entertainment

By Natalia Fedorova, 28 August, 2013
Publication Type
Language
Year
Publisher
Series
ISBN
9783839417386
Pages
678
Record Status
Librarian status
Approved by librarian
Description in original language
Abstract (in original language)

Graphomanische Laienkultur und Renaissance klassischer Regelpoetik, obszöne Gegenkultur und politisches Guerilla-Marketing – das widersprüchliche Kolorit der russischen Literatur im Internet verdankt sich dem historischen Kontext der Digitalisierung Russlands. In paradoxalen Wellenbewegungen konstituiert sich das russische Internet als autonomer Raum und marginales Experimentierfeld, als strategische Ressource im Kampf um die mediale Elite und die unterhaltungslustigen Massen. Henrike Schmidt eröffnet Einblicke in einen faszinierenden Kulturraum und diskutiert am russischen Spezialfall allgemeine Probleme der digitalen und vernetzten Literatur (Autorschaft, Fiktionalität, Medienwechsel).

By Scott Rettberg, 13 December, 2012
Publication Type
Language
Year
Pages
x, 273
Record Status
Abstract (in English)

Artificial intelligence methods open up new possibilities in art and entertainment,enabling rich and deeply interactive experiences. At the same time as AI opens up newfields of artistic expression, AI-based art itself becomes a fundamental research agenda,posing and answering novel research questions that would not be raised unless doing AIresearch in the context of art and entertainment. I call this agenda, in which AI researchand art mutually inform each other, Expressive AI. Expressive AI takes seriously theproblem of building intelligences that robustly function outside of the lab, engaginghuman participants in intellectually and aesthetically satisfying interactions, which,hopefully, teach us something about ourselves.This thesis describes a specific AI-based art piece, an interactive drama calledFaçade, and describes the practice of Expressive AI, using Façade, as well as additionalAI-based artwork described in the appendices, as case studies.An interactive drama is a dramatically interesting virtual world inhabited bycomputer-controlled characters, within which the player experiences a story from a firstperson perspective. Over the past decade, there has been a fair amount of research intobelievable agents, that is, autonomous characters exhibiting rich personalities, emotions,and social interactions. There has been comparatively little work, however, exploringhow the local, reactive behavior of believable agents can be integrated with the moreglobal, deliberative nature of a story plot, so as to build interactive, dramatic worlds. Thisthesis presents Façade, the first published interactive drama system that integratescharacter (believable agents), story (drama management) and shallow natural languageprocessing into a complete system. Façade will be publicly released as a free downloadin 2003.In the Façade architecture, the unit of plot/character integration is the dramatic beat.In the theory of dramatic writing, beats are the smallest unit of dramatic action, consistingof a short dialog exchange or small amount of physical action. As architectural entities,beats organize both the procedural knowledge to accomplish the beat’s dramatic action,and the declarative knowledge to sequence the beat in an evolving plot. Instead ofconceiving of the characters as strongly autonomous entities that coordinate toaccomplish dramatic action through purely local decision-making, characters are insteadweakly autonomous – the character’s behavioral repertoire dynamically changes as beatsare sequenced. The Façade architecture includes ABL (A Behavior Language), a newreactive planning language for authoring characters that provides language support forjoint action, and a drama manager consisting of both a language for authoring thedeclarative knowledge associated with beats and a runtime system that dynamicallysequences beats.Façade is a collaboration with independent artist and researcher Andrew Stern.Expressive AI is not the “mere” application of off-the-shelf AI techniques to art andentertainment applications. Rather, Expressive AI is a critical technical practice, a way ofdoing AI research that reflects on the foundations of AI and changes the way AI is done.AI has always been in the business of knowing-by-making, exploring what it means to behuman by building systems. Expressive AI just makes this explicit, combining thethought experiments of the AI researcher with the conceptual and aesthetic experimentsof the artist. As demonstrated through Façade and the other systems/artworks describedin the appendices, combining art and AI, both ways of knowing-by-making, opens upnew research questions, provides a novel perspective on old questions, and enables newmodes of artistic expression. The firm boundary normally separating “art” and “science”is blurred, becoming two components of a single, integrated practice.

(Source: Author's abstract)

By Luciana Gattass, 7 November, 2012
Publication Type
Language
Publisher
Pages
264-273
License
All Rights reserved
Record Status
Abstract (in English)

The entertainment industry has been revolutionized by digital media. Our interest in these changes lies in the current entertainment products, which seem to require not only mental activities but also bodily and cognitive actions that are inseparable from the content skills whereby we judge traditional mass culture. Since these skills require training in many areas, we have decided to call them cognitive competencies. This paper examines the cognitive competencies that are required and stimulated in the user’s interaction with modern entertainment products. A preliminary investigation prompts us to propose that these cognitive competencies are sensory, logical, creative, social, and cybertextual.

Description in original language
Abstract (in original language)

As mídias digitais têm revolucionado a indústria de entretenimento. O interesse nessas
mudanças recai sobre os produtos de entretenimento atuais que parecem demandar não apenas
atividades mentais, mas também a ação do corpo e de formas cognitivas, irredutíveis às habilidades
conteudísticas pelas quais julgamos a cultura de massa tradicional. Por se tratar de habilidades
que requerem capacitação em diversas áreas, decidimos denominá-las competências cognitivas. O objetivo do presente texto é investigar quais competências cognitivas estariam sendo requeridas e estimuladas nas práticas comunicativas do usuário dos produtos de entretenimento contemporâneos. Uma investigação preliminar nos encoraja a encaminhar a hipótese de que seriam as seguintes: sensoriais, lógicas, criativas, sociais e cibertextuais.

Pull Quotes

Os produtos de entretenimento atuais parecem demandar não apenas atividades mentais, mas também a ação do corpo e de formas cognitivas (como as inteligências social e emocional), irredutíveis às habilidades representacionais e conteudísticas pelas quais costumamos julgar a cultura de massa. Por se tratar de competências que requerem capacitação em diversas áreas decidimos denominá-las por competências cognitivas.