Results for 'Interactive fiction'

971 found
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  1. Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York: Routledge.
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  2. Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex (...)
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  3. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real (...)
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  4. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We (...)
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  5. Interacting with fiction?Luca Baptista - 2009 - Proceedings of the Philosophy of Computer Games Conference.
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  6. Real Feeling and Fictional Time in Human-AI Interactions.Krueger Joel & Tom Roberts - 2024 - Topoi 43 (3).
    As technology improves, artificial systems are increasingly able to behave in human-like ways: holding a conversation; providing information, advice, and support; or taking on the role of therapist, teacher, or counsellor. This enhanced behavioural complexity, we argue, encourages deeper forms of affective engagement on the part of the human user, with the artificial agent helping to stabilise, subdue, prolong, or intensify a person’s emotional condition. Here, we defend a fictionalist account of human/AI interaction, according to which these encounters involve an (...)
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  7. (1 other version)On the Ethics of Imagination and Ethical-Aesthetic Value Interaction in Fiction.Adriana Clavel-Vazquez - forthcoming - Ergo.
    Advocates of interactionism in the ethical criticism of art argue that ethical value impacts aesthetic value. The debate is concerned with “the intrinsic question”: the question of whether ethical flaws/merits in artworks’ manifested attitudes affect their aesthetic value (Gaut 2007: 9). This paper argues that the assumption that artworks have intrinsic ethical value is problematic at least in regards to a significant subset of works: fictional artworks. I argue that, insofar as their ethical value emerges only from attitudes attributable to (...)
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  8. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this view, (...)
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  9. Representations of robots in science fiction film narratives as signifiers of human identity.Auli Viidalepp - 2020 - Információs Társadalom (4):19-36.
    Recent science fiction has brought anthropomorphic robots from an imaginary far-future to contemporary spacetime. Employing semiotic concepts of semiosis, unpredictability and art as a modelling system, this study demonstrates how the artificial characters in four recent series have greater analogy with human behaviour than that of machines. Through Ricoeur’s notion of identity, this research frames the films’ narratives as typical literary and thought experiments with human identity. However, the familiar sociotopes and technoscientific details included in the narratives concerning data, (...)
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  10. Groups as fictional agents.Lars J. K. Moen - forthcoming - Inquiry: An Interdisciplinary Journal of Philosophy.
    Can groups really be agents or is group agency just a fiction? Christian List and Philip Pettit argue influentially for group-agent realism by showing how certain groups form and act on attitudes in ways they take to be unexplainable at the level of the individual agents constituting them. Group agency is therefore considered not a fiction or a metaphor but a reality we must account for in explanations of certain social phenomena. In this paper, I challenge this defence (...)
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  11. m-Reading: Fiction reading from mobile phones.Anezka Kuzmicova, Theresa Schilhab & Michael Burke - 2018 - Convergence: The International Journal of Research Into New Media Technology:1–17.
    Mobile phones are reportedly the most rapidly expanding e-reading device worldwide. However, the embodied, cognitive and affective implications of smartphone-supported fiction reading for leisure (m-reading) have yet to be investigated empirically. Revisiting the theoretical work of digitization scholar Anne Mangen, we argue that the digital reading experience is not only contingent on patterns of embodied reader–device interaction (Mangen, 2008 and later) but also embedded in the immediate environment and broader situational context. We call this the situation constraint. Its application (...)
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  12.  40
    Stigma Respecified: Investigating HIV Stigma as an Interactional Phenomenon.Phil Hutchinson - 2022 - Journal of Evaluation in Clinical Practice 28 (5):861-866.
    In this paper, I discuss stigma, understood as a category which includes acknowledged, enacted degradation, discreditation and discrimination. My discussion begins with an analysis of HIV stigma, as discussed in a social media post on Twitter. I then analyse a fictionalized clinical stigma scenario. These two analyses are undertaken to highlight aspects of the conceptual anatomy and interactional dynamics of stigma and by extension shame. Brief social media declarations and short, fictionalized clinical interactions are rich with information which helps us (...)
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  13. Cinematic Humanism: Cinematic, Dramatic, and Humanistic Value in Fiction Films.Britt Harrison - 2022 - Dissertation, University of York
    Might fiction films have cognitive value, and if so, how might such value interact with films’ artistic and aesthetic values? Philosophical consideration of this question tends to consist in either ceteris paribus extensions of claims relating to prose fiction and literature; meta-philosophical inquiries into the capacity of films to be or do philosophy; or generalised investigations into the cognitive value of any, and thereby all, artworks. I first establish that fiction films can be works of art, then (...)
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  14. Eighteenth-century print culture and the "truth" of fictional narrative.Lisa Zunshine - 2001 - Philosophy and Literature 25 (2):215-232.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 25.2 (2001) 215-232 [Access article in PDF] Eighteenth-Century Print Culture and the "Truth" of Fictional Narrative Lisa Zunshine As a session entitled "Truth" at a recent Modern Language Association of America annual convention has demonstrated, the obsession with the epistemologies of truth is alive and well. Our "familiar ways of thinking and talking about truth," as one of the speakers, Barbara Herrnstein Smith, observed, remain "theoretically (...)
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  15. The Value-Free Ideal of Science: A Useful Fiction? A Review of Non-epistemic Reasons for the Research Integrity Community.Jacopo Ambrosj, Kris Dierickx & Hugh Desmond - 2023 - Science and Engineering Ethics 29 (1):1-22.
    Even if the “value-free ideal of science” (VFI) were an unattainable goal, one could ask: can it be a useful fiction, one that is beneficial for the research community and society? This question is particularly crucial for scholars and institutions concerned with research integrity (RI), as one cannot offer normative guidance to researchers without making some assumptions about what ideal scientific research looks like. Despite the insofar little interaction between scholars studying RI and those working on values in science, (...)
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  16. Making Sorrow Sweet: Emotion and Empathy in the Experience of Fiction. In A. Houen (Ed.), Affect and Literature (Cambridge Critical Concepts, pp. 190-210). Cambridge: Cambridge University Press. doi:10.1017/9781108339339.011.A. E. Denham, A. E. Denham & A. Denham - 2020 - In A. E. Denham, A. E. Denham & A. Denham (eds.), Denham, A. (2020). Making Sorrow Sweet: Emotion and Empathy in the Experience of Fiction. In A. Houen (Ed.), Affect and Literature (Cambridge Critical Concepts, pp. 190-210). Cambridge: Cambridge University Press. doi:10.1017/9781108339339.011. Cambridge, UK: pp. 190-210.
    The nature and consequences of readers’ affective engagement with literature has, in recent years, captured the attention of experimental psychologists and philosophers alike. Psychological studies have focused principally on the causal mechanisms explaining our affective interactions with fictions, prescinding from questions concerning their rational justifiability. Transportation Theory, for instance, has sought to map out the mechanisms the reader tracks the narrative experientially, mirroring its descriptions through first-personal perceptual imaginings, affective and motor responses and even evaluative beliefs. Analytical philosophers, by contrast, (...)
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  17. Interacción Internalizada: El desarrollo especular del lenguaje y del orden simbólico (Internalized interaction: The specular development of language and the symbolic order).José Angel García Landa - manuscript
    This paper expounds a symbolic interactionist theory of consciousness as an emergent phenomenon. It relates Michael Arbib's theory of the origin of language and Erving Goffman's frame analysis, especially as it bears on our understanding of the subject and of personal experience. Reflexivity and fictional mimesis are shown to be inherent to the origin of language and to the continuing emergent creativity of human communicative action. The emergent aspect of consciousness is also dealt with from the perspective of a narrative (...)
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  18. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  19. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the (...)
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  20. The Puzzle of Multiple Endings.Florian Cova & Amanda Garcia - 2015 - Journal of Aesthetics and Art Criticism 73 (2):105-114.
    Why is it that most fictions present one and only one ending, rather than multiple ones? Fictions presenting multiple endings are possible, because a few exist; but they are very rare, and this calls for an explanation. We argue that such an explanation is likely to shed light on our engagement with fictions, for fictions having one and only one ending seem to be ubiquitous. After dismissing the most obvious explanations for this phenomenon, we compare the scarcity of multiple endings (...)
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  21. Playing with molecules.Adam Toon - 2011 - Studies in History and Philosophy of Science Part A 42 (4):580-589.
    Recent philosophy of science has seen a number of attempts to understand scientific models by looking to theories of fiction. In previous work, I have offered an account of models that draws on Kendall Walton’s ‘make-believe’ theory of art. According to this account, models function as ‘props’ in games of make-believe, like children’s dolls or toy trucks. In this paper, I assess the make-believe view through an empirical study of molecular models. I suggest that the view gains support when (...)
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  22. Pretense and Imagination.Shen-yi Liao & Tamar Szabó Gendler - 2011 - Wiley Interdisciplinary Reviews 2 (1):79-94.
    Issues of pretense and imagination are of central interest to philosophers, psychologists, and researchers in allied fields. In this entry, we provide a roadmap of some of the central themes around which discussion has been focused. We begin with an overview of pretense, imagination, and the relationship between them. We then shift our attention to the four specific topics where the disciplines' research programs have intersected or where additional interactions could prove mutually beneficial: the psychological underpinnings of performing pretense and (...)
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  23. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video games.
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  24. Good Robot, Bad Robot: Dark and Creepy Sides of Robotics, Automated Vehicles, and Ai.Jo Ann Oravec - 2022 - New York, NY, USA: Palgrave-Macmillan.
    This book explores how robotics and artificial intelligence can enhance human lives but also have unsettling “dark sides.” It examines expanding forms of negativity and anxiety about robots, AI, and autonomous vehicles as our human environments are reengineered for intelligent military and security systems and for optimal workplace and domestic operations. It focuses on the impacts of initiatives to make robot interactions more humanlike and less creepy. It analyzes the emerging resistances against these entities in the wake of omnipresent AI (...)
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  25. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction (...)
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  26.  48
    Causation as Agency in Modal Meinongianism.Stelian Madalin Mihai - manuscript
    In this paper, I am going to explore an alternative explanation of causation in Graham Priest’s modal meinongianism. Priest proposes an understanding of causation, which is either too confusing, or against the metaphysical core of modal meinongianism. In his proposals, causation is discussed in the context of defining purely fictional and abstract objects, by using a counterfactual approach. In this case, causation is understood as an existence-entailing relation. I will argue that such an account of causation proves ineffective. Instead, I (...)
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  27. Utopias and Dystopias as Cybernetic Information Systems: Envisioning the Posthuman Neuropolity.Matthew E. Gladden - 2015 - Creatio Fantastica (3 (50)).
    While it is possible to understand utopias and dystopias as particular kinds of sociopolitical systems, in this text we argue that utopias and dystopias can also be understood as particular kinds of information systems in which data is received, stored, generated, processed, and transmitted by the minds of human beings that constitute the system’s ‘nodes’ and which are connected according to specific network topologies. We begin by formulating a model of cybernetic information-processing properties that characterize utopias and dystopias. It is (...)
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  28. Ornamentality in the New Media.Eran Guter - 2010 - In Anat Biletzki (ed.), Hues of Philosophy. Essays in Memory of Ruth Manor. College Publications. pp. 83-96.
    Ornamentality is pervasive in the new media and it is related to their essential characteristics: dispersal, hypertextuality, interactivity, digitality and virtuality. I utilize Kendall Walton's theory of ornamentality in order to construe a puzzle pertaining to the new media. the ornamental erosion of information. I argue that insofar as we use the new media as conduits of real life, the excessive density of ornamental devices which is prevalent in certain new media environments, forces us to conduct our inquiries under conditions (...)
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  29. Toward an Aesthetics of New-Media Environments.Eran Guter - 2016 - Proceedings of the European Society for Aesthetics.
    In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic significance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces and activities. (...)
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  30. Presupoositions as pragmames: the case of exemplification acts.Alessandro Capone - 2020 - Intercultural Pragmatics (17-1):53-75.
    This paper is an example of how contextual information interacts with the interpretation of noun phrases (NPs) in discourse. When we encounter an NP escorted by the definite article or a proper name, the expectation is triggered that the speaker is referring to some referent x that the hearer can normally identify. Strawson and Russell have agreed that a referent must be associated with a definite description so that the assertion containing it can be said to be true. In the (...)
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  31. Mrs. Dalloway and the Semiotics of a First Sentence.Baranna Baker - 2012 - American Journal of Semiotics 28 (3-4):153-168.
    How does fiction work? How can mere words create realities that exist only in the mind of the writer and the reader, yet seem so tangible in their realness? How can the first sentence of a novel transport one into a very real, yet purely objective, world — literally word-by-word? How do the subjective worlds of the writer and reader interact with the words on the page to create similar, yet always highly individualized, objective worlds? How can semiotics function (...)
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  32. A Typology of Posthumanism: A Framework for Differentiating Analytic, Synthetic, Theoretical, and Practical Posthumanisms.Matthew E. Gladden - 2016 - In Sapient Circuits and Digitalized Flesh: The Organization as Locus of Technological Posthumanization. Defragmenter Media. pp. 31-91.
    The term ‘posthumanism’ has been employed to describe a diverse array of phenomena ranging from academic disciplines and artistic movements to political advocacy campaigns and the development of commercial technologies. Such phenomena differ widely in their subject matter, purpose, and methodology, raising the question of whether it is possible to fashion a coherent definition of posthumanism that encompasses all phenomena thus labelled. In this text, we seek to bring greater clarity to this discussion by formulating a novel conceptual framework for (...)
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  33. SUPER SCIENCE: Insightful Intuitions of the Future's Super-science, as Different from Today's Science as That is From Superstition and Myth.Rodney Bartlett - manuscript
    Look! Up in the bookshelf! Is it science? Is it science-fiction? No, it's Super Science: strange visitor from the future who can be everywhere in the universe and everywhen in time, can change the world in a single bound and who - disguised as a mild mannered author - fights for truth, justice and the super-scientific way. -/- Though I put a lot of hard work into this book, I can't take all the credit. I believe that the whole (...)
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  34. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the (...)
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  35. Subversive Humor as Art and the Art of Subversive Humor.Chris A. Kramer - 2020 - The Philosophy of Humor Yearbook 1 (1):153–179.
    This article investigates the relationships between forms of humor that conjure up possible worlds and real-world social critiques. The first part of the article will argue that subversive humor, which is from or on behalf of historically and continually marginalized communities, constitutes a kind of aesthetic experience that can elicit enjoyment even in adversarial audiences. The second part will be a connecting piece, arguing that subversive humor can be constructed as brief narrative thought experiments that employ the use of fictionalized (...)
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  36.  80
    Critical Praxeological Analysis: Respecifying Critical Research.Phil Hutchinson & Khadijah Diskin - 2024 - Qualitative Research in Psychology 21 (4):512-535.
    In this paper we introduce Critical Praxeological Analysis (CPA). CPA respecifies critical studies and research by operationalising insights from gestalt psychology and, in particular, the praxeological and linguistic gestalts identified by Harold Garfinkel and Ludwig Wittgenstein. CPA offers a framework for analysing the in-situ production, maintenance, challenging, repair and overcoming of norms and structures. Using naturally occurring data, as well as fictional and imagined examples, CPA examines the meanings that situations have for the participants who constitute them. The paper provides (...)
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  37. A Cognitive Computation Fallacy? Cognition, Computations and Panpsychism.John Mark Bishop - 2009 - Cognitive Computation 1 (3):221-233.
    The journal of Cognitive Computation is defined in part by the notion that biologically inspired computational accounts are at the heart of cognitive processes in both natural and artificial systems. Many studies of various important aspects of cognition (memory, observational learning, decision making, reward prediction learning, attention control, etc.) have been made by modelling the various experimental results using ever-more sophisticated computer programs. In this manner progressive inroads have been made into gaining a better understanding of the many components of (...)
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  38.  85
    Moral Imagination for Engineering Teams: The Technomoral Scenario.Geoff Keeling, Benjamin Lange, Amanda McCroskery, David Weinberger, Kyle Pedersen & Ben Zevenbergen - 2024 - International Review of Information Ethics 34 (1):1-8.
    “Moral imagination” is the capacity to register that one’s perspective on a decision-making situation is limited, and to imagine alternative perspectives that reveal new considerations or approaches. We have developed a Moral Imagination approach that aims to drive a culture of responsible innovation, ethical awareness, deliberation, decision-making, and commitment in organizations developing new technologies. We here present a case study that illustrates one key aspect of our approach – the technomoral scenario – as we have applied it in our work (...)
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  39.  85
    Democritus, The Laughing Philosopher.Monte Ransome Johnson - 2024 - The Philosophy of Humor Yearbook 5 (1):1-28.
    I argue that a circa first century B.C./A.D. anonymous epistolary comic novel depicting a fictional interaction between Hippocrates of Cos and Democritus of Abdera contains an insightful imitation of Democritus that can cast light on the historical Democritus’s thought, including his thought on the touchy subject of appropriate and inappropriate laughter. The only thing certain about Democritus’s view of laughter is that he denounced laughter at human misfortune as inappropriate. The later legend of him as laughing at everything and everyone (...)
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  40. Empathy & Literature.A. E. Denham - 2024 - Emotion Review 16 (2):84-95.
    There is a long tradition in philosophy and literary theory defending the view that engagement with literature promotes readers’ empathy. Until the last century, few of the empirical claims adduced in that tradition were investigated experimentally. Recent work in psychology and neuropsychology has now shed new light on the interplay of empathy and literature. This article surveys the experimental findings, addressing three central questions: What is it to read empathically? Does reading make us more empathic? What characteristics of literature, if (...)
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  41. Wilderness from an ecosemiotic perspective.Christina Ljungberg - 2001 - Sign Systems Studies 29 (1):169-185.
    "Wilderness" is a concept which has undergone a radical change in recent years. Owing to the scale of global destruction of the wilderness and its various ecosystems, the idea of wilderness has been transformed from its original negative sense as an Other into a matter of public concern. This as replaced the understanding of "wilderness " not only as a place but as a category closely linked with the development of buman culture. As the result of human practice and representation, (...)
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  42. Habermas and the Question of Bioethics.Hille Haker - 2019 - European Journal for Philosophy of Religion 11 (4):61-86.
    In The Future of Human Nature, Jürgen Habermas raises the question of whether the embryonic genetic diagnosis and genetic modification threatens the foundations of the species ethics that underlies current understandings of morality. While morality, in the normative sense, is based on moral interactions enabling communicative action, justification, and reciprocal respect, the reification involved in the new technologies may preclude individuals to uphold a sense of the undisposability of human life and the inviolability of human beings that is necessary for (...)
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  43.  53
    Why money's value doesn't require any social agreement or existing trade system. Explained fully in one page.E. Garrett Ennis - manuscript
    There are many explanations for the value of money, but they all seem to depend on things like "trust," "shared fiction," "agreement" or even potentially circular logic like that money's value is based on its usefulness as money. But there is a full process by which money, the desire we feel for it, and even how we end up trading it, can emerge naturally from the dynamics of natural selection and human interaction, with a basis in real value, and (...)
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  44. Sympathy and Scapegoating in J.M. Coetzee.Andy Lamey - 2010 - In Anton Leist & Peter Singer (eds.), J. M. Coetzee and Ethics: Philosophical Perspectives on Literature. Columbia University Press.
    J.M. Coetzee’s book, 'Elizabeth Costello' is one of the stranger works to appear in recent years. Yet if we focus our attention on the book’s two chapters dealing with animals, two preoccupations emerge. The first sees Coetzee use animals to evoke a particular conception of ethics, one similar to that of the philosopher Mary Midgley. Coetzee’s second theme connects animals to the phenomena of scapegoating, as it has been characterized by the philosophical anthropologist René Girard. While both themes involve human (...)
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  45. Love in the time of AI.Amy Kind - 2021 - In Barry Francis Dainton, Will Slocombe & Attila Tanyi (eds.), Minding the Future: Artificial Intelligence, Philosophical Visions and Science Fiction. Springer. pp. 89-106.
    As we await the increasingly likely advent of genuinely intelligent artificial systems, a fair amount of consideration has been given to how we humans will interact with them. Less consideration has been given to how—indeed if—we humans will love them. What would human-AI romantic relationships look like? What do such relationships tell us about the nature of love? This chapter explores these questions via consideration of several works of science fiction, focusing especially on the Black Mirror episode “Be Right (...)
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  46. Imagination, expectation, and “thoughts entangled in metaphors”.Nathanael Stein - 2021 - Synthese 199 (3-4):9411-9431.
    George Eliot strikingly describes one of her characters as making a mistake because he has gotten his thoughts “entangled in metaphors,” saying that we all do the same. I argue that Eliot is here giving us more than an illuminating description, but drawing our attention to a distinctive kind of mistake—a form of irrationality, in fact—of which metaphor can be an ineliminable part of the correct explanation. Her fictional case helps illuminate both a neglected function of the imagination, and a (...)
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  47. The Desire for Immortality: The Posthuman Bodies in Ken Liu’s The Waves.Junge Dou - 2023 - Journal of Science Fiction and Philosophy 6.
    In the industrial era, advanced science and technology make immortality-obsessed human beings constantly develop, modify, and reshape their bodies and consciousness, to overcome the fragility and transience of their bodies and approach the dream of immortality. The transformation of the body, in turn, drives society to confront the co-existence of cyborg, transhuman, information subject, nomadic posthuman and other life forms. Focusing on Chinese-American writer Ken Liu’s science fiction the Future Trilogy, Arc, and The Waves, this paper attempts to explore (...)
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  48. Artificial Intelligence, Robots, and Philosophy.Masahiro Morioka, Shin-Ichiro Inaba, Makoto Kureha, István Zoltán Zárdai, Minao Kukita, Shimpei Okamoto, Yuko Murakami & Rossa Ó Muireartaigh - 2023 - Journal of Philosophy of Life.
    This book is a collection of all the papers published in the special issue “Artificial Intelligence, Robots, and Philosophy,” Journal of Philosophy of Life, Vol.13, No.1, 2023, pp.1-146. The authors discuss a variety of topics such as science fiction and space ethics, the philosophy of artificial intelligence, the ethics of autonomous agents, and virtuous robots. Through their discussions, readers are able to think deeply about the essence of modern technology and the future of humanity. All papers were invited and (...)
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  49. Dance theatre between the body-space and atmosphere in architecture: Pina Bausch.Serkan Can Hatıpoğlu, Gamze Şensoy & Elif Tatar - 2021 - Artanddesign-2021 (International Congress on Art and Design Research and Exhibition) 1:1205-1222.
    Architectural space has some triggers for unique experiences and one of them is its atmosphere. The atmosphere has an unstable structure so that it is difficult to define clearly. We are capable of immediate appreciation, such as being inside or outside. Thus, the threshold between bodily experiences and mental emergence becomes a blurred one, like a haze. It is sensed in bodily presence by human beings. The boundaries, such as subject and object, are transgressed through the atmosphere. The subject appears (...)
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  50. Doing Justice to Stories: On Ethics and Politics of Digital Storytelling.Nassim Parvin - 2018 - Engaging Science, Technology, and Society 4.
    Researchers and activists are increasingly drawing on the practice of collecting, archiving, and sharing stories to advance social justice, especially given the low cost and accessibility of digital technologies. These practices differ in their aims and scope yet they share a common conviction: that digital storytelling is empowering especially when curating and disseminating life stories of marginalized groups. In this paper, I question this conviction and ask: is it possible that such practices take away from what is found to be (...)
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