Fantasy and the Virtual Mind, digital original edition

Fantasy and the Virtual Mind, digital original edition
Author: Andre Nusselder
Publisher: MIT Press
Total Pages: 42
Release: 2014-01-10
Genre: Philosophy
ISBN: 0262318792


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In this BIT, 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.

Reality+: Virtual Worlds and the Problems of Philosophy

Reality+: Virtual Worlds and the Problems of Philosophy
Author: David J. Chalmers
Publisher: W. W. Norton & Company
Total Pages: 544
Release: 2022-01-25
Genre: Philosophy
ISBN: 0393635813


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A leading philosopher takes a mind-bending journey through virtual worlds, illuminating the nature of reality and our place within it. Virtual reality is genuine reality; that’s the central thesis of Reality+. In a highly original work of “technophilosophy,” David J. Chalmers gives a compelling analysis of our technological future. He argues that virtual worlds are not second-class worlds, and that we can live a meaningful life in virtual reality. We may even be in a virtual world already. Along the way, Chalmers conducts a grand tour of big ideas in philosophy and science. He uses virtual reality technology to offer a new perspective on long-established philosophical questions. How do we know that there’s an external world? Is there a god? What is the nature of reality? What’s the relation between mind and body? How can we lead a good life? All of these questions are illuminated or transformed by Chalmers’ mind-bending analysis. Studded with illustrations that bring philosophical issues to life, Reality+ is a major statement that will shape discussion of philosophy, science, and technology for years to come.

Regulating Markets, digital original edition

Regulating Markets, digital original edition
Author: Vili Lehdonvirta
Publisher: MIT Press
Total Pages: 31
Release: 2015-03-16
Genre: Business & Economics
ISBN: 0262327686


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In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale there is a virtual economy, simple or complex. This BIT explains that the objectives of virtual economies—providing content, attracting and retaining users, and earning revenues—are often best pursued in unfree (that is, regulated) rather than free markets.

Virtual Cities

Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
Total Pages: 257
Release: 2020-11-12
Genre: Games & Activities
ISBN: 1783528508


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Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.

Accelerando

Accelerando
Author: Charles Stross
Publisher: Penguin
Total Pages: 596
Release: 2005-07-05
Genre: Fiction
ISBN: 1101208473


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The Singularity. It is the era of the posthuman. Artificial intelligences have surpassed the limits of human intellect. Biotechnological beings have rendered people all but extinct. Molecular nanotechnology runs rampant, replicating and reprogramming at will. Contact with extraterrestrial life grows more imminent with each new day. Struggling to survive and thrive in this accelerated world are three generations of the Macx clan: Manfred, an entrepreneur dealing in intelligence amplification technology whose mind is divided between his physical environment and the Internet; his daughter, Amber, on the run from her domineering mother, seeking her fortune in the outer system as an indentured astronaut; and Sirhan, Amber’s son, who finds his destiny linked to the fate of all of humanity. For something is systematically dismantling the nine planets of the solar system. Something beyond human comprehension. Something that has no use for biological life in any form...

Virtual Unreality

Virtual Unreality
Author: Charles Seife
Publisher: Penguin
Total Pages: 258
Release: 2015-08-04
Genre: Computers
ISBN: 0143127675


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The author of Zero and Proofiness explains how to tell truth from fantasy in the digital world, and why it matters Today, the Internet allows us to spread information faster and to more people than ever before—never mind whether it’s true or not. In Virtual Unreality, mathematician, science reporter, and journalist watchdog Charles Seife takes us deep into the information jungle and cuts a path through the trickery, fakery, and cyber skullduggery that the Internet enables. Providing a much-needed toolkit to help separate fact from fiction, Seife, with his trademark wit and skepticism, addresses the problems that face us every time we turn on our computers and Google our most recent medical symptoms, read a politician’s tweet, fact-check something on Wikipedia, or start an online relationship. Let the clicker beware.

The Fourth Turning

The Fourth Turning
Author: William Strauss
Publisher: Crown
Total Pages: 401
Release: 1997-12-29
Genre: History
ISBN: 0767900464


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NATIONAL BESTSELLER • Discover the game-changing theory of the cycles of history and what past generations can teach us about living through times of upheaval—with deep insights into the roles that Boomers, Generation X, and Millennials have to play—now with a new preface by Neil Howe. First comes a High, a period of confident expansion. Next comes an Awakening, a time of spiritual exploration and rebellion. Then comes an Unraveling, in which individualism triumphs over crumbling institutions. Last comes a Crisis—the Fourth Turning—when society passes through a great and perilous gate in history. William Strauss and Neil Howe will change the way you see the world—and your place in it. With blazing originality, The Fourth Turning illuminates the past, explains the present, and reimagines the future. Most remarkably, it offers an utterly persuasive prophecy about how America’s past will predict what comes next. Strauss and Howe base this vision on a provocative theory of American history. The authors look back five hundred years and uncover a distinct pattern: Modern history moves in cycles, each one lasting about the length of a long human life, each composed of four twenty-year eras—or “turnings”—that comprise history’s seasonal rhythm of growth, maturation, entropy, and rebirth. Illustrating this cycle through a brilliant analysis of the post–World War II period, The Fourth Turning offers bold predictions about how all of us can prepare, individually and collectively, for this rendezvous with destiny.

Virtually Human

Virtually Human
Author: Martine Rothblatt
Publisher: Macmillan + ORM
Total Pages: 369
Release: 2014-09-09
Genre: Computers
ISBN: 1466847042


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Virtually Human explores what the not-too-distant future will look like when cyberconsciousness—simulation of the human brain via software and computer technology—allows our consciousness to be present forever. Meet Bina48, the world's most sentient robot, commissioned by Martine Rothblatt and created by Hanson Robotics. Bina48 is a nascent Mindclone of Martine's wife that can engage in conversation, answer questions, and even have spontaneous thoughts that are derived from multimedia data in a Mindfile created by the real Bina. If you're active on Twitter or Facebook, share photos through Instagram, or blogging regularly, you're already on your way to creating a Mindfile—a digital database of your thoughts, memories, feelings, and opinions that is essentially a back-up copy of your mind. Soon, this Mindfile can be made conscious with special software—Mindware—that mimics the way human brains organize information, create emotions and achieve self-awareness. This may sound like science-fiction A.I. (artificial intelligence), but the nascent technology already exists. Thousands of software engineers across the globe are working to create cyberconsciousness based on human consciousness and the Obama administration recently announced plans to invest in a decade-long Brain Activity Map project. Virtually Human is the only book to examine the ethical issues relating to cyberconsciousness and Rothblatt, with a Ph.D. in medical ethics, is uniquely qualified to lead the dialogue.

Alice in Wonderland

Alice in Wonderland
Author: Lewis Carroll
Publisher: The Floating Press
Total Pages: 112
Release: 2009-01-01
Genre: Fiction
ISBN: 1877527815


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Alice in Wonderland (also known as Alice's Adventures in Wonderland), from 1865, is the peculiar and imaginative tale of a girl who falls down a rabbit-hole into a bizarre world of eccentric and unusual creatures. Lewis Carroll's prominent example of the genre of "literary nonsense" has endured in popularity with its clever way of playing with logic and a narrative structure that has influence generations of fiction writing.

Interface Fantasy

Interface Fantasy
Author: Andre Nusselder
Publisher: MIT Press
Total Pages: 185
Release: 2009-09-11
Genre: Philosophy
ISBN: 0262266490


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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.