Obiekt

Tytuł: Człowiek i algorytm. Ku automatyzacji rozgrywki w grach crowdsourcingowych

Twórca:

Fizek, Sonia

Data wydania/powstania:

2017

Typ zasobu:

Artykuł naukowy oryginalny

Inny tytuł:

Teksty Drugie Nr 3 (2017)

Wydawca:

IBL PAN

Miejsce wydania:

Warszawa

Opis:

21 cm ; Tekst pol., streszcz. ang.

Bibliografia:

1. Aytes, A. 2011. Cognitive Labour, Crowdsourcing, and Cultural History of the Mechanisation of the Mind. Leonardo Electronic Almanac. 17 (1). 2011. Available at: http://ojs.gold.ac.uk/index.php/lea/article/view/199/146. ; 2. BBC Newsnight. “AlphaGo and the future of Artificial Intelligence”. Available at: https://www.youtube.com/watch?v=53YLZBSS0cc. ; 3. Blizzard’s statement. “Recent actions against botting in WoW”. 13th May 2015. Available at: http://us.battle.net/forums/en/wow/topic/17347095985. ; 4. Chun, W. 2015. An interview at UO Today. Oregon Humanities Centre. Available at: https://www.youtube.com/watch?v=rZYF--aQmrY. ; 5. Deleuze, G., Guattari, F. 1980/1987. A Thousand Plateaus. Capitalism and Schizophrenia. Trans. by Brian Massumi. Minneapolis, London: The University of Minnesota Press. Available at: http://projectlamar.com/media/A-Thousand-Plateaus.pdf. ; 6. Dyer-Witheford, N. 2015. Cyber-Proletariat. Global Labour in the Digital Vortex. Chicago: University of Chicago Press. ; kliknij tutaj, żeby przejść ; 7. Fizek, S. 2016. All Work, no Play. Are games becoming the factories of the future? First Person Scholar. University of Waterloo. The Games Institute. Available at: http://www.firstpersonscholar.com/all-work-and-no-play. ; 8. Fizek, S., Dippel, A. 2017. Laborious Playgrounds: Citizen science games as new modes of work/play in the digital age. In The Playful Citizen: Knowledge, Creativity, Power. René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries, eds. Amsterdam: Amsterdam University Press. ; 9. Franke, A., Hankey, S., and Tuszynski, M. 2016. Nervous Systems: Quantified Self and the Social Question. Leipzig: Spector Books. ; 10. Frey, B. C., Osborne, A.M. 2013. The future of employment: how susceptible are jobs to computerisation? A.http://www.oxfordmartin.ox.ac.uk/downloads/academic/The_Future_of_Employment.pdf. ; 11. Gibbs, S. 2016. “Google AI project writes poetry which could make a Vogon proud.” 17th May 2016. Available at: https://www.theguardian.com/technology/2016/may/17/googles-ai-write-poetry-stark-dramatic-vogons. ; 12. Granroth-Wilding, M. 2015. “What if computers had ideas of their own? Knowledge, Computational Creativity and the What-if-Machine”. A conference presentation at KVIT, Linkoping, May 21st 2015. Available at: http://mark.granroth-wilding.co.uk/files/kvit2015.pdf. ; 13. Hansen, B.N.M. 2015. Symbolizing Time: Kittler and Twenty-First-Century Media. In S. Sale and L. Salisbury (eds.), Kittler Now. Current Perspectives in Kittler Studies. Cambridge, UK: Polity Press. ; 14. Haraway, D. 1991/2000. A Cyborg Manifesto. Science, technology, and socialist-feminism in the late twentieth century. In The Cybercultures Reader. David Bell and Barbara M. Kennedy, eds. London, New York: Routledge. 291-324. ; 15. Huizinga, J., 1938/1992. Homo Ludens: A study of the play-element in culture. Boston, MA: Beacon Press. ; 16. Koerner, I. B. 2012. “New Video Game Let’s Researchers Mess with RNA”. Wired, 5.07.2012. Available at: http://www.wired.com/2012/07/ff_rnagame. ; 17. Lee et al. and Eterna participants. 2013. RNA design rules from a massive open library. Proceedings of the National Academy of Sciences of the United States of America. Available at: http://www.pnas.org/content/111/6/2122.full. ; 18. Licklider, J.C.R. 1960. Man-Computer Symbiosis. IRE Transactions on Human Factors in Electronics, vol.HFE-1, pp. 4-11, March 1960. Available at: http://worrydream.com/refs/Licklider%20-%20Man-Computer%20Symbiosis.pdf ; 19. Llano, M.T, Cook, M., Guckelsberger, Ch. et al. 2014. Towards the Automatic Generation of Fictional Ideas for Games. Computational Creativity Research Group. Goldsmiths University of London. Available at: http://ccg.doc.gold.ac.uk/papers/llano_exag14.pdf ; 20. McAfee, A., Brynjolfsson, E. 2011. Race against the Machine. How the Digital Revolution is Accelerating Innovation, Driving Productivity, and Irreversibly Transforming Employment and the Economy. Lexington, MA: Digital Frontier Press. ; 21. McLuhan, M. 1964/1994. Understanding Media: The Extensions of Man. Cambridge, MA: The MIT Press. ; 22. Metz, Cade. “Why the final game between AlphaGo and Lee Sedon is such a big deal for humanity?” Wired, 14.03.2016. Available at: https://www.wired.com/2016/03/final-game-alphago-lee-sedol-big-deal-humanity. ; 23. Nake, F. 1971. There should be no computer art. Bulletin of the Computer Arts Society. Birkbeck, University of London, pp. 18-21. Available at: http://www.bbk.ac.uk/hosted/cache/archive/PAGE/PAGE18.pdf. ; 24. Nelson, M.J., Mateas, M. 2007. Towards Automated Game Design. A conference paper published in the Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence. Berlin, Heidelberg: Springer-Verlag. Available at: https://games.soe.ucsc.edu/sites/default/files/Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf ; 25. von Neumann, J. 1966. Theory of Self-Reproducing Automata. Ed. Arthur W. Burks. Urbana, London: University of Illinois Press. ; 26. de Paoli, S. 2013. Automatic Play and Player Deskilling in MMORPGs. Game Studies 13 (1). Available at: http://gamestudies.org/1301/articles/depaoli_automatic_play. ; 27. Roeder, O. 2016. There is no difference between computer art and human art. Aeon, 20.07.2016. Available at: https://aeon.co/ideas/there-is-no-such-thing-as-computer-art-it-s-all-just-art. ; 28. Schrier, K. 2016. Knowledge Games. How Playing Games Can Solve Problems, Create Insight, and Make Change. Baltimore: Johns Hopkins University Press. ; 29. Truitt, E. R. 2015. Medieval Robots. Mechanism, Magic, Nature and Art. Pittsburgh: University of Pennsylvania Press. ; kliknij tutaj, żeby przejść ; 30. Ulam, S. 1958. John von Neumann, 1903-1957. Bulletin of the American Mathematical Society 64 (3). Available at: http://www.ams.org/journals/bull/1958-64-03/S0002-9904-1958-10189-5/S0002-9904-1958-10189-5.pdf. ; kliknij tutaj, żeby przejść ; 31. de Valk, M. 2016. A Contemporary Delphic Oracle: The Church of Big Data. Furtherfield. Available at: http://furtherfield.org/features/contemporary-delphic-oracle-church-big-data.

Czasopismo/Seria/cykl:

Teksty Drugie

Zeszyt:

3

Strona pocz.:

15

Strona końc.:

31

Format:

application/pdf

Identyfikator zasobu:

oai:rcin.org.pl:66246 ; 0867-0633 ; 10.18318/td.2017.3.2

Źródło:

IBL PAN, sygn. P.I.2524 ; kliknij tutaj, żeby przejść

Język:

pol

Język streszczenia:

eng

Prawa:

Prawa zastrzeżone - dostęp nieograniczony

Zasady wykorzystania:

Zasób chroniony prawem autorskim. Korzystanie dozwolone w zakresie określonym przez przepisy o dozwolonym użytku.

Digitalizacja:

Instytut Badań Literackich Polskiej Akademii Nauk

Lokalizacja oryginału:

Biblioteka Instytutu Badań Literackich Polskiej Akademii Nauk

Dofinansowane ze środków:

Kolekcje, do których przypisany jest obiekt:

Data ostatniej modyfikacji:

2018-12-20

Data dodania obiektu:

2018-09-26

Liczba wyświetleń treści obiektu:

163

Wszystkie dostępne wersje tego obiektu:

https://ww.w.rcin.org.pl/publication/85800

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