Search

Search content of the knowledge base.

The search found 5052 results in 0.17 seconds.

Search results

  1. My Life as an Artificial Creative Intelligence

    My Life as an Artificial Creative Intelligence

    David Wright - 02.01.2024 - 06:24

  2. Computer as co-author: Creative Writing & artificial intelligence

    Autor*innen von elektronischer Literatur erforschen die experimentelle Seite des Schreibens und spielen mit meist radikalen Abweichungen zu herkömmlichen, linearen Printformen. Deshalb ist es nicht verwunderlich, dass mit dem Aufkommen der KI die Technologie immer stärker Einzug in die künstlerische Praxis von E-Lit-Autor*innen gefunden hat.

     

     

    David Wright - 02.01.2024 - 06:26

  3. Storytelling for virtual reality: methods and principles for crafting immersive narratives

    Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including  industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google.

    Martijn Holtkamp - 11.03.2024 - 09:24

  4. Virtual Reality

    Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.

    Martijn Holtkamp - 11.03.2024 - 09:35

  5. Virtual reality cinema: narrative tips and techniques

    "Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce Virtual Reality Cinema (also known as 360-video or cine-vr) in this comprehensive guide filled with insider tips and tested techniques for writing, directing, and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there's no screen to contain an image and no specific stage upon which to perform.

    Martijn Holtkamp - 11.03.2024 - 09:49

  6. Reality Media

    How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television.

    This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their place alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media.

    Martijn Holtkamp - 11.03.2024 - 09:57

  7. Dawn of the new everything: encounters with reality and virtual reality

    Named one of the best books of 2017 by The Economist, The Wall Street Journal, & Vox

    The father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology

    Bridging the gap between tech mania and the experience of being inside the human body, Dawn of the New Everything is a look at what it means to be human at a moment of unprecedented technological possibility.

    Through a fascinating look back over his life in technology, Jaron Lanier, an interdisciplinary scientist and father of the term “virtual reality,” exposes VR’s ability to illuminate and amplify our understanding of our species, and gives readers a new perspective on how the brain and body connect to the world. An inventive blend of autobiography, science writing, philosophy and advice, this book tells the wild story of his personal and professional life as a scientist, from his childhood in the UFO territory of New Mexico, to the loss of his mother, the founding of the first start-up, and finally becoming a world-renowned technological guru.

    Martijn Holtkamp - 11.03.2024 - 10:08

  8. Storytelling with virtual reality in 360-degrees: a new screen grammar

    With reference to three recently produced Australian case studies, this article explores approaches to the conceptualization and writing of short narratives for the emerging medium of cinematic 360-degree virtual reality. Storytelling for this format involves a user-focused engagement with time and place. Whereas the viewer of classical narrative media, such as film or television, is for the most part passive, the VR viewer is 'present' as an active agent who engages with the unfolding narrative as either witness or participant. These factors present a number of challenges and opportunities for the creator of narrative VR, when considering viewer immersion and/or interaction in the 360-degree environment. The article presents a review of literature that interrogates the specifics of writing for VR, with a specific focus on 360-degree, immersive projects. By interrogating the form of three recently produced works, the author highlights emerging approaches to narrative structure, audience acclimation and the directing of viewer attention.

    Martijn Holtkamp - 11.03.2024 - 10:20

  9. Artificial Intelligence and Games

    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

    Martijn Holtkamp - 15.03.2024 - 13:55

  10. AI for Games

    What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That's one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI)

    Martijn Holtkamp - 15.03.2024 - 14:06

Pages