DİJİTAL OYUNLARDA YAPAY ZEKA: TEKNOLOJİK GELİŞİM VE UYGULAMALARI
Öz
Anahtar Kelimeler
Kaynakça
- Anantrasirichai, N., & Bull, D. (2022). Artificial intelligence in the creative industries: A review. Artificial Intelligence Review, 55, 589–656. https://doi.org/10.1007/s10462-021-10039-7
- Brynjolfsson, E., & McAfee, A. (2014). The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies. New York, NY: W.W. Norton & Company.
- Carpio, R., Baumann, O., & Birt, J. (2023). Evaluating the viewer experience of interactive virtual reality movies. Virtual Reality, 27, 3181-3190. https://doi.org/10.1007/s10055-023-00864-2
- Filipović, A. (2023). The Role of Artificial Intelligence in Video Game Development. Kultura polisa, 20(3), 50–67, https://doi.org/10.51738/Kpolisa2023.20.3r.50f
- Floridi, L., & Cowls, J. (2019). A Unified Framework of Five Principles for AI in Society. Harvard Data Science Review, 1, 2-15. https://doi. org/10.1162/99608f92.8cd550d1
- Kitsios, F., Kamariotou, M., Syngelakis, A. I., & Talias, M. A. (2023). Recent advances of artificial intelligence in healthcare: A systematic literature review. Applied Sciences, 13(7479). https://doi.org/10.3390/app13137479
- Russell, S., & Norvig, P. (2010). Artificial intelligence: A modern approach (3rd ed.). Upper Saddle River, NJ: Prentice Hall.
- Tegmark, M. (2017). Life 3.0: Being human in the age of artificial intelligence. Alfred A. Knopf.
Ayrıntılar
Birincil Dil
Türkçe
Konular
Yeni Medya
Bölüm
Araştırma Makalesi
Yazarlar
Tamer Bayrak
*
0000-0003-0776-1606
Türkiye
Yayımlanma Tarihi
25 Ocak 2025
Gönderilme Tarihi
15 Ocak 2025
Kabul Tarihi
21 Ocak 2025
Yayımlandığı Sayı
Yıl 2025 Cilt: 11 Sayı: 1
