Call Boomerang Books 1300 36 33 32

Description - Expressive Processing by Noah Wardrip-Fruin

What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough -- or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential.

Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.

Buy Expressive Processing by Noah Wardrip-Fruin from Australia's Online Independent Bookstore, Boomerang Books.

Book Details

ISBN: 9780262013437
ISBN-10: 0262013436
Format: Hardback
(229mm x 178mm x 25mm)
Pages: 504
Imprint: MIT Press
Publisher: MIT Press Ltd
Publish Date: 31-Jul-2009
Country of Publication: United States

Other Editions - Expressive Processing by Noah Wardrip-Fruin

Book Reviews - Expressive Processing by Noah Wardrip-Fruin

» Have you read this book? We'd like to know what you think about it - write a review about Expressive Processing book by Noah Wardrip-Fruin and you'll earn 50c in Boomerang Bucks loyalty dollars (you must be a Boomerang Books Account Holder - it's free to sign up and there are great benefits!)


Author Biography - Noah Wardrip-Fruin

Noah Wardrip-Fruin is Associate Professor in the Department of Computer Science at the University of California, Santa Cruz. He is the coeditor of four collections published by the MIT Press: with Nick Montfort, The New Media Reader (2003); with Pat Harrigan, First Person: New Media as Story, Performance, and Game (2004), Second Person: Role-Playing and Story in Games and Playable Media (2007), and Third Person: Authoring and Exploring Vast Narratives (2009).