Spelling suggestions: "subject:"artificial intelligente"" "subject:"artificial intelligentes""
1 |
Agentes verossímeis: uma investigação sobre a construção dos personagens autônomos nos videogamesGomes, Renata Correia Lima Ferreira 03 November 2008 (has links)
Made available in DSpace on 2016-04-26T18:17:33Z (GMT). No. of bitstreams: 1
Renata Correia Lima Ferreira Gomes.pdf: 13310244 bytes, checksum: 461b70952a77f132a4d560c29c6c5e16 (MD5)
Previous issue date: 2008-11-03 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / From the conceptual of character-oriented games and of simulation games the
present research draws the idea of narrative games as an immersive simulation , to
be experienced by the interactor through his or her traversing the virtual space of the
game as an implicated character and through his or her interaction with the
autonomous characters of the game. We carry through the hypothesis that the key for
the implentation of a dramatic strutucture in the game albeit fundamentally different
from that of film or theater is in the design of autonomous characters. These we take
to be object inhabiting the space-time of the game, carrying a high degree of
autonomy, complexity and intentionality, who, through the possibility of empathy,
constitute in themselves a pathway towards a dramatic entity with or against whom
the interactor has to act. To demonstrate that, we describe narrative as a evolutionary
strategy towards a causal mindframe, which evolves side-be-side with the media that
materialize it, from oral narratives to 3D interactive digital pieces. A second step
toward demonstrating our hypothesis is to describe autonomous characters through
Artificial Intelligence applied to narrative: the believable characters . We take as a
reference the work of the research groups Oz and Synthetic Characters, and of
Brazilian game designer Marcos Cuzziol. Finally, a third step is to approach the
nature of the fiction character, through the work of Aristotle and Fernando Segolin,
and the concept of empathy, under the approach of Evan Thompson. Empathy here is
understood as pre-condition for the comprehension of the Other and of ourselves as
affective, emotional and intentional entities. To illustrate this final view, we analyze a
few aspects of the Creatures from the games Black & White I e II, in an attempt to
point out how some qualities proposed are instantiated / A partir do universo dos games de personagem e games de simulação , a pesquisa
em curso pretende descrever a narrativa nos games como uma simulação imersiva ,
a ser experimentada pelo interator através de seu percurso pelo espaço virtual do
game no papel de um personagem e de sua interação com personagens autônomos,
operados pelo software. Levamos adiante a hipótese de que a peça-chave para a
implementação de uma estrutura dramática no game ainda que fundamentalmente
diferente daquela conhecida no cinema e teatro - jaz no design dos personagens
autônomos. Estes entendemos como objetos do espaço-tempo virtual, dotados de alto
grau de autonomia, complexidade e intencionalidade, que, através da possibilidade de
empatia, constituiriam em si o caminho para a emergência de uma vontade dramática
com/contra a qual o interator teria que lidar. Para isto, descrevemos a narrativa como
uma estratégia evolutiva de pensamento comunicacional e causal, que se desenvolve
de acordo com os meios nos quais se materializa, da oralidade primária ao audiovisual
digital interativo 3D. Um segundo passo trata de descrever os personagens
autônomos, em sua faceta de Inteligência Artificial voltada para games e narrativas
interativas: os agentes verossímeis . Para isso, tomamos como referência o trabalho
dos grupo de pesquisa Oz e Sythetic Characters, assim como do game designer
brasileiro Marcos Cuzziol. Um terceiro passo consiste em abordar a natureza da
personagem de ficção a partir de Aristóteles, Fernando Segolin e do conceito de
empatia, sobretudo na visão de Evan Thompson, esta entendida como pré-condição
para a compreensão do outro e de nós mesmos como entidades afetivas, emocionais e
intencionais. Para finalizar, procedemos a uma análise de alguns aspectos das
Criaturas dos jogos Black & White I e II, na tentativa de descrever como se
instanciam algumas qualidades das propostas anteriores
|
2 |
Consumer perception of Deepfake Technology in Marketing : An abductive study on consumer attitude, trust and brand authenticity.Huang, Qirong, Maracic, Julian January 2024 (has links)
Background: In the topic of marketing, Artificial Intelligence has a tremendous influence on social media. Deepfake technology which is a product of Generative Artificial Intelligence (GAI) is the tool that simplifies the creation of hyper-realistic videos. In general, this technology has been used in identification thefts, pornographic, propaganda, and spreading misinformation. Thus, this study wonders about the possibility of using this technology in marketing. Therefore, this study focuses on Consumer perception connected to concepts such as Consumer attitude, Consumer trust, and Brand authenticity Purpose: The purpose of this study is to explore how customer attitude, consumer trust, and brand authenticity are influenced by deepfake videos to understand consumer perceptions towards deepfake videos. Methodology: This abductive master’s thesis employed a qualitative approach to collect empirical data. Drawing inspiration from semi-structured interviews, questions were formulated for use in five focus groups comprising a total of 24 participants. Thematic analysis was employed as the research methodology to code and categorize the transcriptions. The data obtained from the focus groups were transcribed and coded using Delvetool. Findings: Consumer perception on the use of deepfake technology in marketing, noting both opportunities and concerns. While deepfake offers potential for brand expansion and streamlined content creation, its illegal use poses societal risks. Participants expressed mixed feelings about deepfake technology, finding it both impressive and daunting. For marketing, deepfake simplifies content creation but must be used legally and aligned with brand identity. Transparency and credibility are crucial to shaping consumer attitudes and trust, which in turn affect brand authenticity. Misuse of deepfake content can harm brand image and credibility, leading to negative consumer perceptions and behaviors. Ultimately, whether perceived positively or negatively, deepfake use influences consumer behavior, either fostering brand loyalty or eroding trust and advocacy.
|
Page generated in 0.0698 seconds