Object structure

Title:

Człowiek i algorytm. Ku automatyzacji rozgrywki w grach crowdsourcingowych

Subtitle:

Teksty Drugie Nr 3 (2017)

Creator:

Fizek, Sonia

Publisher:

IBL PAN

Place of publishing:

Warszawa

Date issued/created:

2017

Description:

21 cm ; Pol. text, eng. summary

Subject and Keywords:

automation ; automation of play ; algorithmic players ; artificial intelligence

References:

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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.
click here to follow the link
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.
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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
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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.
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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.
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Relation:

Teksty Drugie

Issue:

3

Start page:

15

End page:

31

Resource Type:

Article : original article

Format:

application/pdf

Resource Identifier:

0867-0633 ; 10.18318/td.2017.3.2

Source:

IBL PAN, call no. P.I.2524 ; click here to follow the link

Language:

pol

Language of abstract:

eng

Rights:

Rights Reserved - Free Access

Terms of use:

Copyright-protected material. May be used within the limits of statutory user freedoms

Digitizing institution:

Institute of Literary Research of the Polish Academy of Sciences

Original in:

Library of the Institute of Literary Research PAS

Projects co-financed by: