Software Studies: Expressive Processing : Digital Fictions, Computer Games, and Software Studies by Noah Wardrip-Fruin (2012, Trade Paperback)

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About this product

Product Identifiers

PublisherMIT Press
ISBN-100262517531
ISBN-139780262517539
eBay Product ID (ePID)111041205

Product Key Features

Number of Pages504 Pages
LanguageEnglish
Publication NameExpressive Processing : Digital Fictions, Computer Games, and Software Studies
SubjectProgramming / Games, Computer Simulation, Digital Media / General, General, Video & Electronic, Interactive & Multimedia, Virtual Worlds
Publication Year2012
TypeTextbook
AuthorNoah Wardrip-Fruin
Subject AreaComputers, Games & Activities
SeriesSoftware Studies
FormatTrade Paperback

Dimensions

Item Height1.1 in
Item Weight27.9 Oz
Item Length9 in
Item Width7.1 in

Additional Product Features

Intended AudienceTrade
ReviewsIn Wardrip-Fruin"s Expressive Processing , the field of "interactive entertainment" comes of age; its theories and methods are native to its medium, rather than borrowed from literature, film, or history....Required reading., I highly recommend this book to digital media -- games, movies, and fiction -- creators, AI students, and engineers., "The perfect volume to begin the new publication series in software studies.... Inspiring." Raine Koskima Game Studies, Through insightful examinations of media ranging from simulations to computer games, the author presents an intriguing and cogent argument.... Recommended., Wardrip-Fruin has given us an arsenal of rhetorical firepower and a powerful set of examples for how one might teach algorithmic literacy across the curriculum without delving into the syntax of any particular programming language., I highly recommend this book to digital media--games, movies, and fiction--creators, AI students, and engineers., In Wardrip-Fruin"s Expressive Processing , the field of 'interactive entertainment' comes of age; its theories and methods are native to its medium, rather than borrowed from literature, film, or history....Required reading., "I highly recommend this book to digital media -- games, movies, and fiction --creators, AI students, and engineers." Irtaza Barlas Computing Reviews, "Wardrip-Fruin has given us an arsenal of rhetorical firepower and a powerful set of examples for how one might teach algorithmic literacy across the curriculum without delving into the syntax of any particular programming language." Doug Reside Digital Humanities Quarterly, "Through insightful examinations of media ranging from simulations to computer games,the author presents an intriguing and cogent argument.... Recommended." Albert Chen Choice, In Wardrip-Fruin's Expressive Processing , the field of 'interactive entertainment' comes of age; its theories and methods are native to its medium, rather than borrowed from literature, film, or history....Required reading., "The perfect volume to begin the new publication series in software studies....Inspiring." Raine Koskima Game Studies, "In Wardrip-Fruin"s Expressive Processing , the field of "interactive entertainment" comes of age; its theories and methods are native to its medium, rather than borrowed from literature, film, or history....Required reading." Annette Vee JAC, "Through insightful examinations of media ranging from simulations to computer games, the author presents an intriguing and cogent argument.... Recommended." Albert Chen Choice, "I highly recommend this book to digital media -- games, movies, and fiction -- creators, AI students, and engineers." Irtaza Barlas Computing Reviews, "Wardrip-Fruin has given us an arsenal of rhetorical firepower and a powerful set ofexamples for how one might teach algorithmic literacy across the curriculum without delving into thesyntax of any particular programming language." Doug Reside Digital Humanities Quarterly, "In Wardrip-Fruin"s Expressive Processing , the field of"interactive entertainment" comes of age; its theories and methods are native to its medium, ratherthan borrowed from literature, film, or history....Required reading." Annette Vee JAC
Dewey Edition22
Grade FromCollege Graduate Student
IllustratedYes
Dewey Decimal006.7
SynopsisFrom 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., From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media., 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.
LC Classification NumberQA76.76.I59.W37 2012

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