Results for 'videogame design'

999 found
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  1. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to (...)
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  2. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    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 virtual worlds 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 (...)
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  3. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from the (...)
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  4. Papers, Please and the systemic approach to engaging ethical expertise in videogames.Formosa Paul, Ryan Malcolm & Staines Dan - 2016 - Ethics and Information Technology 18 (3):211-225.
    Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses that (...)
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  5. 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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  6. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  7. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    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 (...)
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  8. 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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  9. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    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 (...)
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  10. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In G. Currie, P. Kotako & M. Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publishing.
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  11. Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  12. Mapping Value Sensitive Design onto AI for Social Good Principles.Steven Umbrello & Ibo van de Poel - 2021 - AI and Ethics 1 (3):283–296.
    Value Sensitive Design (VSD) is an established method for integrating values into technical design. It has been applied to different technologies and, more recently, to artificial intelligence (AI). We argue that AI poses a number of challenges specific to VSD that require a somewhat modified VSD approach. Machine learning (ML), in particular, poses two challenges. First, humans may not understand how an AI system learns certain things. This requires paying attention to values such as transparency, explicability, and accountability. (...)
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  13.  66
    Reconsidering Taylor's Design Argument.Mehrzad Ali Moin - forthcoming - History of Philosophy Quarterly.
    Contemporary philosophers have largely neglected Richard Taylor’s design argument. Given that the initial responses to the argument were largely negative, one might be tempted to conclude that the argument is simply philosophically inadequate. This paper rejects that conclusion by showing how Taylor’s argument has been misunderstood by his critics. In defending Taylor, it is shown that the two types of objections levied against him fail to even blemish his design argument, let alone refute it. Consideration is also given (...)
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  14. Syllabus Design and World-Making.Rima Basu - forthcoming - In Brynn Welch (ed.), The Art of Teaching. Bloomsbury.
    There are many commonalities between the framework of roleplaying games such as Dungeons & Dragons and the way in which we design classes and assignments. The professor (the dungeon master) selects a number of readings with some end goal in mind (the campaign). Along the way the students are expected to be active participants (roleplay) and the professor designs progressively harder assignments (quests) in order to test the students’ abilities and to promote learning and growth (leveling up). This structural (...)
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  15. The Ecological Turn in Design: Adopting A Posthumanist Ethics to Inform Value Sensitive Design.Steven Umbrello - 2021 - Philosophies 6 (2):29.
    Design for Values (DfV) philosophies are a series of design approaches that aim to incorporate human values into the early phases of technological design to direct innovation into beneficial outcomes. The difficulty and necessity of directing advantageous futures for transformative technologies through the application and adoption of value-based design approaches are apparent. However, questions of whose values to design are of critical importance. DfV philosophies typically aim to enrol the stakeholders who may be affected by (...)
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  16. Behavioral designs defined: how to understand and why it is important to differentiate between “defensive,” “hostile,” “disciplinary”, and other designs in the urban landscape.Karl de Fine Licht - 2023 - Urban Design International 28: 330–343.
    In recent years, a growing discussion about how we should design our cities has emerged, particularly for the more controversial modes of design such as “defensive,” “hostile,” or “disciplinary” architecture (i.e., benches on which one cannot sleep, or metal studs on which one cannot skate). Although this debate is relatively mature, many studies have argued that these design notions are undertheorized and are, thus, challenging to study from an empirical and normative perspective. In this paper, I will (...)
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  17. Design Knowledge Representation: An Ontological Perspective.Emilio M. Sanfilippo, Claudio Masolo & Daniele Porello - 2015 - In Emilio M. Sanfilippo, Claudio Masolo & Daniele Porello (eds.), Proceedings of the 1st Workshop on Artificial Intelligence and Design, {A} workshop of the {XIV} International Conference of the Italian Association for Artificial Intelligence (AI*IA 2015), Ferrara, Italy, September 22, 2015. pp. 41-54.
    We present a preliminary high-level formal theory, grounded on knowledge representation techniques and foundational ontologies, for the uniform and integrated representation of the different kinds of (quali- tative and quantitative) knowledge involved in the designing process. We discuss the conceptual nature of engineering design by individuating and analyzing the involved notions. These notions are then formally charac- terized by extending the DOLCE foundational ontology. Our ultimate purpose is twofold: (i) to contribute to foundational issues of design; and (ii) (...)
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  18.  79
    Embodying the Avatar in Videogames.Mahdi Dibaei - 2022 - Dissertation, University College Dublin
    Videogames are a pervasive part of lives of children and adults alike, with 73%of Americans older than 2 years engaging with them (Group, 2019). Playingvideogames can be seen as an activity that is done through our fingertips andwith our visual apparatus focused on a screen, without involvement of the restof our body, and it is usually considered as such from a cognitivist point ofview (Campbell, 2012; Gee, 2003; Klimmt and Hartmann, 2006) however thisraises the question of whether videogames can alternatively (...)
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  19. Just design.Matteo Bianchin & Ann Heylighen - 2018 - Design Studies 54:1-22.
    Inclusive design prescribes addressing the needs of the widest possible audience in order to consider human differences. Taking differences seriously, however, may imply severely restricting “the widest possible audience”. In confronting this paradox, we investigate to what extent Rawls’ theory of justice as fairness applies to design. By converting the paradox into the question of how design can be fair, we show that the demand for equitability shifts from the design output to the design process. (...)
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  20. Designing AI for Explainability and Verifiability: A Value Sensitive Design Approach to Avoid Artificial Stupidity in Autonomous Vehicles.Steven Umbrello & Roman Yampolskiy - 2022 - International Journal of Social Robotics 14 (2):313-322.
    One of the primary, if not most critical, difficulties in the design and implementation of autonomous systems is the black-boxed nature of the decision-making structures and logical pathways. How human values are embodied and actualised in situ may ultimately prove to be harmful if not outright recalcitrant. For this reason, the values of stakeholders become of particular significance given the risks posed by opaque structures of intelligent agents (IAs). This paper explores how decision matrix algorithms, via the belief-desire-intention model (...)
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  21. Understanding Design Arguments.Logan Paul Gage - 2023 - In God's Grandeur. Manchester, NH: Sophia Institute Press. pp. 17-26.
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  22. Artifacts and affordances: from designed properties to possibilities for action.Fabio Tollon - 2021 - AI and Society 2:1-10.
    In this paper I critically evaluate the value neutrality thesis regarding technology, and find it wanting. I then introduce the various ways in which artifacts can come to influence moral value, and our evaluation of moral situations and actions. Here, following van de Poel and Kroes, I introduce the idea of value sensitive design. Specifically, I show how by virtue of their designed properties, artifacts may come to embody values. Such accounts, however, have several shortcomings. In agreement with Michael (...)
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  23. Quantitative dynamics of design thinking and creativity perspectives in company context.Georgi V. Georgiev & Danko D. Georgiev - 2023 - Technology in Society 74:102292.
    This study is intended to provide in-depth insights into how design thinking and creativity issues are understood and possibly evolve in the course of design discussions in a company context. For that purpose, we use the seminar transcripts of the Design Thinking Research Symposium 12 (DTRS12) dataset “Tech-centred Design Thinking: Perspectives from a Rising Asia,” which are primarily concerned with how Korean companies implement design thinking and what role designers currently play. We employed a novel (...)
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  24. Design, Science and Conceptual Analysis.Greg Bamford - 1991 - In Jim Plume (ed.), Architectural Science and Design in Harmony: Proceedings of the joint ANZAScA / ADTRA conference, Sydney, 10-12 July, 1990. School of Architecture, University of NSW.
    Philosophers expend considerable effort on the analysis of concepts, but the value of such work is not widely appreciated. This paper principally analyses some arguments, beliefs, and presuppositions about the nature of design and the relations between design and science common in the literature to illustrate this point, and to contribute to the foundations of design theory.
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  25. Concept Designation.Arvid Båve - 2019 - American Philosophical Quarterly 56 (4):331-344.
    The paper proposes a way for adherents of Fregean, structured propositions to designate propositions and other complex senses/concepts using a special kind of functor. I consider some formulations from Peacocke's works and highlight certain problems that arise as we try to quantify over propositional constituents while referring to propositions using "that"-clauses. With the functor notation, by contrast, we can quantify over senses/concepts with objectual, first-order quantifiers and speak without further ado about their involvement in propositions. The functor notation also turns (...)
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  26. Experimental Design: Ethics, Integrity and the Scientific Method.Jonathan Lewis - 2020 - In Ron Iphofen (ed.), Handbook of Research Ethics and Scientific Integrity. Cham, Switzerland: pp. 459-474.
    Experimental design is one aspect of a scientific method. A well-designed, properly conducted experiment aims to control variables in order to isolate and manipulate causal effects and thereby maximize internal validity, support causal inferences, and guarantee reliable results. Traditionally employed in the natural sciences, experimental design has become an important part of research in the social and behavioral sciences. Experimental methods are also endorsed as the most reliable guides to policy effectiveness. Through a discussion of some of the (...)
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  27. Intelligent Design and Selective History: Two Sources of Purpose and Plan.Peter J. Graham - 2011 - In Jonathan L. Kvanvig (ed.), Oxford Studies in Philosophy of Religion Volume 3. Oxford University Press. pp. 67-88.
    Alvin Plantinga argues by counterexample that no naturalistic account of functions is possible--God is then the only source for natural functions. This paper replies to Plantinga's examples and arguments. Plantinga misunderstands naturalistic accounts. Plantinga's mistakes flow from his assimilation of functional notions in general to functions from intentional design in particular.
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  28. Designing for Serendipity, a Means or an End?Smets Annelien - 2023 - Journal of Documentation 79 (3):589-607.
    Purpose This article aims to gain a better understanding of the reasons why serendipity is designed for in different kinds of environments. Understanding these design intents sheds light on the value such designs bring to designers, in contrast to the users of the environment. In this way, the article seeks to contribute to the literature on cultivating serendipity from a designers’ point of view. -/- Design/methodology/approach An extensive review of the literature discussing designing for serendipity was conducted to (...)
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  29. Value Sensitive Design to Achieve the UN SDGs with AI: A Case of Elderly Care Robots.Steven Umbrello, Marianna Capasso, Maurizio Balistreri, Alberto Pirni & Federica Merenda - 2021 - Minds and Machines 31 (3):395-419.
    Healthcare is becoming increasingly automated with the development and deployment of care robots. There are many benefits to care robots but they also pose many challenging ethical issues. This paper takes care robots for the elderly as the subject of analysis, building on previous literature in the domain of the ethics and design of care robots. Using the value sensitive design approach to technology design, this paper extends its application to care robots by integrating the values of (...)
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  30. Design Thinking and Its Use in NGOs in Gaza Strip.Rasha O. Owda, Maram Owda, Mohammed N. Abed, Samia A. M. Abdalmenem, Samy S. Abu-Naser & Mazen J. Al Shobaki - 2019 - International Journal of Academic Multidisciplinary Research (IJAMR) 3 (7):41-52.
    The study aimed to identify Design Thinking and its use in NGOs in Gaza Strip. In order to achieve the objectives of the study and to test its hypotheses, the analytical descriptive method was used, relying on the questionnaire as a main tool for data collection. The study society was one of the decision makers in the local NGOs in the Gaza Strip. The study population reached 78 local NGOs in Gaza Strip. The overall inventory of the possible study (...)
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  31. Designing a Just Soda Tax.Douglas MacKay & Alexandria Huber-Disla - forthcoming - Economics and Philosophy:1-21.
    Soda taxes are controversial. While proponents point to their potential health benefits and the public projects that could be funded with their revenue, critics argue that they are paternalistic and regressive. In this paper, we explore the prospects for designing a just soda tax, one that appropriately balances the often-competing ethical considerations of promoting social welfare, respecting people’s autonomy, and ensuring distributive fairness. We argue that policymakers have several paths forward for designing a just soda tax, but that the considerations (...)
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  32. Design and Development of an Intelligent Tutoring System for C# Language.Bashar G. Al-Bastami & Samy S. Abu Naser - 2017 - European Academic Research 4 (10).
    Learning programming is thought to be troublesome. One doable reason why students don’t do well in programming is expounded to the very fact that traditional way of learning within the lecture hall adds more stress on students in understanding the Material rather than applying the Material to a true application. For a few students, this teaching model might not catch their interest. As a result, they'll not offer their best effort to grasp the Material given. Seeing however the information is (...)
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  33. Interventions designed to reduce implicit prejudices and implicit stereotypes in real world contexts: a systematic review.Chloë Fitzgerald, Samia A. Hurst, Delphine Berner & Angela K. Martin - 2019 - BMC Psychology 7.
    Background Implicit biases are present in the general population and among professionals in various domains, where they can lead to discrimination. Many interventions are used to reduce implicit bias. However, uncertainties remain as to their effectiveness. -/- Methods We conducted a systematic review by searching ERIC, PUBMED and PSYCHINFO for peer-reviewed studies conducted on adults between May 2005 and April 2015, testing interventions designed to reduce implicit bias, with results measured using the Implicit Association Test (IAT) or sufficiently similar methods. (...)
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  34.  95
    Designing a Graphical Index to Wittgenstein's Nachlaß.Michael Biggs - 1996 - Wittgenstein-Studien 5.
    There are no established conventions for, and few examples of, indexing visual material on the basis of its form. Most image databases use keywords to describe the form or function, and access data by text-based retrieval of these keywords. An image-based approach would order the data by appearance, e.g. Shepherd (1971) and Dreyfuss (1972). A taxonomy must be created in order to apply this technique to a new data set. Previous applications have been aided by certain limiting factors on the (...)
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  35. Designing AI with Rights, Consciousness, Self-Respect, and Freedom.Eric Schwitzgebel & Mara Garza - 2020 - In Ethics of Artificial Intelligence. New York, NY, USA: pp. 459-479.
    We propose four policies of ethical design of human-grade Artificial Intelligence. Two of our policies are precautionary. Given substantial uncertainty both about ethical theory and about the conditions under which AI would have conscious experiences, we should be cautious in our handling of cases where different moral theories or different theories of consciousness would produce very different ethical recommendations. Two of our policies concern respect and freedom. If we design AI that deserves moral consideration equivalent to that of (...)
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  36. Designing Virtuous Sex Robots.Anco Peeters & Pim Haselager - 2019 - International Journal of Social Robotics:1-12.
    We propose that virtue ethics can be used to address ethical issues central to discussions about sex robots. In particular, we argue virtue ethics is well equipped to focus on the implications of sex robots for human moral character. Our evaluation develops in four steps. First, we present virtue ethics as a suitable framework for the evaluation of human–robot relationships. Second, we show the advantages of our virtue ethical account of sex robots by comparing it to current instrumentalist approaches, showing (...)
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  37. Designing People to Serve.Steve Petersen - 2011 - In Patrick Lin, George Bekey & Keith Abney (eds.), Robot Ethics. MIT Press.
    I argue that, contrary to intuition, it would be both possible and permissible to design people - whether artificial or organic - who by their nature desire to do tasks we find unpleasant.
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  38. Consequences and Design in General and Transcendental Logic.Elena G. Dragalina-Chernaya - 2018 - Kantian Journal 37 (1):25-39.
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  39.  40
    Gandhian design for the development of Braille printers. The contribution of Industrial Design.Federico Del Giorgio Solfa, Guido Amendolaggine, Florencia Tenorio & Sofia Lara Marozzi - 2019 - Innovación y Desarrollo Tecnológico y Social (Idts) 1 (2):16-27.
    The study, design and development of a low-cost digital braille printer is boarded with a transdisciplinary approach. The main challenge was focused on reducing significantly the high cost of this type of printers and their printing services. This context is aggravated with the low commercialization of these products in the country, a factor that makes the access of these tools -that are essential to much of the low and middle sectors of the Argentine social structure- even more difficult. An (...)
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  40. Design and Evaluation of a Wireless Electronic Health Records System for Field Care in Mass Casualty Settings.David Kirsh, L. A. Lenert, W. G. Griswold, C. Buono, J. Lyon, R. Rao & T. C. Chan - 2011 - Journal of the American Medical Informatic Association 18 (6):842-852.
    There is growing interest in the use of technology to enhance the tracking and quality of clinical information available for patients in disaster settings. This paper describes the design and evaluation of the Wireless Internet Information System for Medical Response in Disasters (WIISARD).
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  41. Intelligent Design: The Original Version.Francisco J. Ayala - 2003 - Theology and Science 1 (1):9-32.
    William Paley ( Natural Theology , 1802) developed the argument-from-design. The complex structure of the human eye evinces that it was designed by an intelligent Creator. The argument is based on the irreducible complexity ("relation") of multiple interacting parts, all necessary for function. Paley adduces a wealth of biological examples leading to the same conclusion; his knowledge of the biology of his time was profound and extensive. Charles Darwin’s Origin of Species is an extended argument demonstrating that the " (...)" of organisms can be explained by natural selection. Moreover, the dysfunctions, defects, waste, and cruelty that prevail in the living world are incompatible with a benevolent and omnipotent Creator. They come about by a process that incorporates chance and necessity, mutation and natural selection. In addition to science, there are other ways of knowing, such as art, literature, philosophy, and religion. Matters of value, meaning, and purpose transcend science. (shrink)
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  42.  98
    Design for Embedding the Value of Privacy in Personal Information Management Systems.Haleh Asgarinia - 2024 - Journal of Ethics and Emerging Technologies 33 (1):1-19.
    Personal Information Management Systems (PIMS) aim to facilitate the sharing of personal information and protect privacy. Efforts to enhance privacy management, aligned with established privacy policies, have led to guidelines for integrating transparent notices and meaningful choices within these systems. Although discussions have revolved around the design of privacy-friendly systems that comply with legal requirements, there has been relatively limited philosophical discourse on incorporating the value of privacy into these systems. Exploring the connection between privacy and personal autonomy illuminates (...)
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  43. Design, Yes; Intelligent, No.Massimo Pigliucci - 2001 - Philosophy Now 32:26-29.
    Were we designed by an intelligent creation? Not likely: living organisms are designed, yes, but not intelligently...
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  44.  38
    Il Design dell’Unione Europea: situazione attuale, importanza nel settore industriale e politiche comunitarie.Federico Del Giorgio Solfa - 2001 - La Plata, Buenos Aires, Argentina: Italy Industry Consulting.
    Il design industriale è sempre più importante come mezzo per differenziare i prodotti e aumentarne il valore. Allo stesso tempo, la velocità con cui un prodotto viene offerto nel mercato dipende dalla capacità di integrare il design nel processo di produzione. Tuttavia, molte PMI - in particolare le nuove aziende basate sulla tecnologia - mancano di competenze specialistiche nella gestione del design e spesso non prestano sufficiente attenzione a questo aspetto. L'industria automobilistica e le grandi aziende come (...)
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  45. Morphogenesis and Design. Thinking through Analogs.Sara Franceschelli - 2016 - In The Routledge Companion to Biology in Art and Architecture. New York: Routledge. pp. 218-235.
    Digital practices in design, together with computer-assisted manufacturing (CAM), have inspired the reflection of philosophers, theorists, and historians over the last decades. Gilles Deleuze’s The Fold: Leibniz and the Baroque (1988) presents one of the first and most successful concepts created to think about these new design and manufacturing practices.1 Deleuze proposed a new concept of the technological object, which was inspired by Bernard Cache’s digital design practices and computer-assisted manufacturing. Deleuze compared Cache’s practices to Leibniz’s differential (...)
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  46. Promoting Vices: Designing the Web for Manipulation.Lukas Schwengerer - 2022 - In Michael Klenk & Fleur Jongepier (eds.), The Philosophy of Online Manipulation. Routledge. pp. 292-310.
    This chapter discusses a problematic relation between user-friendly design and manipulation. Some specific features of the design of a website can make it a more or less potent tool for manipulation. In particular, features that can be summed up as creating a user-friendly experience are also manipulation-friendly. The ease of using a website also makes it easier to be manipulated via the website. The chapter provides an argument that this can be explained as a less intellectually virtuous engagement (...)
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  47. Designing the Health-related Internet of Things: Ethical Principles and Guidelines.Brent Mittelstadt - 2017 - Information 8 (3):77.
    The conjunction of wireless computing, ubiquitous Internet access, and the miniaturisation of sensors have opened the door for technological applications that can monitor health and well-being outside of formal healthcare systems. The health-related Internet of Things (H-IoT) increasingly plays a key role in health management by providing real-time tele-monitoring of patients, testing of treatments, actuation of medical devices, and fitness and well-being monitoring. Given its numerous applications and proposed benefits, adoption by medical and social care institutions and consumers may be (...)
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  48. On Designating.Nathan Salmon - 2005 - Mind 114 (456):1069-1133.
    A detailed interpretation is provided of the ‘Gray's Elegy’ passage in Russell's ‘On Denoting’. The passage is suffciently obscure that its principal lessons have been independently rediscovered. Russell attempts to demonstrate that the thesis that definite descriptions are singular terms is untenable. The thesis demands a distinction be drawn between content and designation, but the attempt to form a proposition directly about the content (as by using an appropriate form of quotation) inevitably results in a proposition about the thing designated (...)
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  49. Regulation by design: features, practices, limitations, and governance implications.Kostina Prifti, Jessica Morley, Claudio Novelli & Luciano Floridi - manuscript
    Regulation by design (RBD) is a growing research field that explores, develops, and criticises the regulative function of design. In this article, we provide a qualitative thematic synthesis of the existing literature. The aim is to explore and analyse RBD's core features, practices, limitations, and related governance implications. To fulfil this aim, we examine the extant literature on RBD in the context of digital technologies. We start by identifying and structuring the core features of RBD, namely the goals, (...)
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  50. The design of the internet’s architecture by the Internet Engineering Task Force (IETF) and human rights.Corinne Cath & Luciano Floridi - 2017 - Science and Engineering Ethics 23 (2):449–468.
    The debate on whether and how the Internet can protect and foster human rights has become a defining issue of our time. This debate often focuses on Internet governance from a regulatory perspective, underestimating the influence and power of the governance of the Internet’s architecture. The technical decisions made by Internet Standard Developing Organisations that build and maintain the technical infrastructure of the Internet influences how information flows. They rearrange the shape of the technically mediated public sphere, including which rights (...)
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