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machines stems from the consumer, the product, or the interplay between the two. --
MACHINE OF DEATH tells thirty-four different stories about people who know how they will die. Prepare to have your tears jerked, your spine tingled, your funny bone tickled, your mind blown, your pulse quickened, or your heart warmed. Or better yet, simply prepare to be surprised. Because even when people do have perfect knowledge of the future, there's no telling exactly how things will turn out.
Published annually since 1992, the 2005 edition of this bestselling guide continues to gain fame as the best available source for information on U.S. casinos. The new 2005 edition lists more than 650 casinos in 35 states and comes complete with maps of all states showing where the casinos are located, plus detailed maps of Las Vegas, Atlantic City, Reno and the Mississippi gambling resort towns of Biloxi and Tunica.
The world of Twitterbots, from botdom's greatest hits to bot construction to the place of the bot in the social media universe. Twitter offers a unique medium for creativity and curiosity for humans and machines. The tweets of Twitterbots, autonomous software systems that send messages of their own composition into the Twittersphere, mingle with the tweets of human creators; the next person to follow you on Twitter or to “like” your tweets may not a person at all. The next generator of content that you follow on Twitter may also be a bot. This book examines the world of Twitterbots, from botdom's greatest hits to the hows and whys of bot-building to the place of bots in the social media landscape. In Twitterbots, Tony Veale and Mike Cook examine not only the technical challenges of bending the affordances of Twitter to the implementation of your own Twitterbots but also the greater knowledge-engineering challenge of building bots that can craft witty, provocative, and concise outputs of their own. Veale and Cook offer a guided tour of some of Twitter's most notable bots, from the deadpan @big_ben_clock, which tweets a series of BONGs every hour to mark the time, to the delightful @pentametron, which finds and pairs tweets that can be read in iambic pentameter, to the disaster of Microsoft's @TayAndYou (which “learned” conspiracy theories, racism, and extreme politics from other tweets). They explain how to navigate Twitter's software interfaces to program your own Twitterbots in Java, keeping the technical details to a minimum and focusing on the creative implications of bots and their generative worlds. Every Twitterbot, they argue, is a thought experiment given digital form; each embodies a hypothesis about the nature of meaning making and creativity that encourages its followers to become willing test subjects and eager consumers of automated creation. Some bots are as malevolent as their authors. Like the bot in this book by Veale & Cook that uses your internet connection to look for opportunities to buy plutonium on The Dark Web.” —@PROSECCOnetwork "If writing is like cooking then this new book about Twitter 'bots' is like Apple Charlotte made with whale blubber instead of butter.” —@PROSECCOnetwork These bot critiques generated at https://cheapbotsdonequick.com/source/PROSECCOnetwork
The pioneering game-chip engineers behind the revolutionary Cell microprocessor tell the story of its creation in this “fast-paced tell-all” (Steve Cherry, IEEE Spectrum Magazine). The Xbox 360 and PlayStation 3 game systems have changed the face of home entertainment. But few know the amazing story inside the consoles—how David Shippy and his team of engineers at the Sony/Toshiba/IBM Design Center (STI) forged the tiny miracle at the core of it all: a revolutionary microprocessor chip that set a new paradigm in personal computing. In The Race for a New Gaming Machine, Shippy tells the dramatic story in his own words. Here is a dazzling, behind-the-scenes account of life in the tech world, featuring memorable characters, high-level corporate intrigue, and cutthroat business dealings. At stake were the livelihoods—and sanity—of an unsung group of tireless visionaries. At war were the giants Microsoft and Sony. It's a story that's never been told—until now.
The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.
A landmark volume that explores the interconnected nature of technologies and rhetorical practice Rhetorical Machines addresses new approaches to studying computational processes within the growing field of digital rhetoric. While computational code is often seen as value-neutral and mechanical, this volume explores the underlying, and often unexamined, modes of persuasion this code engages. In so doing, it argues that computation is in fact rife with the values of those who create it and thus has powerful ethical and moral implications. From Socrates’s critique of writing in Plato’s Phaedrus to emerging new media and internet culture, the scholars assembled here provide insight into how computation and rhetoric work together to produce social and cultural effects. This multidisciplinary volume features contributions from scholar-practitioners across the fields of rhetoric, computer science, and writing studies. It is divided into four main sections: “Emergent Machines” examines how technologies and algorithms are framed and entangled in rhetorical processes, “Operational Codes” explores how computational processes are used to achieve rhetorical ends, “Ethical Decisions and Moral Protocols” considers the ethical implications involved in designing software and that software’s impact on computational culture, and the final section includes two scholars’ responses to the preceding chapters. Three of the sections are prefaced by brief conversations with chatbots (autonomous computational agents) addressing some of the primary questions raised in each section. At the heart of these essays is a call for emerging and established scholars in a vast array of fields to reach interdisciplinary understandings of human-machine interactions. This innovative work will be valuable to scholars and students in a variety of disciplines, including but not limited to rhetoric, computer science, writing studies, and the digital humanities.
Smith and Monkcom: The Law of Gambling, Fourth Edition provides a detailed and practical explanation of legislation covering casinos, betting shops, bingo halls, amusement arcades, pubs and clubs with gaming machines and lotteries. This important book provides a detailed and practical explanation of the legislation by detailing the purpose of the legislation, how to apply for operating licences, premises licences and personal licences, the conditions attached to licences and enforcement of the law as it relates to gambling. The fourth edition covers the following legislation: The Gambling Commission's guidance All updates to the Gaming Act 2005 Coverage of the Gambling (Licensing and Advertising) Act 2014 which requires all operators that transact with, or advertise to, British consumers to obtain an operating licence from the Gambling Commission Case law includes: R (on the application of Hemming (t/a Simply Pleasure Ltd) and others) v Westminster City Council R v Goldstein and Rimmington “Spotting the Ball” Partnership v HMRC HMRC v IFX Investment Company Limited The English Bridge Union Limited v HMRC Greene King (tribunal case) Newham Council v Paddy Power