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Body Soul and Cyberspace in Contemporary Science Fiction Cinema

Body  Soul and Cyberspace in Contemporary Science Fiction Cinema Author S. Magerstädt
ISBN-10 9781137399410
Release 2014-09-25
Pages 105
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Body, Soul and Cyberspace explores how recent science-fiction cinema answers questions about body and soul, virtuality, and spirituality in the digital age by linking cinematic themes with religious, philosophical and ethical concepts.



Internet Afterlife Virtual Salvation in the 21st Century

Internet Afterlife  Virtual Salvation in the 21st Century Author Kevin O'Neill Ph.D.
ISBN-10 9781440837975
Release 2016-08-08
Pages 247
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Can you imagine swapping your body for a virtual version? This technology-based look at the afterlife chronicles America's fascination with death and reveals how digital immortality may become a reality. • Reveals the period in American history that established cultural views about the afterlife • Discusses how technology aids in achieving and designing perspectives on heaven and immortality • Reviews technologies surrounding digital mortality, including Dmitry Itskov's 2045 Initiative and Martine Rothblatt's Terasem Foundation • Illustrates how the Internet helps those who have lost loved ones to grieve and cope in new ways • Links perceptions about death and the hereafter to typical American attitudes, including optimism, confidence, self-reliance, and innovation • Examines the use of virtual memorials, online obituaries, Facebook pages of deceased users, and avatars



Gothic Science Fiction

Gothic Science Fiction Author S. MacArthur
ISBN-10 9781137389275
Release 2015-05-25
Pages 176
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Gothic Science Fiction explores the fascinating world of gothic influenced science fiction. From Frankenstein to Doctor Who and from H.G Wells to Stephen King, the book charts the rise of a genre and follows the descent into darkness that consumes it.



The Dark Forest

The Dark Forest Author Cixin Liu
ISBN-10 9781466853430
Release 2015-08-11
Pages 480
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This near-future trilogy is the first chance for English-speaking readers to experience this multiple-award-winning phenomenon from Cixin Liu, China's most beloved science fiction author. In The Dark Forest, Earth is reeling from the revelation of a coming alien invasion-in just four centuries' time. The aliens' human collaborators may have been defeated, but the presence of the sophons, the subatomic particles that allow Trisolaris instant access to all human information, means that Earth's defense plans are totally exposed to the enemy. Only the human mind remains a secret. This is the motivation for the Wallfacer Project, a daring plan that grants four men enormous resources to design secret strategies, hidden through deceit and misdirection from Earth and Trisolaris alike. Three of the Wallfacers are influential statesmen and scientists, but the fourth is a total unknown. Luo Ji, an unambitious Chinese astronomer and sociologist, is baffled by his new status. All he knows is that he's the one Wallfacer that Trisolaris wants dead. The Remembrance of Earth's Past Trilogy The Three-Body Problem The Dark Forest Death's End Other Books Ball Lightning (forthcoming) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.



Science Fiction and the Moral Imagination

Science Fiction and the Moral Imagination Author Russell Blackford
ISBN-10 9783319616858
Release 2017-09-05
Pages 204
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In this highly original book, Russell Blackford discusses the intersection of science fiction and humanity’s moral imagination. With the rise of science and technology in the 19th century, and our continually improving understanding of the cosmos, writers and thinkers soon began to imagine futures greatly different from the present. Science fiction was born out of the realization that future technoscientific advances could dramatically change the world. Along with the developments described in modern science fiction - space societies, conscious machines, and upgraded human bodies, to name but a few - come a new set of ethical challenges and new forms of ethics. Blackford identifies these issues and their reflection in science fiction. His fascinating book will appeal to anyone with an interest in philosophy or science fiction, or in how they interact. “This is a seasoned, balanced analysis of a major issue in our thinking about the future, seen through the lens of science fiction, a central art of our time. Everyone from humanists to technologists should study these ideas and examples. Blackford’s book is wise and savvy, and a delight to read as well.” Greg Benford, author of Timescape.



The Oxford Handbook of Virtuality

The Oxford Handbook of Virtuality Author Mark Grimshaw
ISBN-10 9780199826162
Release 2014-02
Pages 773
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The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.



The Three Body Problem

The Three Body Problem Author Cixin Liu
ISBN-10 9781466853447
Release 2014-11-11
Pages 400
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"Wildly imaginative, really interesting." —President Barack Obama on The Three-Body Problem trilogy The Three-Body Problem is the first chance for English-speaking readers to experience the Hugo Award-winning phenomenon from China's most beloved science fiction author, Liu Cixin. Set against the backdrop of China's Cultural Revolution, a secret military project sends signals into space to establish contact with aliens. An alien civilization on the brink of destruction captures the signal and plans to invade Earth. Meanwhile, on Earth, different camps start forming, planning to either welcome the superior beings and help them take over a world seen as corrupt, or to fight against the invasion. The result is a science fiction masterpiece of enormous scope and vision. The Remembrance of Earth's Past Trilogy The Three-Body Problem The Dark Forest Death's End Other Books Ball Lightning (forthcoming) At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.



Cyberpunk Cyberculture

Cyberpunk   Cyberculture Author Dani Cavallaro
ISBN-10 9781847140357
Release 2000-04-01
Pages 280
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Cyberpunk and Cyberculture explores the work of a wide range of writers- Acker, Cadigan, Rucker, Shierley, Sterling, Williams and, of course, Gibson - setting their work in the context of science fiction, other literary genres, genre cinema - from Metropolis to Terminator to The Matrix - and contemporary work on the culture of technology.



The Ethics of Computer Games

The Ethics of Computer Games Author Miguel Sicart
ISBN-10 9780262261531
Release 2011-08-19
Pages 272
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Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.



The Metaphysics of Virtual Reality

The Metaphysics of Virtual Reality Author Michael Heim
ISBN-10 9780195092585
Release 1994
Pages 175
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Heim examines, among other things, how our perception of the world will change as we move in and out of a computer-generated world.



Science fiction and innovation

Science fiction and innovation Author Thomas Michaud
ISBN-10 295325739X
Release 2008
Pages 127
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Science fiction and innovation has been writing in one form or another for most of life. You can find so many inspiration from Science fiction and innovation also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Science fiction and innovation book for free.



Communities of Play

Communities of Play Author Celia Pearce
ISBN-10 9780262291545
Release 2011-09-30
Pages 342
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Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.



Gilles Deleuze s Time Machine

Gilles Deleuze s Time Machine Author David Norman Rodowick
ISBN-10 0822319705
Release 1997
Pages 258
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An introduction to Deleuze’s theory of cinema, from a leading American film theorist.



Mapping Cyberspace

Mapping Cyberspace Author Martin Dodge
ISBN-10 9781134638994
Release 2003-09-02
Pages 280
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Mapping Cyberspace is a ground-breaking geographic exploration and critical reading of cyberspace, and information and communication technologies. The book: * provides an understanding of what cyberspace looks like and the social interactions that occur there * explores the impacts of cyberspace, and information and communication technologies, on cultural, political and economic relations * charts the spatial forms of virutal spaces * details empirical research and examines a wide variety of maps and spatialisations of cyberspace and the information society * has a related website at http://www.MappingCyberspace.com. This book will be a valuable addition to the growing body of literature on cyberspace and what it means for the future.



Lines Drawn Upon the Water

Lines Drawn Upon the Water Author Karl S. Hele
ISBN-10 9781554580040
Release 2008-09-30
Pages 351
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Proceedings of a conference held at University of Western Ontario, London, Ont., Feb. 11-12, 2005.



Robot Ethics

Robot Ethics Author Patrick Lin
ISBN-10 9780262297752
Release 2011-12-09
Pages 400
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Robots today serve in many roles, from entertainer to educator to executioner. As robotics technology advances, ethical concerns become more pressing: Should robots be programmed to follow a code of ethics, if this is even possible? Are there risks in forming emotional bonds with robots? How might society -- and ethics -- change with robotics? This volume is the first book to bring together prominent scholars and experts from both science and the humanities to explore these and other questions in this emerging field.Starting with an overview of the issues and relevant ethical theories, the topics flow naturally from the possibility of programming robot ethics to the ethical use of military robots in war to legal and policy questions, including liability and privacy concerns. The contributors then turn to human-robot emotional relationships, examining the ethical implications of robots as sexual partners, caregivers, and servants. Finally, they explore the possibility that robots, whether biological-computational hybrids or pure machines, should be given rights or moral consideration.Ethics is often slow to catch up with technological developments. This authoritative and accessible volume fills a gap in both scholarly literature and policy discussion, offering an impressive collection of expert analyses of the most crucial topics in this increasingly important field.



Make It So

Make It So Author Nathan Shedroff
ISBN-10 9781933820767
Release 2012-09-17
Pages 368
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Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.