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  1. Chatterbots

    A short history of chatterbots (or chatbots), which includes information about artificial intelligence, the chatbot ELIZA and the relative PARRY,

    Daniela Ørvik - 29.04.2015 - 14:35

  2. Code

    Mark C. Marino explores some of the ways code is used in art practices and how code has been read and interpreted as a complex sign system that means far more than merely what it does. Includes "What Is Code?", "How Is Code Used In Art", and "How Code Is Read".

    Daniela Ørvik - 29.04.2015 - 14:48

  3. Ethics in Digital Media

    An overview of digital media ethics (DME), confronting the challenges evoked by digital media. Including privacy issues, research ethics, copyright concerns, violent content in computer-based games, global citizenship, pornography, journalism ethics, and robot ethics.

    Daniela Ørvik - 29.04.2015 - 15:26

  4. Cyberpunk

    An overview of the genre and the history of cyberpunk.

    Daniela Ørvik - 29.04.2015 - 15:41

  5. Glitch Aesthetics

    An overview and explanation of glitch aesthetics.

    Daniela Ørvik - 29.04.2015 - 15:55

  6. Artificial Life

    The term artificial life arose in the late 1980s as a descriptor of a range of (mostly) computer-based research practices that sought alternatives to conventional artificial intelligence (henceforth AI) methods as a source of (quasi-)intelligent behavior in technological systems and artifacts (see artificial intelligence). These practices included reactive and bottom-up robotics; computational systems that simulated evolutionary and genetic processes as well as animal behavior; and a range of other research programs informed by biology and complexity theory. A general goal was to capture, harness, or simulate the generative and “emergent” qualities of “nature”— of evolution, coevolution, and adaptation.

    Sumeya Hassan - 06.05.2015 - 15:22

  7. Augmented Reality

    Augmented reality y (AR) is the term for a constellation of digital technologies that enable users to display and interact with digital information integrated into their immediate physical environment. AR is the technological counterpart of virtual reality (VR), which until recently was much better known, though not necessarily widely used (see virtual realit y). In the late 1960s and early 1970s, the digital graphics pioneer Ivan Sutherland developed the first head-worn computer displays permitting the user to see computer graphics overlaid on their visual field. fi Although Sutherland’s displays constituted the beginning of both AR and VR, interest in VR eclipsed that of AR in the following decades, as display and tracking technologies were being developed. Work on AR was revived in the 1990s by Steve Feiner, together with his graduate students Blair MacIntyre and Doree Seligmann at Columbia University, as well as at other universities and research centers. (The term augmented reality y itself was possibly coined in 1990 by a researcher at the Boeing Company.) AR and VR are often classed as examples of mixed reality (MR) on a spectrum described by Paul Milgram in 1994.

    Sumeya Hassan - 06.05.2015 - 15:34

  8. Gender Representation

    Gender Representation

    Daniela Ørvik - 06.05.2015 - 15:43

  9. Gender and Media Use

    Gender and Media Use

    Daniela Ørvik - 06.05.2015 - 15:52

  10. Avatars

    Avatar r is derived from the Sanskrit avat ā ra , “descent,” and can roughly Hindu deity’s voluntary and temporary incarnation as an animal or In 1980s science fiction literature, a user’s engagement with cyberspace described along the same lines: as a descent into another realm (see cyberspace). Unlike Hindu deities, science fiction’s cyberspace users had to split themselves in two. The real body would be left behind in the real world, and the user’s consciousness would move through cyberspace. This is, for example, how the protagonist of William Gibson’s hugely influential fl novel Neuromancer r (1984) navigates cyberspace. Neal Stephenson’s novel Snow Crash h (1992) is often credited with popularizing the idea that the user’s consciousness does not float fl freely through cyberspace but is fi xed in a virtual body, an avatar r .

    Sumeya Hassan - 06.05.2015 - 16:00

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