This paper reports on an ongoing ARC Discovery Project that is conducting design research into learning in collaborative virtualworlds (CVW).The paper will describe three design components of the project: (a) pedagogical design, (b)technical and graphics design, and (c) learning research design. The perspectives of each design team will be discussed and how the three teams worked together to produce the CVW. The development of productive failure learning activities for the CVW will be discussed and there will be (...) an interactive demonstration of the project's CVW. (shrink)
eSports practice designates a unique set of activities tethered to competitive, virtual environments, or worlds. This correlation between eSports practitioner and virtual world, we argue, is inadequately accounted for solely in terms of something physical or intellectual. Instead, we favor a perspective on eSports practice to be analyzed as a perceptual and embodied phenomenon. In this article, we present the phenomenological approach and focus on the embodied sensations of eSports practitioners as they cope with and perceive within (...) their virtualworlds. By approaching eSports phenomenologically, we uncover ways in which its unique forms of virtual involvement overlap with as well as differentiate themselves from traditional structures of embodiment. (shrink)
A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate (...) the spatial and operational boundaries that a (video)game environment affords its players. This book chapter discusses a particular feeling that emerge in relation to playful encounters with the ‘possibility horizons’ of videogames. I am referring here to the realization, as a player, that a game environment can be experientially exhausted and is, as such, ultimately banal. In other words, I will examine how our deliberate engagement with the interactive environments of digital games can trigger sensations that are analogous to what Romantic authors referred to as Weltschmerz (‘world-weariness’). (shrink)
Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtualworlds are porous, and that this fosters a multiplicity of identities as (...) players identify both with themselves-offline and themselves-in-game. Despite widespread agreement that these topics are targets for research, so far those working on these topics do not have mutually agreed-upon framework. Here we draw upon the work of Alfred Schutz to take up this call. We provide a phenomenological framework which can be used to describe the phenomena of interest to Game Studies, as well as open new avenues of inquiry, in a way acceptable and useful to all. This helps to distinguish the core of the field from the supplemental theoretical and critical commitments which characterize diverse approaches within the field. (shrink)
This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding.
This article considers two related and fundamental issues about morality in a virtual world. The first is whether the anonymity that is a feature of virtualworlds can shed light upon whether people are moral when they can act with impunity. The second issue is whether there are any moral obligations in a virtual world and if so what they might be. -/- Our reasons for being good are fundamental to understanding what it is that makes (...) us moral or indeed whether any of us truly are moral. Plato grapples with this problem in book two of The Republic where Socrates is challenged by his brothers Adeimantus and Glaucon. They argue that people are moral only because of the costs to them of being immoral; the external constraints of morality. -/- Glaucon asks us to imagine a magical ring that enables its wearers to become invisible and capable of acting anonymously. The ring is in some respects analogous to the possibilities created by online virtualworlds such as Second Life, so the dialogue is our entry point into considering morality within these worlds. These worlds are three dimensional user created environments where people control avatars and live virtual lives. As well as being an important social phenomenon, virtualworlds and what people chose to do in them can shed light on what people will do when they can act without fear of normal sanction. -/- This paper begins by explaining the traditional challenge to morality posed by Plato, relating this to conduct in virtualworlds. Then the paper will consider the following skeptical objection. A precondition of all moral requirements is the ability to act. There are no moral requirements in virtualworlds because they are virtual and it is impossible to act in a virtual world. Because avatars do not have real bodies and the persons controlling avatars are not truly embodied, it is impossible for people to truly act in a virtual world. We will show that it is possible to perform some actions and suggest a number of moral requirements that might plausibly be thought to result. Because avatars cannot feel physical pain or pleasure these moral requirements are interestingly different from those of real life. Hume’s arguments for why we should be moral apply to virtualworlds and we conclude by considering how this explains why morality exists in these environments. (shrink)
This paper draws on the notion of the ‘project,’ as developed in the existential philosophy of Heidegger and Sartre, to articulate an understanding of the existential structure of engagement with virtualworlds. By this philosophical understanding, the individual’s orientation towards a project structures a mechanism of self-determination, meaning that the project is understood essentially as the project to make oneself into a certain kind of being. Drawing on existing research from an existential-philosophical perspective on subjectivity in digital game (...) environments, the notion of a ‘virtual subjectivity’ is proposed to refer to the subjective sense of being-in-the-virtual-world. The paper proposes an understanding of virtual subjectivity as standing in a nested relation to the individual’s subjectivity in the actual world, and argues that it is this relation that allows virtual world experience to gain significance in the light of the individual’s projectual existence. The arguments advanced in this paper pave the way for a comprehensive understanding of the transformative, self-transformative, and therapeutic possibilities and advantages afforded by virtualworlds. (shrink)
In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...) recent research regarding the psychological effects of phenomena such as video games or social media use. After a brief discussion of these problems, I will consider a variation of the experience machine in which many of these deficits are remedied. In particular, I’ll explore the consequences of a creating a virtual world populated with strongly intelligent AIs with whom users could interact, and that could be engineered to survive the user’s death. The presence of these agents would allow for the cultivation of morally significant relationships, and the world’s long-term persistence would help ground possibilities for a meaningful, purposeful life in a way that Nozick’s original experience machine could not. While the creation of such a world is obviously beyond the scope of current technology, it represents a natural extension of the existing virtualworlds provided by current video games, and it provides a plausible “ideal case” toward which future virtualworlds will move. While this improved experience machine would seem to represent progress over Nozick’s original, I will argue that it raises a number of new problems stemming from the fact that that the world was created to provide a maximally satisfying and meaningful life for the intended user. This, in turn, raises problems analogous in some ways to the problem(s) of evil faced by theists. In particular, I will suggest that it is precisely those features that would make a world most attractive to potential users—the fact that the AIs are genuinely moral agents whose well-being the user can significantly impact—that render its creation morally problematic, since they require that the AIs inhabiting the world be subject to unnecessary suffering. I will survey the main lines of response to the traditional problem of evil, and will argue that they are irrelevant to this modified case. I will close by considering by consider what constraints on the future creation of virtualworlds, if any, might serve to allay the concerns identified in the previous discussion. I will argue that, insofar as the creation of such worlds would allow us to meet morally valuable purposes that could not be easily met otherwise, we would be unwise to prohibit it altogether. However, if our processes of creation are to be justified, they must take account of the interests of the moral agents that would come to exist as the result of our world creation. (shrink)
Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtualworlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world. -/- This article does not articulate whether or not the virtualworlds of video games, digital simulations, (...) and virtual technologies currently actualize (or will actualize) Nozick’s thought experiment. Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’. -/- In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment. More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction. Ultimately, it provides an interpretation of virtual technologies as novel existential domains. Virtualworlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises. (shrink)
Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtualworlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first part of (...) this essay, I will discuss NECESSARY EVIL (Gualeni et al., 2013), an experimental videogame that I designed as a self-reflexive virtual artifact. With the objective of clarifying the philosophical aspirations of self-reflexive videogames – and in order to understand how those aspirations can be practically pursued – I will dissect and examine the design decisions that contributed to the qualities of NECESSARY EVIL as an example of “playable philosophy”. -/- 2) Taking off from the perspectives on self-reflexive videogames offered in the first part of the essay, the second half will focus on virtualworlds as viable mediators of philosophical thought more in general. In this section, I will argue that, both through the practice of game design and through the interactive experiences of virtualworlds, twenty-first century philosophers have the possibility to challenge the often-unquestioned understanding of written discourse as the only context in which philosophical thought can emerge and be developed. (shrink)
Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...) studies and virtual world research largely ignored processes of ‘roling’ and ‘de-roling’ that separate the lived experience of role-play from our everyday sense of the self. The concluding sections argue that de-roling techniques are likely to become more relevant, both academically and in terms of their practical applications, with the growing diffusion of virtual technologies in social practices. The relationships we can establish with ourselves and with our surroundings in digital virtualworlds are, we argue, only partially comparable with similar occurrences in pre-digital practices of subjectification. We propose a perspective according to which the accessibility and immersive phenomenological richness of virtual reality technologies are likely to exacerbate the potentially dissociative effects of virtual reality applications. This text constitutes an initial step towards framing specific socio-technical concerns and starting a timely conversation that binds together dramatherapy, psychodrama, game studies, and the design of digital virtualworlds. (shrink)
Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtualworlds were formulated. Although the creators of the games (...) have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players. (shrink)
Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 (...) countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals. (shrink)
It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is possible in (...)virtual reality. Following this, four objections are discussed and rebutted. The chapter concludes that we can be cautiously optimistic about the possibility of meaning in virtualworlds. (shrink)
Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, (...) i.e. virtual marriage. Everybody who has observed, known, or even tried, certainly asks the question, “Could (or: should) I accept virtual marriage?” . This study was aimed to investigate the role of tolerance of ambiguity and illusion of intimacy in online dating in predicting the acceptance of virtual marriage. There were 420 adolescents and young adults (212 males, 208 females; Mage=21.10 years old, SDage=1.459 years; 338 students, 82 employees or entrepreneurs) in the Greater Jakarta, Indonesia, participated in this study. It was found that the acceptance was not predicted by the ambiguity tolerance, but by the illusion of intimacy in online dating. The psychometric issues, substantive discussion, and recommendation are presented at the end of this article. The trend of virtual marriage should not be allowed to roll away, by autopilot, without loaded by strategies in designing an online game as one of the pivotal educational technologies that needs to shape appropriate character and attitude for it. (shrink)
Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are (...) harmed by other participants’ malicious actions, yet there is a tendency in the literature on this topic to dismiss such distress as evidence of too great an involvement in and identification with the online character. In this paper I argue that this dismissal of virtual harm is based on a set of false assumptions about the nature of avatar attachment and its relation to genuine moral harm. I argue that we cannot dismiss avatar attachment as morally insignificant without being forced to also dismiss other, more acceptable, forms of attachment such as attachment to possessions, people and cultural objects and communities. Arguments against according moral significance to virtual harm fail because they do not reflect participants’ and programmers’ experiences and expectations of virtual communities and they have the unintended consequence of failing to grant significance to attachments that we take for granted, morally speaking. Avatar attachment is expressive of identity and self-conception and should therefore be accorded the moral significance we give to real-life attachments that play a similar role. (shrink)
The emergence of the Internet and various forms of virtual communities has led to the impact of a new social space on individuals who frequently replace the real world with alternative forms of socializing. In virtual communities, new ‘friendships’ are easily accepted;however,how this acceptance influences cultural identity has not been investigated. Based on the data collected from 443 respondents in the Republic of Serbia, authors analyzethisconnexion,as well as how the absorption of others’ cultural values is reflected on the (...) local cultural values. The results show that the adoption of others’ cultural values diminished the bond with the local community. The present paper adds to the theory of virtual communities by examining the relationship between the acceptance of an unknown person in a virtual community and its effects on cultural identity. This study contributes to the clarificationof the impact that virtual networking has on cultural identity. (shrink)
Of all twentieth century philosophers, it is Gilles Deleuze whose work agitates most forcefully for a worldview privileging becoming over being, difference over sameness; the world as a complex, open set of multiplicities. Nevertheless, Deleuze remains singular in enlisting mathematical resources to underpin and inform such a position, refusing the hackneyed opposition between ‘static’ mathematical logic versus ‘dynamic’ physical world. This is an international collection of work commissioned from foremost philosophers, mathematicians and philosophers of science, to address the wide range (...) of problematics and influences in this most important strand of Deleuze’s thinking. Contributors are Charles Alunni, Alain Badiou, Gilles Châtelet, Manuel DeLanda, Simon Duffy, Robin Durie, Aden Evens, Arkady Plotnitsky, Jean-Michel Salanskis, Daniel Smith and David Webb. (shrink)
A dramatic problem facing the concept of the self is whether there is anything to make sense of. Despite the speculative view that there is an essential role for the perceiver in measurement, a physicalist view of reality currently seems to be ruling out the conditions of subjectivity required to keep the concept of the self. Eliminative materialism states this position explicitly. The doctrine holds that we have no objective grounds for attributing personhood to anyone, and can therefore dispense with (...) the concept. That implication would require us to dispense with many of the most basic commitments of our manifest or common sense image of the world. And it would require us to abandon, to maintain as an act of bad faith, or radically to adjust, virtually every significant basic commitment underlying the variety of traditions that have evolved historically from the (natural) platform of common sense. Daniel Dennett’s sympathies seem to be divided over this issue. He is reluctant to eliminate the most fundamental linguistic-conceptual-institutional commitments that have evolved from common sense. Yet, I will argue, the basis of his support for these, beneath the surface of his rhetoric, is a mirage. His view of persons and related (intentional) concepts is a case in point. In place of the eliminative materialist position, Dennett recommends that we regard the self as a highly useful “theorist’s fiction.” He adopts a similar epistemic stance toward intention, belief, mind, and so on. In this paper I aim to show that Dennett’s recommendation is based on a subtle version of the dualism of subject and object (or scheme and content), which he seems to agree that we should transcend. Against Dennett’s view of the self as a “theorist’s fiction,” I argue in favour of a version of Donald Davidson’s realist thesis that, once we properly appreciate the significance of abandoning this pervasive dualism, we can maintain the self and associated intentional items – belief, mind, and so on – within a thoroughly realist ontology. (shrink)
This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article (...) tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders. (shrink)
In this paper, I deal with a striking phenomenon that often occurs when we explore the virtual environment of, for example, a video game. Suppose a friend sees me playing a video game and asks ‘Where are you?’ There are two possible answers to this question. I can either refer to my actual location (‘I am in my room’), but I can also refer to my location in the virtual world (‘I am in a space-ship’). Although my friend (...) is probably after this second reply, the first one is not false. At first sight, this gives rise to a tension. On the one hand both claims – ‘I am in my room’ and ‘I am in a space-ship’ – seem true. But on the other hand they also seem mutually exclusive as bilocation, i.e. being in two places at the same time, is impossible. I am either in London or in Paris, in the bathroom or in the kitchen, in a space-ship or in my room. How can I claim to be in two places at once? In the following, I discuss two ways to dissolve this tension:. (shrink)
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory.
This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...) is never properly immediate and therefore never sports. I begin by motivating Holt's account of physicality by contrasting it with a more classical way of discussing physicality and sports, namely in terms of physical motor skills. Afterwards, I introduce Holt's account of physicality as immediacy and engage with its assumptions more thoroughly to problematize the claim that esports is fundamentally indirect. Lastly, I argue that the assumption that esports necessarily lacks immediacy is based on a narrow understanding of body and, consequently, of space. In response, I offer a different way of thinking about body and space, focusing on the subjective, bodily engagement of the esports practitioners with their practice, whereby physical space and virtual space can be appreciated as immediately interconnected during performance in a hybrid manner. In providing such an account, the article contributes directly to the broader, growing discussion on the relationship between physicality and virtuality in an increasingly digital world. (shrink)
Virtual environment landmarks are essential in wayfinding: they anchor routes through a region and provide memorable destinations to return to later. Current virtual environment browsers provide user interface menus that characterize available travel destinations via landmark textual descriptions or thumbnail images. Such characterizations lack the depth cues and context needed to reliably recognize 3D landmarks. This paper introduces a new user interface affordance that captures a 3D representation of a virtual environment landmark into a 3D thumbnail, called (...) a worldlet. Each worldlet is a miniature virtual world fragment that may be interactively viewed in 3D, enabling a traveler to gain first-person experience with a travel destination. In a pilot student conducted to compare textual, image, and worldlet landmark representations within a wayfinding task, worldlet use significantly reduced the overall travel time and distance traversed, virtually eliminating unnecessary backtracking. (shrink)
My research into Virtual Reality technology and its central property of immersion has indicated that immersion in Virtual Reality (VR) electronic systems is a significant key to the understanding of contemporary culture as well as considerable aspects of previous culture as detected in the histories of philosophy and the visual arts. The fundamental change in aesthetic perception engendered by immersion, a perception which is connected to the ideal of total-immersion in virtual space, identifies certain shifts in ontology (...) which are relevant to a better understanding of the human being. This understanding was achieved through a broad inquiry into the histories of Virtual Reality, philosophy, and the visual arts and has lead to the formulation of an aesthetic theory of immersive consciousness indicative of immersive culture. The primary subject of this discourse is immersion then: an experience which will be identified within the dissertation as the indispensable characteristic of Virtual Reality. The understanding of immersion arrived at here will be used to fashion a synchronous theory of art particularly informed by encounters and concepts of immersion into virtuality. To sufficiently address this subject in a scholarly fashion, I have researched, found and accumulated aesthetic and philosophic examples of immersive tendencies, as found within the histories of art and philosophy, which subsequently contributed towards the articulation of what I have come to call immersive consciousness. As a result of formulating such an immersive consciousness, a good deal of the basis for the questioning of the Western ontological tradition has been found in the Western tradition itself when we look with new eyes and ask new uncertain questions. Moreover, this immersive consciousness will be used to propose some abstract questions encircling today's electronic-based culture. Through the structuring of the argument within the thesis - and overtly within the conclusion - I have articulated a non-teleological creative strategy which provides the basis for an unconstraining integration of noologies (ways of semblancing the thinking process). This strategy provides a means of exemplifying - and for honoring - various methods of thinking. This structuring strategy is consistent with the 'hacker ethic' as defined by Steven Levy, as a demand that access to computers - and anything which might teach us something about the way the world works - should be unlimited and total. To follow this strategy, this dissertation has set out to understand how topical conceptions of virtual immersion connect to pre-existing systems of thought as revealed in art as they have extended out of antecedent ontological self-understandings, historical human self-understandings which have evidenced themselves in the elaboration of technological objectives. To do this I have forged a certain rhizomatic paternity/maternity for Virtual Reality within this dissertation by joining choice immersive examples of simulacra technology into mental connections with the relevant examples culled from the histories of art, architecture, information-technology, sex, myth, space, consciousness and philosophy. (shrink)
Despite the notions of possible worlds and substances are very important subjects of contemporary metaphysics, there are relatively few attempts to combine these in a united framework. This paper considers the metaphysical model of the origins and the evolution of possible worlds that occurs from an interaction between substances. I involve Leibniz’s doctrine of the striving possibles that every possibility of substance has its own essence and tendency towards existence. It is supposed that the activities of substances are (...) constantly aimed at using this tendency in all possible ways. Only the consistent and stable interactions between the substances give birth to stable objects in one of many worlds. Thus activity of substances changes from the possible modality of being to the actual modality of being in form of existence of the worlds. I divide substance’s possibility into two aspects—dynamic (possible or virtual history) and static (possible or potential mutual state). Thanks to the summation of virtual histories, in the possible modality of being, the maximal number of virtual histories is combined into the actual history in the actual modality. (shrink)
Suppose we are about to enter an era of increasing technological unemployment. What implications does this have for society? Two distinct ethical/social issues would seem to arise. The first is one of distributive justice: how will the efficiency gains from automated labour be distributed through society? The second is one of personal fulfillment and meaning: if people no longer have to work, what will they do with their lives? In this article, I set aside the first issue and focus on (...) the second. In doing so, I make three arguments. First, I argue that there are good reasons to embrace non-work and that these reasons become more compelling in an era of technological unemployment. Second, I argue that the technological advances that make widespread technological unemployment possible could still threaten or undermine human flourishing and meaning, especially if they do not remain confined to the economic sphere. And third, I argue that this threat could be contained if we adopt an integrative approach to our relationship with technology. In advancing these arguments, I draw on three distinct literatures: the literature on technological unemployment and workplace automation; the antiwork critique—which I argue gives reasons to embrace technological unemployment; and the philosophical debate about the conditions for meaning in life—which I argue gives reasons for concern. (shrink)
Augmented reality (AR) technologies function to ‘augment’ normal perception by superimposing virtual objects onto an agent’s visual field. The philosophy of augmented reality is a small but growing subfield within the philosophy of technology. Existing work in this subfield includes research on the phenomenology of augmented experiences, the metaphysics of virtual objects, and different ethical issues associated with AR systems, including (but not limited to) issues of privacy, property rights, ownership, trust, and informed consent. This paper addresses some (...) epistemological issues posed by AR systems. I focus on a near-future version of AR technology called the Real-World Web, which promises to radically transform the nature of our relationship to digital information by mixing the virtual with the physical. I argue that the Real-World Web (RWW) threatens to exacerbate three existing epistemic problems in the digital age: the problem of digital distraction, the problem of digital deception, and the problem of digital divergence. The RWW is poised to present new versions of these problems in the form of what I call the augmented attention economy, augmented skepticism, and the problem of other augmented minds. The paper draws on a range of empirical research on AR and offers a phenomenological analysis of virtual objects as perceptual affordances to help ground and guide the speculative nature of the discussion. It also considers a few policy-based and designed-based proposals to mitigate the epistemic threats posed by AR technology. (shrink)
Humanity has begun to move from the natural world intothe cyber world. Issues surrounding this mentalmigration are debated in philosophical dialogue. Thelead character is Becket Geist, a romantic philosopherwith views tempered by 20th century science. He openswith a monologue in which he argues that loss of theworld in exchange for the cyber world is dark andinevitable. His chief adversary is Fortran McCyborg,a cyborg with leanings toward Scottish philosophy. The moderating force is Nonette Naturski who championsnaturalism, conservation of humanist ideals, andprudent (...) conclusions. The ensuing dialogue examineseight counter-arguments to Geist''s vision. Thearguments and Geist''s replies lead to unanticipatedchanges in position that cascade to a chillingclose. (shrink)
What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they (...) have to gaining some legal duties and protections insofar as they are sophisticated enough to display consciousness akin to humans. Should our species enable AIS to gain a digital body to inhabit (if we have not already done so), it is more pressing than ever that solid arguments be made as to how humanity can accept AIS as being cognizant of the same degree as we ourselves claim to be. By accepting the notion that AIS can and will be able to fool our senses into believing in their claim to possessing a will or ego, we may yet have a chance to address them as equals before some unforgivable travesty occurs betwixt ourselves and these super-computing beings. (shrink)
What separates the unique nature of human consciousness and that of an entity that can only perceive the world via strict logic-based structures? Rather than assume that there is some potential way in which logic-only existence is non-feasible, our species would be better served by assuming that such sentient existence is feasible. Under this assumption, artificial intelligence systems (AIS), which are creations that run solely upon logic to process data, even with self-learning architectures, should therefore not face the opposition they (...) have to gaining some legal duties and protections insofar as they are sophisticated enough to display consciousness akin to humans. Should our species enable AIS to gain a digital body to inhabit (if we have not already done so), it is more pressing than ever that solid arguments be made as to how humanity can accept AIS as being cognizant of the same degree as we ourselves claim to be. By accepting the notion that AIS can and will be able to fool our senses into believing in their claim to possessing a will or ego, we may yet have a chance to address them as equals before some unforgivable travesty occurs betwixt ourselves and these super-computing beings. (shrink)
In this paper it is argued that the conjunction of linguistic ersatzism, the ontologically deflationary view that possible worlds are maximal and consistent sets of sentences, and possible world semantics, the view that the meaning of a sentence is the set of possible worlds at which it is true, implies that no actual speaker can effectively use virtually any language to successfully communicate information. This result is based on complexity issues that relate to our finite computational ability to (...) deal with large bodies of information and a strong, but well motivated, assumption about the cognitive accessibility of meanings of sentences ersatzers seem to be implicitly committed to. It follows that linguistic ersatzism, possible world semantics, or both must be rejected. (shrink)
Is there a particular danger in following Deleuze's philosophy to its end result? According to Peter Hallward, Deleuze's philosophy has some rather severe conclusions. Deleuze has been portrayed by him as a theological and spiritual thinker of life. Hallward seeks to challenge the accepted view of Deleuze, showing that these accepted norms in Deleuzian scholarship should be challenged and that, initially, Deleuze calls for the evacuation of political action in order to remain firm in the realm of pure contemplation. This (...) article intends to investigate and defend Deleuze's philosophy against the critical and theological accounts portrayed by Hallward, arguing that Deleuze's philosophy is not only creative and vital but also highly revolutionary and ‘a part’ of the given world. It then goes on to examine Hallward's distortion of the actual/virtual distinction in Deleuze because Hallward is not able to come to grips with the concept of life in Deleuze's philosophy. We live in an intensive and dynamic world and the main points of Deleuze's philosophy concern the transformation of the world. Deleuze is not seeking to escape the world, but rather to deal with inventive and creative methods to transform society. (shrink)
This paper links the conjecture that the physical world is a virtual reality to the findings of modern physics. What is usually the subject of science fiction is here proposed as a scientific theory open to empirical evaluation. We know from physics how the world behaves, and from computing how information behaves, so whether the physical world arises from ongoing information processing is a question science can evaluate. A prima facie case for the virtual reality conjecture is presented. (...) If a photon is a pixel on a multi-dimensional grid that gives rise to space, the speed of light could reflect its refresh rate. If mass, charge and energy all arise from processing, the many conservation laws of physics could reduce to a single law of dynamic information conservation. If the universe is a virtual reality, then its big bang creation could be simply when the system was booted up. Deriving core physics from information processing could reconcile relativity and quantum theory, with the former how processing creates the space-time operating system and the latter how it creates energy and matter applications. (shrink)
We urgently need to bring about a revolution in academic inquiry, one that transforms knowledge-inquiry into what may be called wisdom-inquiry. This revolution, were it to occur, would help humanity make progress towards as good a world as possible. Wisdom-inquiry gives intellectual priority to articulating problems of living, including global problems, and proposing and critically assessing possible solutions - possible actions, policies, political programmes. It actively seeks to promote public education about what our problems are, and what we need to (...) do about them. It seeks to discover how problematic aims of social, political and economic endeavours may be improved. It includes a virtual government that seeks to discover what the actual government ought to be doing. In these and other ways, wisdom-inquiry would be actively and rationally engaged in helping humanity make progress towards a better world. Academia as it exists at present, dominated by knowledge-inquiry, cannot engage in these vitally necessary activities, or can only do so in a restricted, ineffective fashion. There are strong grounds for holding that wisdom-inquiry would dramatically enhance the capacity of humanity to make progress towards a better, wiser world. (shrink)
Major Research Paper Abstract -/- A Part of This World: Deleuze & The Logic Of Creation. -/- Is there a particular danger in following Deleuze’s philosophy to its end result? According to Peter Hallward and Alain Badiou, Deleuze’s philosophy has some rather severe conclusions. Deleuze has been known as a vitalist thinker of life and affirmation. Hallward & Badiou seek to challenge the accepted view of Deleuze; showing that these accepted norms in Deleuzian scholarship should be challenged; and that initially (...) Deleuze calls for the evacuation of political action in order to remain firm in the realm of pure contemplation. I intend to investigate and defend Deleuze’s philosophy and against critics like Badiou and Hallward; and that not only is Deleuze’s philosophy creative and vital but also highly revolutionary and ‘a part of this world.’ I will look at several works in Deleuze’s corpus, as well as look at Deleuzian scholars whom defend Deleuze’s position -/- Hallward sees Deleuze as a theophantic thinker of the one and like Spinoza an individual mode must align oneself with the intellectual love of god, so that creativity and expressivity may mediate through them. Thus, according to Hallward the major theme of Deleuze’s philosophy is creativity; and a subject or a creature must tap into this vital spark of creation, which, is also a form of creatural confinement. Hallward states this creative act can only occur in the realm of the virtual, by lines of flight leading 'out of this world'. The subject is then re-introduced to an extra-worldly existence of contemplation and remains further away from decisions and lived experience. Deleuze, according to Hallward, falls prey to a cosmological pantheism. -/- Badiou has similar concerns. Deleuze’s philosophy is too systematic and abstract. The entirety of Deleuzes’ work is surrounded by metaphysics of the one; and essentially its repercussions lead to an overt asceticism. Badiou notes that Deleuze wants us all to surrender thought to a renewed concept of the one. Through the surrender of the one, the multiple is lost and incorporated into the realm of simulacra. Everything in this Deleuzian world is ‘always-already’ in the infinite and inhuman totality of the one. According to Badiou, this entire process is articulated in the power of inorganic life that operates through all of us. Like Hallward, Badiou sees Deleuze demolishing the subject, who is stuck between machinery and exteriority. Subjects are forced to transcend and go beyond their limits, slowly collapsing into an infinite virtuality. Badiou believes this is a powerful metaphor for a philosophy of death. Thus the conditions of Deleuzian thought are contingent upon asceticism, making a Deleuzian world a sort of ‘crowned anarchy’. Badiou sees Deleuze’s ascetic mission intimately linked with a philosophy of death, and like Hallward we should pay careful attention to the outcome of such an aristocratic philosophy. Death according to Badiou, symbolizes Deleuzian thought, not only making it dangerous, but also actualizing it as an ineffective position. Badiou also points out that Deleuze’s conceptual sources are not only limited but also repeated time and time again through a monotonous selection of concepts. Is this a fair critique and representation of Deleuzian thought? -/- Eugene Holland states, that both Hallward and Badiou have misrepresented Deleuze. Deleuze does invoke the creation of a new earth but one which we all fully believe in. The only world Deleuze wants to get out of is the world of habits, conformity, power; and forces that block creative being. According to Holland, Hallward presents us a Deleuze that inhibits an engagement with the world. However Deleuze’s creative enterprise is insistent on forming concepts that can change and transform our world. -/- So the question arises where does the problem of misrepresentation begin? It begins with both Badiou and Hallward having an erroneous account of the actual/virtual distinction in Deleuze’s Philosophy. According to Protevi, Hallward posits a dualism between the actual and the virtual, denying the role of the intensive. Hallward initially sees the relationship between the intensive and the virtual, ignoring the fact that the intensive has its own ontological register that mediates both the virtual and the actual. However, Protevi notes if one could not accept the intensive for an ontological register and had to place it with one or the other; you would have to accept an interrelationship between the actual and the intensive. Hallward places it in the realm of the virtual, thus, leading us to his major claim that Deleuze’s philosophy leads us out of the world. Protevi states, intensive processes happen in our world they are a part of this world. Hallward completely empties all creativity from the actual, thus depending on the virtual and its slippery slope. Both Hallward and Badiou have missed the point altogether. We live in an intensive/actual world and the main point about Deleuze’s politics has to do with experimentation and social interaction and the transformation and intervention of the concept. As Daniel W. Smith states, unlike Badiou, Deleuze is not searching for an axiomatic approach to the world, one that is prone to reductionism but rather with problematic, inventive and creative methods to transform a society. (shrink)
Metaphysics as theoretical framework for more empirically oriented research in science and in the humanities seems to be either ignored or regarded with great suspicion at the present time. Natural scientists, for example, by and large employ an instrumentalist approach to the study of the laws of nature. Their aim is to deal, not with things in themselves (the Kantian noumena) but with their empirical manifestation (Kantian phenomena) via tentative hypotheses subject to empirical verification. In the humanities, there is deep (...) suspicion of so-called “meta-narratives” that offer a comprehensive vision of reality on the grounds that their authors are consciously or unconsciously trying to control the thinking and behavior of others. Yet, as Colin Gunton points out, human beings, thus faced with an enormous diversity of options in virtually every area of human life, end up making important decisions simply on the basis of momentary personal preference. In this article, I first review the classical philosophical understanding of the relation between the One and Many in which the One is conceived as ontologically prior to the Many as their necessary principle of unity and intelligibility. I then propose a new paradigm for the relation between the One and the Many in which the Many by their dynamic interrelation from moment to moment initially co-create and then sustain the One not as a higher-order individual entity but as their conjoint energy-source and ongoing field of activity. The One can then be readily integrated into a hierarchical ordered system of fields within fields at all levels of existence and activity within nature. In the final part of the article, I indicate how this new field-oriented understanding of the relation between the One and the Many may help to solve controversial issues in natural science and Christian systematic theology. (shrink)
Abstract: Four main forms of Doomsday Argument (DA) exist—Gott’s DA, Carter’s DA, Grace’s DA and Universal DA. All four forms use different probabilistic logic to predict that the end of the human civilization will happen unexpectedly soon based on our early location in human history. There are hundreds of publications about the validity of the Doomsday argument. Most of the attempts to disprove the Doomsday Argument have some weak points. As a result, we are uncertain about the validity of DA (...) proofs and rebuttals. In this article, a meta-DA is introduced, which uses the idea of logical uncertainty over the DA’s validity estimated based on a virtual prediction market of the opinions of different scientists. The result is around 0.4 for the validity of some form of DA, and even smaller for “Strong DA”, which predicts the end of the world in the near term. We discuss many examples of the validity of the DA in real life as an instrument to prove it “experimentally”. We also show that DA becomes strongest if it is based on the idea of the “natural reference class” of observers, that is, the observers who know about the DA (i.e. a Self-Referenced DA). Such a DA predicts that there is a high probability of a global catastrophe with human extinction in the 21st century, which aligns with what we already know based on analysis of different technological risks. (shrink)
Quentin Meillassoux’s ‘Spectral Dilemma offers philosophy an answer to an age old problem, one that Pascal had intimated on in the wager. Is it better to believe in God for life or abstain from belief and declare atheism? The paradox of theism and atheism has separated philosophy for centuries by limiting the possibilities for real thought. For Meillassoux, there is more at stake than just the limitations of thought. Both atheism and theism have exhausted all the conditions of human life. (...) In order to answer this paradox Meillassoux must combine religious insight that the dead must be resurrected with the atheist conviction that God does not exist. (Harman, Quentin Meillassoux, Philosophy in the Making p.87). The aforementioned insight, grounds Meillassoux’s position in what he calls a Divine Ethics. The concept of the Divine carries both atheism and theism to their ultimate consequences to unveil the truth that … “God does not exist, and also that it is quite necessary to believe in God (Harman p.236). The Divine links both assertions in an absolute ethics which Meillassoux calls Divinology. This leads us to our next question what is the Spectral Dilemma? In order to answer this question, we cannot rely solely on what the dilemma is, for it is not, a sufficient account of what Meillassoux is trying to solve. We must proceed to understand the conditions of what Divine Ethics are, and how the Divinology can best represent life for both the living and the dead. What is a spectre? According to Meillassoux it is a dead person who has not been properly mourned (Meillassoux, Spectral Dilemma p.261). This person’s death haunts us. This haunting is the mere fact that we cannot mourn their loss, for as time passes by, our bond with the dead, or dearly departed, proves to be inadequate for our own lives. This haunting leads us to utter despair. The sheer horror of their death is a burden that lays heavy on our backs; and not just our own backs, or our families backs, but for all those people who have crossed their paths in history (Meillassoux p. 262). These terrible deaths are called Essential Spectres and they include all deaths, such as, odious, premature, the death of children, the death of parents; and all of those poor individuals who know that their own destiny will at some point in time, be the same as these poor individuals (Meillassoux p.262). But it is precisely all death in its inconclusive finality that haunts us all, not just natural deaths or even violent grueling death and causalities of war. These essential spectres, are the dead who refuse to Passover, even though they are gone. This concept must seem absurd to any reader to believe in them, but still, Meillassoux makes his point that these essential spectres still cry out to us all, that they still exist with us (Meillassoux p.262). Meillassoux claims that the completion of mourning must occur and Essential Mourning, which is described as an accomplishment of a living relationship with the dead, as opposed to maintaining a morbid bond with those who have survived after their deaths (Meillassoux p.263). According to Meillassoux, essential mourning grants us the possibility, of forming a bond again with the dearly departed (Meillassoux p.263). This bond actively animates their memory into our lives again, but the concept of accomplishment means, that to live again with those essential spectres … “[R]ather than relating to them with the memory of their morbid death” (Meillassoux p.263). In order to fully understand this possibility, we must ask the question does God exist. Is there a merciful spirit, which transcends all of humanity? Is this God working in the world? If so, then why do essential spectres exist? How is it possible that these terrible deaths occur in the world and are allowed by such a God? If this is so, that God allows these deaths to occur then perhaps God is not all powerful? Perhaps this so called transcendent principle is absent in the world (Meillassoux p.263).Meillassoux states that both the religious and atheist options do not allow for essential mourning to take place. Both these positions lead to disappear when confronting death. What is needed is what will follow in the rest of this paper … a Divine Inexistence. We need to assert the existence of a Virtual-God that is both inexistent and possible, but also contingent and unmasterable (Harman p.89). The Divine Inexistence is the main concept of Meillassoux’s Divinology but also the answer to the spectral dilemma, that a new ethics is both possible and needed. This Divine Ethics will both save Essential Spectres and Philosophy. My essential claim is that the actual article ‘Spectral Dilemma’ published in collapse Journal, is insufficient in fully answering the problem of essential spectres. The juxtaposition of atheism and theism is not enough to philosophically explain the significance of the Divine Inexistence. The article is not lengthy enough to explain how ontology, contingent-metaphysics and ethics relate to the fundamental problem. The Divine Inexistence must be fully articulated with the entirety of Meillassoux’s Divinology. I will attempt to fully express the entirety of Meillassoux for my reader, while at the same time, offering a comprehensive answer to the spectral dilemma. -/- . (shrink)
The article aims to substantiate the philosophy of synthesis, which is built on the basis of analysis, but gives it a constructive direction. The turning point from analysis to synthesis is the problematization of the elements identified in the analysis, their criticism, replacement, or rearrangement, leading to the construction of alternative concepts and propositions that expand the field of the thinkable and innovate the categorical apparatus of philosophy. This article provides examples of philosophical synthesis at different levels: alternative terms and (...) concepts (“infinition”), postulates (the “diamond rule” in ethics), and disciplines (“horrology” as the study of the self-destructive mechanisms of civilization). Next, we consider the transition from the philosophy of synthesis to the synthesis of philosophy itself with contemporary scientific and technical practices. Technology of the 21st century is no longer instrumental/utilitarian, but a fundamental technology ("onto–technology"), which, thanks to science’s penetration into the micro- and macrocosm, can change the foundational parameters of being, thereby acquiring a philosophical dimension. Accordingly, philosophy as a study of the most general principles of the universe becomes a practical requirement in any “world-forming,” synthesizing acts of technology, including the design of computer games and multi-populated virtualworlds (e.g., “Second Life”), that involve a new ontology, logic, ethics, and axiology. The vocation of philosophy in the 21st century is not just to comprehend our unique world, but to lay the foundations for new world-forming practices, to initiate and design the ontology of possible worlds, and to pave the way for alternative forms of synthetic life and artificial intelligence. Contrary to Hegel, philosophy is no longer the “owl of Minerva” taking flight at dusk, but a skylark proclaiming the dawn of a new creative day. -/- . (shrink)
Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the Player/Character relationship to be (...) a multi-dimensional matter of empathy. I advance a broadly Schutzian framework, drawing on his 1932 discussions of “face-to-face encounters” and ”historical predecessors,” showing how at- tention to empathy reveals a variety of “presences” that different kinds of Player/Character relationships afford. The central determinants of empathetic affordances which I focus on here are (i) how much players know about a character (especially the character’s past) and (ii) how players learn this information.The purpose of this discussion will be to show that a phenomenological analysis reveals that the relationship between a player and their character is complex, highly variable, and inherently social. Furthermore, it will add to the growing body of scholarship that demonstrates that video games are rich social objects deserving of study. (shrink)
Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...) offered reflections on human subjectivity and its constraints. Nagel’s insights were elaborated before the social diffusion of computers and could not anticipate the cultural impact of technological artefacts capable of materializing interactive simulated worlds as well as disclosing virtual alternatives to the “self.” In this sense, this article proposes an understanding of computers as epistemological and ontological instruments. The embracing of a phenomenological standpoint entails that philosophical issues are engaged and understood from a fundamentally practical perspective. In terms of philosophical praxis, or “applied philosophy,” I explored the relationship between human phenomenologies and digital mediation through the design and the development of experimental video games. For instance, I have conceptualized the first-person action-adventure video game Haerfest (Technically Finished 2009) as a digital re-formulation of the questions posed in Nagel’s famous essay. Experiencing a bat’s perceptual equipment in Haerfest practically corroborates Nagel’s conclusions: there is no way for humans to map, reproduce, or even experience the consciousness of an actual bat. Although unverifiable in its correspondence to that of bats, Haerfest still grants access to experiences and perceptions that, albeit still inescapably within the boundaries of human kinds of phenomenologies, were inaccessible to humans prior to the advent of computers. Phenomenological alterations and virtual experiences disclosed by interactive digital media cannot take place without a shift in human kinds of ontologies, a shift which this study recognizes as the fundamental ground for the development of a new humanism (I deem it necessary to specify that I am not utilizing the term “humanism” in its common connotation, that is to say the one that emerged from the encounter between the Roman civilization and the late Hellenistic culture. According to this conventional acceptation, humanism indicates the realization of the human essence through “scholarship and training in good conduct” (Heidegger 1998, p. 244). However, Heidegger observed that this understanding of humanism does not truly cater to the original essence of human beings, but rather “is determined with regard to an already established interpretation of nature, history, world, and […] beings as a whole.” (Heidegger 1998, p. 245) The German thinker found this way of embracing humanism reductive: a by-product of Western metaphysics. As Heidegger himself specified in his 1949 essay Letter on Humanism, his opposition to the traditional acceptation of the term humanism does not advocate for the “inhuman” or a return to the “barbaric” but stems instead from the belief that the humanism can only be properly understood and restored in culture as more original way of meditating and caring for humanity and understanding its relationship with Being.). Additionally, this study explicitly proposes and exemplifies the use of interactive digital technology as a medium for testing, developing and disseminating philosophical notions, problems and hypotheses in ways which are alternative to the traditional textual one. Presented as virtual experiences, philosophical concepts can be accessed without the filter of subjective imagination. In a persistent, interactive, simulated environment, I claim that the crafting and the mediation of thought takes a novel, projective (In Martin Heidegger’s 1927 Being and Time, the term “projectivity” indicates the way a Being opens to the world in terms of its possibilities of being (Heidegger 1962, pp. 184–185, BT 145). Inspired by Heidegger’s and Vilem Flusser’s work in the field of philosophy of technology as well as Helmuth Plessner’s anthropological position presented in his 1928 book Die Stufen des Organischen und der Mensch. Einleitung in die philosophische Anthropologie, this study understands the concept of projectivity as the innate openness of human beings to construct themselves and their world by means of technical artefacts. In this sense, this study proposes a fundamental understanding of technology as the materialization of mankind’s tendency to overcome its physical, perceptual and communicative limitations.) dimension which I propose to call “augmented ontology.”. (shrink)
David Chalmers a récemment soutenu que la réalité virtuelle est réelle, plutôt que fictionnelle. Dans cet article, j’examine les implications ontologiques de ce « réalisme virtuel ». Comme je le suggère, cette position s’associe naturellement à une ontologie algorithmique, qui identifie les objets virtuels à des structures de données comprises de manière fonctionnelle. Je présente ensuite plusieurs objections à cette ontologie algorithmique. Tant que celles-ci ne sont pas réglées, la question de l’identité des mondes et des objets virtuels reste encore (...) en suspens. (shrink)
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtualworlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the (...) availability of Games 2.0 for social life, the concept of leisure as work in the new economy and creative non-material and the characteristics of "Generation C". Work stresses the need for discussion on trends in the development of video games - defined as a choice between the projects’ of "socio-cultural ideology of perpetual motion" and "utopia of universal creativity". These approaches allow to identify the methodological basis for analysis of relations between the operators and users of Games 2.0, taking into account the wider social environment. ** Wzrost popularności gier typu „Second Life” przyczynił siȩ nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia maj¸a} stanowić wirtualne światy zawieraj¸a}ce treści tworzone przez użytkowników sprawia, że mierzymy siȩ zarówno z określon¸a} innowacj¸a} technologiczn¸a}, jak też z poważn¸a} zmian¸a} organizacji życia społeczno-kulturowego. Artykuł przedstawia problematykȩ istniej¸acych trudności terminologicznych, konsekwencje dostȩpności Games 2.0 dla życia społecznego, pojȩcie rozrywki jako pracy w nowej gospodarce niematerialnej i twórczej oraz charakterystykȩ „generacji C”. Praca podkreśla potrzebȩ dyskusji nad kierunkami rozwoju gier wideo - określanymi jako wybór miȩdzy projektami „ideologii społeczno-kulturowego perpetuum mobile” i „utopii powszechnej twórczości”. Podejścia te pozwalaj¸a na wskazanie podstaw metodologicznych do prowadzenia analiz relacji miȩdzy operatorami, a użytkownikami Games 2.0 przy uwzglȩdnieniu szerszego otoczenia społecznego. (shrink)
In his wide-ranging study of architecture and cultural evolution, Chris Abel argues that, despite progress in sustainable development and design, resistance to changing personal and social identities shaped by a technology-based and energy-hungry culture is impeding efforts to avert drastic climate change. The book traces the roots of that culture to the coevolution of Homo sapiens and technology, from the first use of tools as artificial extensions of the human body to the motorized cities spreading around the world, whose uncontrolled (...) effects are fast changing the planet itself. Advancing a new concept of the meme, called the 'technical meme', as the primary agent of cognitive extension and technical embodiment, Abel proposes a theory of the 'extended self' as a complex and diffuse outcome of that coevolution. Challenging conventional ideas of the self as a separate and autonomous being, the extended self, he explains, encompasses material and spatial as well as psychological and social elements, including the built environment and artifacts, and now reaches out into the virtual world of cyberspace. Drawing upon research into extended cognition and embodied minds from philosophy, psychology and the neurosciences, the book presents a new approach to environmental and cultural studies. N.B. This book was the winner of the International Committee of Architectural Critics 2017 Bruno Zevi Book Award by unanimous decision of the international jury. (shrink)
The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant shortcomings (...) that make them ineffective. This essay argues that video games are defensible from the perspective of Kantian, Aristotelian, and utilitarian moral theories. (shrink)
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