Search

Search content of the knowledge base.

The search found 5055 results in 0.089 seconds.

Search results

  1. 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

  2. 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

  3. 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

  4. AI narratives: a history of imaginative thinking about intelligent machines

    This book is the first to examine the history of imaginative thinking about intelligent machines, featuring contributions from leading humanities and social science scholars who detail the narratives about artificial intelligence (AI) that in turn offer a crucial epistemic site for exploring contemporary debates about these powerful technologies

    Martijn Holtkamp - 15.03.2024 - 14:19

  5. At Home on the Screen: Kinetics and Codeworks

    A short close reading of Duc Thuan's poem Days of JavaMoon

    Jill Walker Rettberg - 23.04.2024 - 09:17

Pages