Author: Matthew E. Gladden
Publisher: Mnemoclave
ISBN: 1944373195
Category : Games & Activities
Languages : en
Pages : 38
Book Description
Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.
Cyborgization and Virtual Worlds
Cyborg
Author: Steve Mann
Publisher:
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 312
Book Description
"Steve Mann is a cyborg. He sees the entire world, including himself, through a video lens--the WearComp system. He can control what he sees, liberating his imaginative space from the visual stimuli-billboards and flashing neon signs--that threaten to overwhelm us. While recognizing the danger that human beings could be controlled by technology and the corporations that produce it for profit, Mann is also fascinated by the vast possibilities presented by the wearable computer"--Back cover
Publisher:
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 312
Book Description
"Steve Mann is a cyborg. He sees the entire world, including himself, through a video lens--the WearComp system. He can control what he sees, liberating his imaginative space from the visual stimuli-billboards and flashing neon signs--that threaten to overwhelm us. While recognizing the danger that human beings could be controlled by technology and the corporations that produce it for profit, Mann is also fascinated by the vast possibilities presented by the wearable computer"--Back cover
Automation and Utopia
Author: John Danaher
Publisher: Harvard University Press
ISBN: 0674984242
Category : Philosophy
Languages : en
Pages : 337
Book Description
Automating technologies threaten to usher in a workless future. But this can be a good thing—if we play our cards right. Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.
Publisher: Harvard University Press
ISBN: 0674984242
Category : Philosophy
Languages : en
Pages : 337
Book Description
Automating technologies threaten to usher in a workless future. But this can be a good thing—if we play our cards right. Human obsolescence is imminent. The factories of the future will be dark, staffed by armies of tireless robots. The hospitals of the future will have fewer doctors, depending instead on cloud-based AI to diagnose patients and recommend treatments. The homes of the future will anticipate our wants and needs and provide all the entertainment, food, and distraction we could ever desire. To many, this is a depressing prognosis, an image of civilization replaced by its machines. But what if an automated future is something to be welcomed rather than feared? Work is a source of misery and oppression for most people, so shouldn’t we do what we can to hasten its demise? Automation and Utopia makes the case for a world in which, free from need or want, we can spend our time inventing and playing games and exploring virtual realities that are more deeply engaging and absorbing than any we have experienced before, allowing us to achieve idealized forms of human flourishing. The idea that we should “give up” and retreat to the virtual may seem shocking, even distasteful. But John Danaher urges us to embrace the possibilities of this new existence. The rise of automating technologies presents a utopian moment for humankind, providing both the motive and the means to build a better future.
How We Became Posthuman
Author: N. Katherine Hayles
Publisher: University of Chicago Press
ISBN: 0226321398
Category : Science
Languages : en
Pages : 364
Book Description
In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
Publisher: University of Chicago Press
ISBN: 0226321398
Category : Science
Languages : en
Pages : 364
Book Description
In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
Virtual Kombat (3) – Cyborg
Author: Chris Bradford
Publisher: HarperCollins UK
ISBN: 1781129924
Category : Juvenile Fiction
Languages : en
Pages : 94
Book Description
As game becomes reality, can Scott save his world in time? The heart-pounding finale to the Virtual Kombat series.
Publisher: HarperCollins UK
ISBN: 1781129924
Category : Juvenile Fiction
Languages : en
Pages : 94
Book Description
As game becomes reality, can Scott save his world in time? The heart-pounding finale to the Virtual Kombat series.
International Handbook of Virtual Learning Environments
Author: Joel Weiss
Publisher: Springer Science & Business Media
ISBN: 1402038038
Category : Education
Languages : en
Pages : 1611
Book Description
The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.
Publisher: Springer Science & Business Media
ISBN: 1402038038
Category : Education
Languages : en
Pages : 1611
Book Description
The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.
Interface Fantasy
Author: Andre Nusselder
Publisher: MIT Press
ISBN: 0262266490
Category : Philosophy
Languages : en
Pages : 185
Book Description
Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.
Publisher: MIT Press
ISBN: 0262266490
Category : Philosophy
Languages : en
Pages : 185
Book Description
Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.
Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics
Author: Greguric, Ivana
Publisher: IGI Global
ISBN: 1799892336
Category : Philosophy
Languages : en
Pages : 352
Book Description
We are currently living in an age of scientific humanism. Cyborgs, robots, avatars, and bio-technologically created beings are new entities that exist alongside biological human beings. As with many emerging technologies, many people will find the concept foreign and frightening. There is a strong possibility that these entities will be mistreated. Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics discusses the ethics of human cyborgization as well as emerging technologies of robots and avatars that exhibit human-like qualities. The chapters build a strong case for the necessity of cyborg ethics and protocols for preserving the vitality of life within an ever-advancing technological society. Covering topics such as cyborg hacking, historical reality, and naturalism, this book is a dynamic resource for scientists, ethicists, cyber behavior professionals, students and professors of both technological and philosophical studies, faculty of higher education, philosophers, AI engineers, healthcare professionals, researchers, and academicians.
Publisher: IGI Global
ISBN: 1799892336
Category : Philosophy
Languages : en
Pages : 352
Book Description
We are currently living in an age of scientific humanism. Cyborgs, robots, avatars, and bio-technologically created beings are new entities that exist alongside biological human beings. As with many emerging technologies, many people will find the concept foreign and frightening. There is a strong possibility that these entities will be mistreated. Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics discusses the ethics of human cyborgization as well as emerging technologies of robots and avatars that exhibit human-like qualities. The chapters build a strong case for the necessity of cyborg ethics and protocols for preserving the vitality of life within an ever-advancing technological society. Covering topics such as cyborg hacking, historical reality, and naturalism, this book is a dynamic resource for scientists, ethicists, cyber behavior professionals, students and professors of both technological and philosophical studies, faculty of higher education, philosophers, AI engineers, healthcare professionals, researchers, and academicians.
The Cyborg Subject
Author: Garfield Benjamin
Publisher: Springer
ISBN: 1137584491
Category : Social Science
Languages : en
Pages : 247
Book Description
This book outlines a new conception of the cyborg in terms of consciousness as the parallax gap between physical and digital worlds. The contemporary subject constructs its own internal reality in the interplay of the Virtual and the Real. Reinterpreting the work of Slavoj Žižek and Gilles Deleuze in terms of the psychological and ontological construction of the digital, alongside the philosophy of quantum physics, this book offers a challenge to materialist perspectives in the fluid cyberspace that is ever permeating our lives. The inclusion of the subject in its own epistemological framework establishes a model for an engaged spectatorship of reality. Through the analysis of online media, digital art, avatars, computer games and science fiction, a new model of cyborg culture reveals the opportunities for critical and creative interventions in the contemporary subjective experience, promoting an awareness of the parallax position we all occupy between physical and digital worlds.
Publisher: Springer
ISBN: 1137584491
Category : Social Science
Languages : en
Pages : 247
Book Description
This book outlines a new conception of the cyborg in terms of consciousness as the parallax gap between physical and digital worlds. The contemporary subject constructs its own internal reality in the interplay of the Virtual and the Real. Reinterpreting the work of Slavoj Žižek and Gilles Deleuze in terms of the psychological and ontological construction of the digital, alongside the philosophy of quantum physics, this book offers a challenge to materialist perspectives in the fluid cyberspace that is ever permeating our lives. The inclusion of the subject in its own epistemological framework establishes a model for an engaged spectatorship of reality. Through the analysis of online media, digital art, avatars, computer games and science fiction, a new model of cyborg culture reveals the opportunities for critical and creative interventions in the contemporary subjective experience, promoting an awareness of the parallax position we all occupy between physical and digital worlds.
Novacene
Author: James Lovelock
Publisher: MIT Press
ISBN: 0262539519
Category : Social Science
Languages : en
Pages : 155
Book Description
A fascinating new study from the originator of the Gaia Theory, “who conceived the first wholly new way of looking at life on earth since Charles Darwin” (Independent) One of the world’s leading scientific thinkers offers a vision of a future epoch in which humans and artificial intelligence unite to save the Earth. James Lovelock, creator of the Gaia hypothesis and the greatest environmental thinker of our time, has produced an astounding new theory about future of life on Earth. He argues that the Anthropocene—the age in which humans acquired planetary-scale technologies—is, after 300 years, coming to an end. A new age—the Novacene—has already begun. In the Novacene, new beings will emerge from existing artificial intelligence systems. They will think 10,000 times faster than we do and they will regard us as we now regard plants. But this will not be the cruel, violent machine takeover of the planet imagined by science fiction. These hyperintelligent beings will be as dependent on the health of the planet as we are. They will need the planetary cooling system of Gaia to defend them from the increasing heat of the sun as much as we do. And Gaia depends on organic life. We will be partners in this project. It is crucial, Lovelock argues, that the intelligence of Earth survives and prospers. He does not think there are intelligent aliens, so we are the only beings capable of understanding the cosmos. Perhaps, he speculates, the Novacene could even be the beginning of a process that will finally lead to intelligence suffusing the entire cosmos. At the age of 100, James Lovelock has produced the most important and compelling work of his life.
Publisher: MIT Press
ISBN: 0262539519
Category : Social Science
Languages : en
Pages : 155
Book Description
A fascinating new study from the originator of the Gaia Theory, “who conceived the first wholly new way of looking at life on earth since Charles Darwin” (Independent) One of the world’s leading scientific thinkers offers a vision of a future epoch in which humans and artificial intelligence unite to save the Earth. James Lovelock, creator of the Gaia hypothesis and the greatest environmental thinker of our time, has produced an astounding new theory about future of life on Earth. He argues that the Anthropocene—the age in which humans acquired planetary-scale technologies—is, after 300 years, coming to an end. A new age—the Novacene—has already begun. In the Novacene, new beings will emerge from existing artificial intelligence systems. They will think 10,000 times faster than we do and they will regard us as we now regard plants. But this will not be the cruel, violent machine takeover of the planet imagined by science fiction. These hyperintelligent beings will be as dependent on the health of the planet as we are. They will need the planetary cooling system of Gaia to defend them from the increasing heat of the sun as much as we do. And Gaia depends on organic life. We will be partners in this project. It is crucial, Lovelock argues, that the intelligence of Earth survives and prospers. He does not think there are intelligent aliens, so we are the only beings capable of understanding the cosmos. Perhaps, he speculates, the Novacene could even be the beginning of a process that will finally lead to intelligence suffusing the entire cosmos. At the age of 100, James Lovelock has produced the most important and compelling work of his life.