Cyborgization And Virtual Worlds

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Cyborgization and Virtual Worlds

Author : Matthew E. Gladden
Publisher : Mnemoclave
Page : 36 pages
File Size : 48,5 Mb
Release : 2017-09-05
Category : Games & Activities
ISBN : 9781944373191

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Cyborgization and Virtual Worlds by Matthew E. Gladden Pdf

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.

Interface Fantasy

Author : Andre Nusselder
Publisher : MIT Press
Page : 185 pages
File Size : 42,5 Mb
Release : 2009-09-11
Category : Philosophy
ISBN : 9780262266499

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Interface Fantasy by Andre Nusselder Pdf

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.

Virtual Society

Author : Herman Narula
Publisher : Currency
Page : 289 pages
File Size : 55,5 Mb
Release : 2022-10-11
Category : Business & Economics
ISBN : 9780593239971

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Virtual Society by Herman Narula Pdf

“A fascinating, provocative case that the metaverse will not merely transform our virtual experience—it may actually enrich the quality of our lives” (Adam Grant)—from the visionary co-founder of one of today’s most innovative technology companies “This important book offers a highly persuasive argument that the metaverse, a new kind of virtual world, marks a profound next stage in this long human quest for fulfillment through creation.”—Chris Anderson, head of TED The concept of “the metaverse” has exploded in the public consciousness, but its contours remain elusive. Is it merely an immersive virtual reality playground, one that Facebook and other platforms will angle to control? Is it simply the next generation of massive multiplayer online games? Or is it something more revolutionary? As pioneering technologist Herman Narula shows, the metaverse is the latest manifestation of an ancient human tendency: the act of worldbuilding. From the Egyptians, whose conception of death inspired them to build the pyramids, to modern-day sports fans, whose passion for a game inspires extreme behavior, humans have long sought to supplement their day-to-day lives with a rich diversity of alternative experiences. Rooting his vision in history and psychology, Narula argues that humans’ intrinsic need for autonomy, accomplishment, and connection can best be met in virtual “worlds of ideas,” where users have the chance to create and exchange meaning and value. The metaverse is both the growing set of fulfilling digital experiences—ranging from advanced gaming to concerts and other entertainment events and even to virtual employment—and the empowering framework that allows these spaces to become “networks of useful meaning.” Bloomberg Intelligence recently predicted that the metaverse will become an $800 billon industry by 2024. But its implications, argues Narula, will lead to far more awe-inspiring possibilities than a spigot of cash. The arrival of the metaverse marks the beginning of a new age of exploration—not outward, but inward—with the potential to reshape society and open the door to a new understanding of the human species and its capabilities. Rigorously researched and passionately argued, Virtual Society is a provocative and essential guide for anyone who wants to go beyond superficial headlines to understand the true contours and potential of our virtual future.

Experience Machines

Author : Mark Silcox
Publisher : Rowman & Littlefield
Page : 244 pages
File Size : 45,9 Mb
Release : 2017-07-17
Category : Philosophy
ISBN : 9781786600691

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Experience Machines by Mark Silcox Pdf

In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a 'machine that would give you any experience you desired'. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. Nozick’s argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick’s argument, and use it as a jumping–off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.

Cyborg

Author : Steve Mann,Hal Niedzviecki
Publisher : Unknown
Page : 312 pages
File Size : 52,5 Mb
Release : 2001
Category : Biography & Autobiography
ISBN : STANFORD:36105026129804

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Cyborg by Steve Mann,Hal Niedzviecki Pdf

"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

Virtual Worlds

Author : Pramod K Nayar
Publisher : SAGE Publications Pvt. Limited
Page : 352 pages
File Size : 53,6 Mb
Release : 2004-06-30
Category : Business & Economics
ISBN : STANFORD:36105114516409

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Virtual Worlds by Pramod K Nayar Pdf

This interdisciplinary cultural study of the new technologies discusses cyberculture as it mediates, and in turn is mediated by, the contexts of globalisation, politics, medical science and war, and the realms of everyday life such as learning, identity, consumption, and leisure. It pays attention to common and visible expressions of technoculture - including music videos, niche marketing, literature, and cosmetic surgery - in order to highlight its distinguishing features. Using a range of insights from theorists such as Donna Haraway, Stuart Hall, Manuel Castells, Paul Virilio and Katherine Hayles, Virtual Worlds explores the dissemination of cybertechnology into the social and political fields.

Researching Virtual Worlds

Author : Louise Phillips,Ursula Plesner
Publisher : Routledge
Page : 186 pages
File Size : 44,9 Mb
Release : 2013-09-11
Category : Social Science
ISBN : 9781136250514

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Researching Virtual Worlds by Louise Phillips,Ursula Plesner Pdf

This volume presents a wide range of methodological strategies that are designed to take into account the complex, emergent, and continually shifting character of virtual worlds. It interrogates how virtual worlds emerge as objects of study through the development and application of various methodological strategies. Virtual worlds are not considered objects that exist as entities with fixed attributes independent of our continuous engagement with them and interpretation of them. Instead, they are conceived of as complex ensembles of technology, humans, symbols, discourses, and economic structures, ensembles that emerge in ongoing practices and specific situations. A broad spectrum of perspectives and methodologies is presented: Actor-Network-Theory and post-Actor-Network-Theory, performativity theory, ethnography, discourse analysis, Sense-Making Methodology, visual ethnography, multi-sited ethnography, and Social Network Analysis.

The Cyborg Subject

Author : Garfield Benjamin
Publisher : Springer
Page : 232 pages
File Size : 46,6 Mb
Release : 2016-06-25
Category : Social Science
ISBN : 9781137584496

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The Cyborg Subject by Garfield Benjamin Pdf

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.

Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics

Author : Greguric, Ivana
Publisher : IGI Global
Page : 352 pages
File Size : 45,7 Mb
Release : 2021-10-22
Category : Philosophy
ISBN : 9781799892335

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Philosophical Issues of Human Cyborgization and the Necessity of Prolegomena on Cyborg Ethics by Greguric, Ivana Pdf

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.

Posthuman Cyberware

Author : Matthew E. Gladden
Publisher : Mnemoclave
Page : 40 pages
File Size : 48,8 Mb
Release : 2017-08-20
Category : Games & Activities
ISBN : 9781944373177

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Posthuman Cyberware by Matthew E. Gladden Pdf

You don’t know how far you can trust what you see or feel or remember, because it could all just be a byproduct of your neural implant or illusions fabricated by a neurohacker. Self-evolving computer viruses and stray nanorobotic swarms have taken up residence in the components of your robotic prosthetic arm. Battles over access to neurocybernetic enhancement, life-extension biotech, and immersive VR paradises are fragmenting humanity into new strata of haves and have-nots. You can never tell whether the full-body cyborgs that you see in the street belong to military units, megacorps, or bands of hackers-for-hire… or maybe all three at once. Such near-future cyberdystopias provide the perfect setting for a hard-SF roleplaying game campaign. But how much reality lies beneath their surface? Could a human mind really learn how to operate a full cyborg body that has wheels or wings or dozens of robotic tentacles, or would it be too ‘alien’? If relatively small changes in brain temperature can cause behavioral impacts (or even brain damage), is it advisable to implant a heat-spewing miniaturized supercomputer in someone’s cranium? A neural jack that lets you instantly download new skills sounds great, but could such a thing actually work? And which of your cognitive functions could a hacker take control of by compromising such a device? If you’ve ever thought about any of these questions when designing or running an adventure, then Mnemoclave’s Posthuman Cyberware Sourcebook series is meant for you. It’s designed especially for GMs who want to give their campaigns a grittier edge and loads of surprises that’ll keep their players on their toes – and for serious gamers who want to map out the potential and limitations of their characters’ cyberware from a new perspective. This first volume in the series offers an introduction to the use of neuroprostheses for sensory, cognitive, and motor enhancement and explores distinctions between posthuman and transhuman cyberware. It’s not simply a tale of artificial eyes with telescopic night vision or combat-grade cyberlimbs but also a blueprint for the development of neuroprosthetically enhanced imagination, emotions, and conscience and the creation of human-synthetic hive minds. The volume considers neuroprosthetic devices’ human hosts in their three roles as sapient minds, embodied organisms, and social and economic actors to explain how cyberware can be employed either as tools for personal empowerment and liberation or mechanisms of enslavement and zombification. The book serves as a resource for designing campaigns or one-off adventures set in worlds with a cyberpunk, postcyberpunk, or biopunk milieu in which posthumanizing cyberware exists and societies are tilting toward the dystopian. The text includes dozens of special inserts with plot hooks, character traits, equipment descriptions, and ideas regarding setting and atmosphere that help you incorporate the material directly into your game, regardless of which rule system you’re running.

The Projected and Prophetic: Humanity in Cyberculture, Cyberspace, and Science Fiction

Author : Jordan J. Copeland
Publisher : BRILL
Page : 193 pages
File Size : 54,7 Mb
Release : 2020-03-31
Category : Social Science
ISBN : 9781848880870

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The Projected and Prophetic: Humanity in Cyberculture, Cyberspace, and Science Fiction by Jordan J. Copeland Pdf

The papers collected in this volume document the exchange and development of ideas that comprised the 5th Global Conference on Visions of Humanity in Cyberculture, Cyberspace, and Science Fiction, hosted at Mansfield College, Oxford, United Kingdom, in July 2010.

Virtual Worlds

Author : Liz Falconer,Mari Carmen Gil Ortega
Publisher : Unknown
Page : 128 pages
File Size : 54,8 Mb
Release : 2018
Category : Virtual reality in education
ISBN : 1536131008

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Virtual Worlds by Liz Falconer,Mari Carmen Gil Ortega Pdf

Virtual Worlds

Author : Benjamin Woolley
Publisher : Benjamin Woolley
Page : 217 pages
File Size : 40,5 Mb
Release : 1993
Category : Biography & Autobiography
ISBN : 9780140154399

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Virtual Worlds by Benjamin Woolley Pdf

In Virtual Worlds, Benjamin Woolley examines the reality of virtual reality. He looks at the dramatic intellectual and cultural upheavals that gave birth to it, the hype that surrounds it, the people who have promoted it, and the dramatic implications of its development. Virtual reality is not simply a technology, it is a way of thinking created and promoted by a group of technologists and thinkers that sees itself as creating our future. Virtual Worlds reveals the politics and culture of these virtual realists, and examines whether they are creating reality, or losing their grasp of it. 12 photographs.

Cyborg Mind

Author : Calum MacKellar
Publisher : Berghahn Books
Page : 262 pages
File Size : 43,5 Mb
Release : 2019-04-09
Category : Technology & Engineering
ISBN : 9781789201116

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Cyborg Mind by Calum MacKellar Pdf

With the development of new direct interfaces between the human brain and computer systems, the time has come for an in-depth ethical examination of the way these neuronal interfaces may support an interaction between the mind and cyberspace. In so doing, this book does not hesitate to blend disciplines including neurobiology, philosophy, anthropology and politics. It also invites society, as a whole, to seek a path in the use of these interfaces enabling humanity to prosper while avoiding the relevant risks. As such, the volume is the first extensive study in cyberneuroethics, a subject matter which is certain to have a significant impact in the 21st century and beyond.

An Introduction to New Media and Cybercultures

Author : Pramod K. Nayar
Publisher : John Wiley & Sons
Page : 225 pages
File Size : 44,8 Mb
Release : 2010-01-11
Category : Social Science
ISBN : 9781405181679

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An Introduction to New Media and Cybercultures by Pramod K. Nayar Pdf

This introduction to cybercultures provides a cutting-edge and much needed guide to the rapidly changing world of new media and communication. Considers cyberculture and new media through contemporary race, gender and sexuality studies and postcolonial theory Offers a clear analysis of some of the most complex issues in cybercultures, including identity, network societies, new geographies, and connectivity Includes discussions of gaming, social networking, geography, net-democracy, aesthetics, popular internet culture, the body, sexuality and politics Examines key questions in the political economy, racialization, gendering and governance of cyberculture