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Showing 1,951 through 1,975 of 53,404 results

Video Games and Well-being: Press Start (Palgrave Studies in Cyberpsychology)

by Rachel Kowert

This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.

Video Games and Social Competence (Routledge Advances in Game Studies)

by Rachel Kowert

Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.

Video Games: Battute, Storielle, Memes e Altro Ancora

by Leet Emperor

Alcune divertenti battute per gli amanti dei video games! Il breve testo propone alcune simpatiche battute sul tema video giochi...per farsi due risate!

Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques

by Evan Skolnick

UNLOCK YOUR GAME'S NARRATIVE POTENTIAL!With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team&’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today&’s savvy gamers back time and time again.

Video Game Policy: Production, Distribution, and Consumption (Routledge Advances in Game Studies)

by Steven Conway and Jennifer deWinter

This book analyzes the effect of policy on the digital game complex: government, industry, corporations, distributors, players, and the like. Contributors argue that digital games are not created nor consumed outside of the complex power relationships that dictate the full production and distribution cycles, and that we need to consider those relationships in order to effectively "read" and analyze digital games. Through examining a selection of policies, e.g. the Australian government’s refusal (until recently) to allow an R18 rating for digital games, Blizzard’s policy in regards to intellectual property, Electronic Arts’ corporate policy for downloadable content (DLC), they show how policy, that is to say the rules governing the production, distribution and consumption of digital games, has a tangible effect upon our understanding of the digital game medium.

Video Game Narrative and Criticism: Playing the Story

by Tamer Thabet

The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

Video Game Marketing: A student textbook

by Peter Zackariasson Mikolaj Dymek

The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

Video Game Law: Everything you need to know about Legal and Business Issues in the Game Industry

by S. Gregory Boyd Brian Pyne Sean F. Kane

Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne, and Sean F. Kane, the most prominent, sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know in order to better protect their game and grow their company. KEY FEATURES:• Provides a solid understanding of intellectual property (IP) concepts and laws, includingcopyright, trademark, trade secret, and other protections that apply to video games andhow each can be employed to protect a company’s unique and valuable IP• Explores cutting edge legal issues that affect the gaming industry, including gambling,virtual currency, privacy laws, the Digital Millennium Copyright Act, tax incentives, andrelevant piracy laws• Provides an overview of legal and privacy vocabulary and concepts needed to navigateand succeed in an industry that is constantly growing and evolving• Provides illustrative examples and legal concepts from the video game industry in everychapter

The Video Game Industry: Formation, Present State, and Future (Routledge Studies in Innovation, Organizations and Technology)

by Edited by Peter Zackariasson Timothy L. Wilson

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Video Game Designer (Cool Cutting Edge Careers)

by Chris Jozefowicz

Video games are one of today's most popular forms of entertainment. Every day, video game developers draw more and more people into their virtual worlds. If you've got a creative mind and a knack for computers, video game developer might be the job for you. Hear from the pros themselves about what it takes to succeed in this exciting, high-tech career.

Video Game Design: Instructor's Manual

by D. Michael Ploor

NIMAC-sourced textbook

Video Game Art Reader: Volume 4

by Tiffany Funk

In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games. Contributions by Uche Anomnachi, Andrew Bailey, Chaz Evans, Tiffany Funk, D’An Knowles Ball, Alexandre Paquet, Chris Reeves, and Regina Siewald.

Video Game Art Reader: Volume 5: The Game Art Curators Kit

by Tiffany Funk

Many ambitious and experimental game forms don't fit into the digital download or retail distribution channels that support so-called “traditional” video games. Instead, these games are supported by a new global movement in video game curation. This special edition of the Video Game Art Reader features an international collaboration of video game professionals working together to create a resource for game exhibition organization, design, and curation. Professionals, artists, and others who organize and curate video game exhibitions and events act within a rhizomatic network of methods, missions, and goals. They establish organizations like galleries, collectives, and non-profits. Methods of sharing video games as critical cultural phenomena continue to evolve and expand. Conceived during the first meeting of GAIA (Game Arts International Assembly), the Game Art Curators Kit documents and shares the collective experience of an international network of video game curators and organizers. Sharing practical tips on everything from accessibility to preservation, the book also serves as a guide to support a new global movement in video game curation.

Video Editing Made Easy with DaVinci Resolve 18: Create quick video content for your business, the web, or social media

by Lance Phillips Stefania Marangoni

Boost your audience on social media by leveraging DaVinci Resolve 18 and share impressive micro-content with the guidance of a certified Blackmagic Design training partnerPurchase of the print or Kindle book includes a free PDF eBookKey FeaturesEnhance your content with creative editing, VFX composition, color grading, and sound editing techniquesLearn techniques to generate quick video content to engage and increase your audienceDiscover the latest features and hacks of DaVinci Resolve 18 to realize your creative ideasBook DescriptionMicro content dominates social media marketing, but subpar editing and low-quality videos can shrink your audience. Elevate your social media game with DaVinci Resolve - the world's most trusted name in color grading that has been used to grade Hollywood films, TV shows, and commercials. Version 18 enables you to edit, compose VFX, mix sound, and deliver videos for different platforms, including social media and the web.You'll learn the basics of using DaVinci Resolve 18 to create video content, by first gaining an overview of creating a complete short video for social media distribution directly from within the “Cut” page. You'll discover advanced editing, VFX composition, color grading, and sound editing techniques to enhance your content and fix common video content issues that occur while using consumer cameras or mobile phones.By the end of this book, you'll be well-equipped to use DaVinci Resolve to edit, fix, finish, and publish short-form video content directly to social media sites such as YouTube, Twitter, and Vimeo.What you will learnExplore how to edit, add effects, and post to social media using the new Cut pageDeliver video projects swiftly to a variety of social media formats using the Cut pageFix problems with videos, such as stabilizing footage and syncing audioEnhance the quality of your videos through color correction and other visual effects techniquesDiscover how to use the Neural Engine AI in the Studio Version of DaVinci Resolve to speed up your workAdd subtitles and dubbed audio to help your videos reach a wider audienceWho this book is forThis book is for beginner content makers looking for quick techniques to improve their skills and work. It's also useful for experienced content makers who want to begin using DaVinci Resolve for its advanced features. The book acts as a practical training manual for social media marketers, influencers, short film makers, small business owners creating their own content, vloggers, and film/media studies students at schools, colleges, or universities.

Video coding standards

by K. R. Rao Do Nyeon Kim Jae Jeong Hwang

The requirements for multimedia (especially video and audio) communications increase rapidly in the last two decades in broad areas such as television, entertainment, interactive services, telecommunications, conference, medicine, security, business, traffic, defense and banking. Video and audio coding standards play most important roles in multimedia communications. In order to meet these requirements, series of video and audio coding standards have been developed such as MPEG-2, MPEG-4, MPEG-21 for audio and video by ISO/IEC, H. 26x for video and G. 72x for audio by ITU-T, Video Coder 1 (VC-1) for video by the Society of Motion Picture and Television Engineers (SMPTE) and RealVideo (RV) 9 for video by Real Networks. AVS China is the abbreviation for Audio Video Coding Standard of China. This new standard includes four main technical areas, which are systems, video, audio and digital copyright management (DRM), and some supporting documents such as consistency verification. The second part of the standard known as AVS1-P2 (Video - Jizhun) was approved as the national standard of China in 2006, and several final drafts of the standard have been completed, including AVS1-P1 (System - Broadcast), AVS1-P2 (Video - Zengqiang), AVS1-P3 (Audio - Double track), AVS1-P3 (Audio - 5. 1), AVS1-P7 (Mobile Video), AVS-S-P2 (Video) and AVS-S-P3 (Audio). AVS China provides a technical solution for many applications such as digital broadcasting (SDTV and HDTV), high-density storage media, Internet streaming media, and will be used in the domestic IPTV, satellite and possibly the cable TV market. Comparing with other coding standards such as H. 264 AVC, the advantages of AVS video standard include similar performance, lower complexity, lower implementation cost and licensing fees. This standard has attracted great deal of attention from industries related to television, multimedia communications and even chip manufacturing from around the world. Also many well known companies have joined the AVS Group to be Full Members or Observing Members. The 163 members of AVS Group include Texas Instruments (TI) Co. , Agilent Technologies Co. Ltd. , Envivio Inc. , NDS, Philips Research East Asia, Aisino Corporation, LG, Alcatel Shanghai Bell Co. Ltd. , Nokia (China) Investment (NCIC) Co. Ltd. , Sony (China) Ltd. , and Toshiba (China) Co. Ltd. as well as some high level universities in China. Thus there is a pressing need from the instructors, students, and engineers for a book dealing with the topic of AVS China and its performance comparisons with similar standards such as H. 264, VC-1 and RV-9.

Video Bioinformatics

by Bir Bhanu Prue Talbot

The advances of live cell video imaging and high-throughput technologies for functional and chemical genomics provide unprecedented opportunities to understand how biological processes work in subcellular and multicellular systems. The interdisciplinary research field of Video Bioinformatics is defined by Bir Bhanu as the automated processing, analysis, understanding, data mining, visualization, query-based retrieval/storage of biological spatiotemporal events/data and knowledge extracted from dynamic images and microscopic videos. Video bioinformatics attempts to provide a deeper understanding of continuous and dynamic life processes. Genome sequences alone lack spatial and temporal information, and video imaging of specific molecules and their spatiotemporal interactions, using a range of imaging methods, are essential to understand how genomes create cells, how cells constitute organisms, and how errant cells cause disease. The book examines interdisciplinary research issues and challenges with examples that deal with organismal dynamics, intercellular and tissue dynamics, intracellular dynamics, protein movement, cell signaling and software and databases for video bioinformatics. Topics and Features * Covers a set of biological problems, their significance, live-imaging experiments, theory and computational methods, quantifiable experimental results and discussion of results. * Provides automated methods for analyzing mild traumatic brain injury over time, identifying injury dynamics after neonatal hypoxia-ischemia and visualizing cortical tissue changes during seizure activity as examples of organismal dynamics * Describes techniques for quantifying the dynamics of human embryonic stem cells with examples of cell detection/segmentation, spreading and other dynamic behaviors which are important for characterizing stem cell health * Examines and quantifies dynamic processes in plant and fungal systems such as cell trafficking, growth of pollen tubes in model systems such as Neurospora Crassa and Arabidopsis * Discusses the dynamics of intracellular molecules for DNA repair and the regulation of cofilin transport using video analysis * Discusses software, system and database aspects of video bioinformatics by providing examples of 5D cell tracking by FARSIGHT open source toolkit, a survey on available databases and software, biological processes for non-verbal communications and identification and retrieval of moth images This unique text will be of great interest to researchers and graduate students of Electrical Engineering, Computer Science, Bioengineering, Cell Biology, Toxicology, Genetics, Genomics, Bioinformatics, Computer Vision and Pattern Recognition, Medical Image Analysis, and Cell Molecular and Developmental Biology. The large number of example applications will also appeal to application scientists and engineers. Dr. Bir Bhanu is Distinguished Professor of Electrical & C omputer Engineering, Interim Chair of the Department of Bioengineering, Cooperative Professor of Computer Science & Engineering, and Mechanical Engineering and the Director of the Center for Research in Intelligent Systems, at the University of California, Riverside, California, USA. Dr. Prue Talbot is Professor of Cell Biology & Neuroscience and Director of the Stem Cell Center and Core at the University of California Riverside, California, USA.

Video Based Machine Learning for Traffic Intersections

by Tania Banerjee Xiaohui Huang Aotian Wu Ke Chen Anand Rangarajan Sanjay Ranka

Video Based Machine Learning for Traffic Intersections describes the development of computer vision and machine learning-based applications for Intelligent Transportation Systems (ITS) and the challenges encountered during their deployment. This book presents several novel approaches, including a two-stream convolutional network architecture for vehicle detection, tracking, and near-miss detection; an unsupervised approach to detect near-misses in fisheye intersection videos using a deep learning model combined with a camera calibration and spline-based mapping method; and algorithms that utilize video analysis and signal timing data to accurately detect and categorize events based on the phase and type of conflict in pedestrian-vehicle and vehicle-vehicle interactions. The book makes use of a real-time trajectory prediction approach, combined with aligned Google Maps information, to estimate vehicle travel time across multiple intersections. Novel visualization software, designed by the authors to serve traffic practitioners, is used to analyze the efficiency and safety of intersections. The software offers two modes: a streaming mode and a historical mode, both of which are useful to traffic engineers who need to quickly analyze trajectories to better understand traffic behavior at an intersection. Overall, this book presents a comprehensive overview of the application of computer vision and machine learning to solve transportation-related problems. Video Based Machine Learning for Traffic Intersections demonstrates how these techniques can be used to improve safety, efficiency, and traffic flow, as well as identify potential conflicts and issues before they occur. The range of novel approaches and techniques presented offers a glimpse of the exciting possibilities that lie ahead for ITS research and development. Key Features: Describes the development and challenges associated with Intelligent Transportation Systems (ITS) Provides novel visualization software designed to serve traffic practitioners in analyzing the efficiency and safety of an intersection Has the potential to proactively identify potential conflict situations and develop an early warning system for real-time vehicle-vehicle and pedestrian-vehicle conflicts

Video Art Historicized: Traditions and Negotiations (Studies in Art Historiography)

by Malin Hedlin Hayden

Video art emerged as an art form that from the 1960s and onwards challenged the concept of art - hence, art historical practices. From the perspective of artists, critics, and scholars engaged with this new medium, art was seen as too limiting a notion. Important issues were to re-think art as a means for critical investigations and a demand for visual reconsiderations. Likewise, art history was argued to be in crisis and in need of adapting its theories and methods in order to produce interpretations and thereby establish historical sense for moving images as fine art. Yet, as this book argues, video art history has evolved into a discourse clinging to traditional concepts, ideologies, and narrative structures - manifested in an increasing body of texts. Video Art Historicized provides a novel, insightful and also challenging re-interpretation of this field by examining the discourse and its own premises. It takes a firm conceptual approach to the material, examining the conceptual, theoretical, and methodological implications that are simultaneously contested by both artists and authors, yet intertwined in both the legitimizing and the historicizing processes of video as art. By engaging art history’s most debated concepts (canon, art, and history) this study provides an in-depth investigation of the mechanisms of the historiography of video art. Scrutinizing various narratives on video art, the book emphasizes the profound and widespread hesitations towards, but also the efforts to negotiate, traditional concepts and practices. By focusing on the politics of this discourse, theoretical issues of gender, nationality, and particular themes in video art, Malin Hedlin Hayden contests the presumptions that inform video art and its history.

Video Analytics for Audience Measurement

by Cosimo Distante Sebastiano Battiato Andrea Cavallaro

This book constitutes the refereed contest reports of the 1st International Workshop, VAAM 2014, held in Stockholm, Sweden, in August 2014. The 10 revised full papers presented were carefully reviewed and selected from 13 submissions. The aim of this workshop is to provide an overview of state of the art methods for audience measurements in retail and Digital Signage, end-users attraction, and stimulate the creation of appropriate benchmark dataset to be used as reference for the development of novel audience measurement algorithms. Papers are invited under the following topics: demographics and modeling consumer behaviour.

Video Analytics. Face and Facial Expression Recognition: Third International Workshop, FFER 2018, and Second International Workshop, DLPR 2018, Beijing, China, August 20, 2018, Revised Selected Papers (Lecture Notes in Computer Science #11264)

by Xiang Bai Yi Fang Yangqing Jia Meina Kan Shiguang Shan Chunhua Shen Jingdong Wang Gui-Song Xia Shuicheng Yan Zhaoxiang Zhang Kamal Nasrollahi Gang Hua Thomas B. Moeslund Qiang Ji

This book constitutes the proceedings of the Third Workshop on Face and Facial Expression Recognition from Real World Videos, FFER 2018, and the Second International Workshop on Deep Learning for Pattern Recognition, DLPR 2018, held at the 24th International Conference on Pattern Recognition, ICPR 2018, in Beijing, China, in August 2018. The 7 papers presented in this volume were carefully reviewed and selected from 9 submissions. They deal with topics such as histopathological images, action recognition, scene text detection, speech recognition, object classification, presentation attack detection, and driver drowsiness detection.

Vida extra

by Gina Tost Oriol Boira

A algunos les gusta salvar princesas entre tortugas y otros prefieren hacer rompecabezas infinitos con piezas de colores. Unos agrupan caramelos en sus smartphones y otros crean mundos virtuales con cubos, pero lo cierto es que jugamos para sentir el placer de la gratificación, la evasión y la autosuperación. Queremos sentirnos partícipes de tanto o más de lo que podemos imaginar y tener que superar pequeños retos.Los videojuegos se han instalado en nuestra vida cotidiana..Desde las apps de nuestros teléfonos hasta las consolas, han traspasado la frontera del simple entretenimiento para formar parte de nuestra cultura y de nuestras relaciones interpersonales.Este libro analiza los conceptos que hay detrás de los videojuegos en los que muchísima gente invierte tanto tiempo y esfuerzo y que han sabido encontrar el equilibrio entre la diversión y el desarrollo de habilidades o la transmisión de conocimientos.La periodista especializada en tecnología Gina Tost y el creador de videojuegos Oriol Boira han decidido unir sus años de experiencia para hablarnos de los videojuegos de una manera más próxima e interesante mostrándonos sus beneficios y dando la oportunidad de pensar y crear propuestas que respondan a los intereses de aquellos que quieren ir más allá.

Vida 3.0

by Max Tegmark

¿Cómo afectará la inteligencia artificial al crimen, a la guerra, a la justicia, al trabajo, a la sociedad y al sentido de nuestras vidas? Bienvenidos a la conversación más importante de nuestro tiempo. ¿Cómo afectará la inteligencia artificial al crimen, a la guerra, a la justicia, al trabajo, a la sociedad y al sentido de nuestras vidas? ¿Es posible que las máquinas nos dejen fuera de juego, remplazando a los humanos en el mercado laboral e incluso en otros ámbitos? ¿La inteligencia artificial proveerá mejoras sin precedente a nuestras vidas o nos dará más poder del que podemos manejar? Muchas de las cuestiones más fundamentales de la actualidad están íntimamente relacionadas con el aumento de la inteligencia artificial. Max Tegmark no se asusta ante la gama completa de puntos de vista o ante los temas más controvertidos, desde la superinteligencia hasta el significado, la conciencia y los límites físicos últimos de la vida en el cosmos. En Vida 3.0, clarifica los conceptos clave necesarios para hablar de inteligencia artificial al tiempo que ayuda a entender la importancia de las cuestiones clave, aquellas que la humanidad tendrá que abordar en las próximas décadas. Reseñas:«Todos nosotros, no solo científicos, industriales y generales, deberíamos preguntarnos qué puede hacerse ahora para aumentar las posibilidades de cosechar los beneficios de la IA futura y evitar sus riesgos. Esta es la conversación más importante de nuestro tiempo, y con este estimulante libro Tegmark te ayudará a participar en ella.»Stephen Hawking «Enriquecedor y visionario. Todo el mundo debería leerlo.»The Times «Tegmark explica con brillantez numerosos conceptos del terreno de la informática al de la cosmología, escribe con modestia y sutileza intelectual, le ofrece al lector el importante servicio de definir sus términos con claridad, y con razón rinde homenaje a las mentes creativas de los escritores de ciencia ficción que, por supuesto, abordaron este tipo de preguntas hace más de medio siglo.»Steven Poole, The Telegraph «Original, accesible y provocador. Tegmark ilumina las numerosas facetas de la inteligencia artificial. Disfruten del viaje y saldrán del otro extremo con una mejor apreciación de adónde podría llevarnos la tecnología en los próximos años.»Science «Una guía convincente por los retos y dilemas en nuestra búsqueda de un gran futuro de la vida, la inteligencia y la consciencia, en la Tierra y más allá de esta.»Elon Musk Estimulante. La discusión inteligente y desenfrenada de Tegmark conduce a fascinantes especulaciones sobre civilizaciones basadas en la inteligencia artificial que abarcan galaxias y eones. Absorbente.»Publishers Weekly

Vida 3.0

by Max Tegmark

¿Cómo afectará la inteligencia artificial al crimen, a la guerra, a la justicia, al trabajo, a la sociedad y al sentido de nuestras vidas? Bienvenidos a la conversación más importante de nuestro tiempo. ¿Cómo afectará la inteligencia artificial al crimen, a la guerra, a la justicia, al trabajo, a la sociedad y al sentido de nuestras vidas? ¿Es posible que las máquinas nos dejen fuera de juego, remplazando a los humanos en el mercado laboral e incluso en otros ámbitos? ¿La inteligencia artificial proveerá mejoras sin precedente a nuestras vidas o nos dará más poder del que podemos manejar? Muchas de las cuestiones más fundamentales de la actualidad están íntimamente relacionadas con el aumento de la inteligencia artificial. Max Tegmark no se asusta ante la gama completa de puntos de vista o ante los temas más controvertidos, desde la superinteligencia hasta el significado, la conciencia y los límites físicos últimos de la vida en el cosmos. En Vida 3.0, clarifica los conceptos clave necesarios para hablar de inteligencia artificial al tiempo que ayuda a entender la importancia de las cuestiones clave, aquellas que la humanidad tendrá que abordar en las próximas décadas. Reseñas:«Todos nosotros, no solo científicos, industriales y generales, deberíamos preguntarnos qué puede hacerse ahora para aumentar las posibilidades de cosechar los beneficios de la IA futura y evitar sus riesgos. Esta es la conversación más importante de nuestro tiempo, y con este estimulante libro Tegmark te ayudará a participar en ella.»Stephen Hawking «Enriquecedor y visionario. Todo el mundo debería leerlo.»The Times «Tegmark explica con brillantez numerosos conceptos del terreno de la informática al de la cosmología, escribe con modestia y sutileza intelectual, le ofrece al lector el importante servicio de definir sus términos con claridad, y con razón rinde homenaje a las mentes creativas de los escritores de ciencia ficción que, por supuesto, abordaron este tipo de preguntas hace más de medio siglo.»Steven Poole, The Telegraph «Original, accesible y provocador. Tegmark ilumina las numerosas facetas de la inteligencia artificial. Disfruten del viaje y saldrán del otro extremo con una mejor apreciación de adónde podría llevarnos la tecnología en los próximos años.»Science «Una guía convincente por los retos y dilemas en nuestra búsqueda de un gran futuro de la vida, la inteligencia y la consciencia, en la Tierra y más allá de esta.»Elon Musk Estimulante. La discusión inteligente y desenfrenada de Tegmark conduce a fascinantes especulaciones sobre civilizaciones basadas en la inteligencia artificial que abarcan galaxias y eones. Absorbente.»Publishers Weekly

Victorian Telegraphy Before Nationalization

by Simone Fari

This study offers an analysis of the technological and entrepreneurial features of the Victorian telegraph service, together with the companies which ran it until nationalization in 1869. It shows a historical reconstruction mainly based on original and unedited documents belonging to a variety of archives.

Vicnix y el escondite extremo (Invictor y Acenix #Volumen 3)

by Invictor Acenix

LA AVENTURA MÁS ÉPICA DE INVICTOR Y ACENIX.¡ÚNETE A VICNIX Y PREPÁRATE PARA LA DIVERSIÓN! Invictor y Acenix han recibido una invitación para participar en Los Juegos de Metalcrox. Pero, como todo en su vida, no podía tratarse de una competición normal: ¡son los juegos más extremos de la historia! Tendrán que enfrentarse a zombis hambrientos, escapar de cazadores, esconderse de robots peligrosísimos... Pero el premio lo vale: ¡el ganador podrá cumplir el deseo que elija! Suena genial, si no fuera por un pequeño problema: solo puede ganar uno. ¿CONSEGUIRÁN SOBREVIVIR JUNTOS O EL JUEGO LOS DIVIDIRÁ PARA SIEMPRE? ¡PREPÁRATE PARA VIVIR LA AVENTURA MÁS ÉPICA CON VICNIX!

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