields will find it highly useful, as will students planning to pursue a career in the M&S profession. “ ...nearly three dozen experts in Modeling and Simulation (M&S) come together to make a compelling case for the recognition of M&S as a profession... Important reading for anyone seeking to elevate the standing of this vital field.” Alfred (Al) Grasso, President & CEO, The MITRE Corporation Andreas Tolk, PhD, is Technology Integrator for the Modeling, Simulation, Experimentation, and Analytics Division of The MITRE Corporation, an adjunct professor in the Department of Engineering Management and Systems Engineering and the Department for Modeling, Simulation, and Visualization Engineering at Old Dominion University, and an SCS fellow. Tuncer Ören, PhD, is Professor Emeritus of Computer Science at the University of Ottawa. He is an SCS fellow and an inductee to SCS Modeling and Simulation Hall of Fame. His research interests include advancing methodologies, ethics, body of knowledge, and terminology of modeling and simulation.

Book The Tabletop Revolution

Download or read book The Tabletop Revolution written by Marco Arnaudo and published by McFarland. This book was released on 2023-12-15 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.

Book Artificial Intelligence for Computer Games

Download or read book Artificial Intelligence for Computer Games written by Pedro Antonio González-Calero and published by Springer Science & Business Media. This book was released on 2011-03-01 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Book Expressive Processing

    Book Details:
  • Author : Noah Wardrip-Fruin
  • Publisher : MIT Press
  • Release : 2012-02-10
  • ISBN : 0262517531
  • Pages : 500 pages

Download or read book Expressive Processing written by Noah Wardrip-Fruin and published by MIT Press. This book was released on 2012-02-10 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Playing Smart

Download or read book Playing Smart written by Julian Togelius and published by MIT Press. This book was released on 2019-01-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Phantasmal Media

    Book Details:
  • Author : D. Fox Harrell
  • Publisher : MIT Press
  • Release : 2013-11-08
  • ISBN : 0262019337
  • Pages : 441 pages

Download or read book Phantasmal Media written by D. Fox Harrell and published by MIT Press. This book was released on 2013-11-08 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: An argument that great expressive power of computational media arises from the construction of phantasms—blends of cultural ideas and sensory imagination. In Phantasmal Media, D. Fox Harrell considers the expressive power of computational media. He argues, forcefully and persuasively, that the great expressive potential of computational media comes from the ability to construct and reveal phantasms—blends of cultural ideas and sensory imagination. These ubiquitous and often-unseen phantasms—cognitive phenomena that include sense of self, metaphors, social categories, narrative, and poetic thinking—influence almost all our everyday experiences. Harrell offers an approach for understanding and designing computational systems that have the power to evoke these phantasms, paying special attention to the exposure of oppressive phantasms and the creation of empowering ones. He argues for the importance of cultural content, diverse worldviews, and social values in computing. The expressive power of phantasms is not purely aesthetic, he contends; phantasmal media can express and construct the types of meaning central to the human condition. Harrell discusses, among other topics, the phantasm as an orienting perspective for developers; expressive epistemologies, or data structures based on subjective human worldviews; morphic semiotics (building on the computer scientist Joseph Goguen's theory of algebraic semiotics); cultural phantasms that influence consensus and reveal other perspectives; computing systems based on cultural models; interaction and expression; and the ways that real-world information is mapped onto, and instantiated by, computational data structures. The concept of phantasmal media, Harrell argues, offers new possibilities for using the computer to understand and improve the human condition through the human capacity to imagine.

Book AI for Games  Third Edition

    Book Details:
  • Author : Ian Millington
  • Publisher : CRC Press
  • Release : 2019-03-18
  • ISBN : 1351053299
  • Pages : 1010 pages

Download or read book AI for Games Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 1010 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Book Urban Play and the Playable City  A Critical Perspective

Download or read book Urban Play and the Playable City A Critical Perspective written by Yoram Chisik and published by Frontiers Media SA. This book was released on 2022-02-17 with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Simulated Evolution and Learning

Download or read book Simulated Evolution and Learning written by Kalyanmoy Deb and published by Springer Science & Business Media. This book was released on 2010-11-16 with total page 734 pages. Available in PDF, EPUB and Kindle. Book excerpt: 6%acceptancerateandshortpapersaddanother13.

Book ECGBL 2022 16th European Conference on Game Based Learning

Download or read book ECGBL 2022 16th European Conference on Game Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Artificial Intelligence for Computer Games

Download or read book Artificial Intelligence for Computer Games written by John David Funge and published by CRC Press. This book was released on 2004-07-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Recent Advances in Computational Intelligence in Defense and Security

Download or read book Recent Advances in Computational Intelligence in Defense and Security written by Rami Abielmona and published by Springer. This book was released on 2015-12-21 with total page 743 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume is an initiative undertaken by the IEEE Computational Intelligence Society’s Task Force on Security, Surveillance and Defense to consolidate and disseminate the role of CI techniques in the design, development and deployment of security and defense solutions. Applications range from the detection of buried explosive hazards in a battlefield to the control of unmanned underwater vehicles, the delivery of superior video analytics for protecting critical infrastructures or the development of stronger intrusion detection systems and the design of military surveillance networks. Defense scientists, industry experts, academicians and practitioners alike will all benefit from the wide spectrum of successful applications compiled in this volume. Senior undergraduate or graduate students may also discover uncharted territory for their own research endeavors.

Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.