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Wednesday 16 October 2013

New Media-Automation

One of the aspects that Manovich discusses in The Language of New Media is the aspect of Automation, which can be split into two parts, the first ebing low-level, "which the computer user modifies or creates from scratch" (Manovich, 2002, p53) through simple means like templates. This can be seen most often when editing a image in Photoshop or generating 3D objects. The second being high-level, which "requires a computer to understand the meanings embedded in the objects being generated" (Manovich, 2002, p53) like the use of AIs, artificial intelligence. One area which Manovich focuses on, in terms of automation and AIs was their presence within video games.

Making reference to games like Command and Conquer and Quake, Manovich discusses the use of AIs within video games and how they have "expertise in some well-defined but narrow areas such as attacking the user" (Manovich, 2002, p54) but then also how limiting this is because the user can only make the AI do what it is programmed to do, something as simple as initiating conversation may be impossible due to the way in which the AI was constructed. Modern games such as Grand Theft Auto 5 and Far Cry 3 pride themselves on having large, open world locations, which grant the user freedom to play the game their way, with Grand Theft Auto 5's world being described as "the biggest, most dynamic and most diverse open world ever created" (http://www.rockstargames.com/V/info) but although these kinds of games are promising, there is still limitation as to what the user can make the AI do, eventually the user will have to follow the games main plot line the way it was meant to be played, therefore eliminating the freedom promised with an open world game.

This is one example of how, despite the fact it is "New Media" there are still some improvements that can be made within this certain aspect. Manovich recalls one experience in 1997 when he attended the SIGGRAPH convention and played against both human and computer-controlled characters within a VR simulation, but he couldn't tell who was human and who was the computer-controlled, highlighting how at that present time there was no clear distinction between a human player and a character being controlled by the computer, due to the limitations being placed on the AIs within the game. Maybe in time this aspect will become more developed and the limitations will cease the exists anymore.

Bibliography
Manovich, L (2002) What is New Media and Principles of New Media from the Language of New Media
http://www.rockstargames.com/V/info (date accessed, 16th October 2013)


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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text