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This book describes research in all aspects of the design, implementation, and evaluation of embodied conversational agents as well as details of specific working systems. Embodied conversational agents are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as they represent the computer in an interaction with a human or represent their hum...
Girls and computer games—and the movement to overcome the stereotyping that dominates the toy aisles. Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns. Although many people associate video games mainly with boys, the girls games' movement has emerged from an unusual alliance between feminist activists (who want to change the "gendering" of digital technology) and industry leaders (who want to creat...
While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.
Are you a girl or young woman aged 13-18? If so, this book is for you! Amanda Stent and Philip Lewis have written a gentle, friendly and comprehensive introduction to computer science. Each chapter covers one area of computer science and includes: examples of how the computer science works; sidebars that contain historical notes or ideas for you to explore; and biographies of women in computer science. The last chapter covers questions that you might have about becoming a computer scientist. We hope that after reading this book you will want to join us in studying this uniquely beautiful and practical subject.
Whether highlighting the sentimentality at the heart of the Lassie franchise, examining the emotional experiences created by horror filmmakers such as Wes Craven, or discussing the emerging aesthetics of video games, these essays get to the heart of what gives popular culture its emotional impact.
Since antiquity, philosophers and engineers have tried to take life’s measure by reproducing it. Aiming to reenact Creation, at least in part, these experimenters have hoped to understand the links between body and spirit, matter and mind, mechanism and consciousness. Genesis Redux examines moments from this centuries-long experimental tradition: efforts to simulate life in machinery, to synthesize life out of material parts, and to understand living beings by comparison with inanimate mechanisms. Jessica Riskin collects seventeen essays from distinguished scholars in several fields. These studies offer an unexpected and far-reaching result: attempts to create artificial life have rarely b...
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real. Hello Avatar! Or, {llSay(0, "Hello, Avatar!"); is a tiny piece of user-friendly code that allows us to program our virtual selves. In Hello Avatar, B. Coleman examines a crucial aspect of our cultural shift from analog to digital: the continuum between online and off-, what she calls the “x-reality” that crosses between the virtual and the real. She looks at the emergence of a world that is neither virtual nor real but encompasses a multiplicity of network combinations. And she argues that it is the role of the avatar to help us express our new agency—our new power to ...
At the heart of this volume is the recognition that children’s engagement with play and story are intrinsically and intricately linked. The contributing authors share a passionate interest in the development and well-being of children, in particular through their use of imagination and adaptation of the everyday into play and stories. Following these principles, the volume explores the connections between play, story, and pretense with regard to many cultural and contextual factors that influence the way these elements vary in children’s lives. In a departure from earlier collections on play and story, the authors take a particular focus on normative as compared with atypical development...
"White shows that despite the onscreen promise of empowerment and coherence (through depictions of materiality that structure the experience), fragmentation and confusion are constant aspects of Internet spectatorship.--BOOK JACKET.
The origin of the Intelligent Virtual Agents conference dates from a successful workshop on Intelligent Virtual Environments held in Brighton at the 13th European Conference on Artificial Intelligence (ECAI'98). This workshop was followed by a second one held in Salford in Manchester in 1999. Subsequent events took place in Madrid, Spain in 2001 and Irsee, Germany in 2003 and attracted participants from both sides of the Atlantic as well as Asia. th This volume contains the proceedings of the 5 International Working Conference on Intelligent Virtual Agents, IVA 2005, held on Kos Island, Greece, September 12–14, 2005, which highlighted once again the importance and vigor of the research fie...