Expressive processing : digital fictions, computer games, and software studies
著者
書誌事項
Expressive processing : digital fictions, computer games, and software studies
(Software studies)
MIT Press, c2009
- : hardcover
- : pbk
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注記
Includes bibliographical references (p. 443-454) and index
内容説明・目次
- 巻冊次
-
: hardcover ISBN 9780262013437
内容説明
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.
- 巻冊次
-
: pbk ISBN 9780262517539
内容説明
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.
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