Posthuman Cyberware

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Posthuman Cyberware

Author : Matthew E. Gladden
Publisher : Mnemoclave
Page : 40 pages
File Size : 40,8 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.

Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers

Author : Matthew E. Gladden
Publisher : Defragmenter Media
Page : 364 pages
File Size : 43,6 Mb
Release : 2019-12-24
Category : Computers
ISBN : 9781944373733

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Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers by Matthew E. Gladden Pdf

The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.

Cyborgization and Virtual Worlds

Author : Matthew E. Gladden
Publisher : Mnemoclave
Page : 36 pages
File Size : 47,9 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.

How We Became Posthuman

Author : N. Katherine Hayles
Publisher : University of Chicago Press
Page : 364 pages
File Size : 50,6 Mb
Release : 2008-05-15
Category : Philosophy
ISBN : 9780226321394

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How We Became Posthuman by N. Katherine Hayles Pdf

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.

Posthumanism in digital culture

Author : Callum T.F. McMillan
Publisher : Emerald Group Publishing
Page : 188 pages
File Size : 49,6 Mb
Release : 2021-01-15
Category : Language Arts & Disciplines
ISBN : 9781800431096

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Posthumanism in digital culture by Callum T.F. McMillan Pdf

This book explores the theories of transhumanism and posthumanism, two philosophies that deal with radically changing bodies, minds, and even the nature of humanity itself.

How We Became Posthuman

Author : N. Katherine Hayles
Publisher : University of Chicago Press
Page : 364 pages
File Size : 55,8 Mb
Release : 1999-02-15
Category : Philosophy
ISBN : 0226321452

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How We Became Posthuman by N. Katherine Hayles Pdf

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.

Critical Posthumanism: Cloned, Toxic and Cyborg Bodies in Fiction

Author : Pelin Kümbet
Publisher : Transnational Press London
Page : 128 pages
File Size : 55,5 Mb
Release : 2020-12-25
Category : Philosophy
ISBN : 9781801350044

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Critical Posthumanism: Cloned, Toxic and Cyborg Bodies in Fiction by Pelin Kümbet Pdf

Focusing on three representation of posthuman bodies as cloned bodies in Kazuo Ishiguro’s Never Let Me Go (2005), toxic bodies in Indra Sinha’s Animal’s People (2007), and cyborg bodies in Justina Robson’s Natural History (2004) from the theoretical perspectives of posthuman definition of what it means to be human, this study discusses the changing concept of the body. In this context, the integral and dynamic connection between a human body and the world is of special significance, which opens up new possibilities to reconfigure the human body that is no longer conceded separate from the nonhuman world but embodied in it. Each of the novels significantly displays the in-betweenness of humans by making them interact with chemical substances, machines, and other nonhuman entities, and shows how clear-cut distinctions between the human and the nonhuman bodies have collapsed.

The Souls of Cyberfolk

Author : Thomas Foster
Publisher : Choice Publishing Co., Ltd.
Page : 354 pages
File Size : 54,6 Mb
Release : 2005
Category : Computers
ISBN : 0816634068

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The Souls of Cyberfolk by Thomas Foster Pdf

Considers the construction of race, gender, and sexuality in virtual reality.

Posthuman Metamorphosis

Author : Bruce Clarke
Publisher : Unknown
Page : 264 pages
File Size : 51,8 Mb
Release : 2008
Category : Fiction
ISBN : STANFORD:36105124010781

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Posthuman Metamorphosis by Bruce Clarke Pdf

From Dr. Moreau's Beast People to David Cronenberg's Brundlefly, Stanislaw Lem's robot constructors in the Cyberiad to Octavia Butler's human/alien constructs in the Xenogenesis trilogy, Posthuman Metamorphosis examines modern and postmodern stories of corporeal transformation through interlocking frames of posthumanism, narratology, and second-order systems theory. New media generate new metamorphs. New stories have emerged from cybernetic displacements of life, sensation, or intelligence from human beings to machines. But beyond the vogue for the cyborg and the cybernetic mash-up of the organic and the mechanical, Posthuman Metamorphosis develops neocybernetic systems theories illuminating alternative narratives that elicit autopoietic and symbiotic visions of the posthuman. Systems theory also transforms our modes of narrative cognition. Regarding narrative in the light of the autopoietic systems it brings into play, neocybernetics brings narrative theory into constructive relation with the systemic operations of observation, communication, and paradox. Posthuman Metamorphosis draws on Bruno Latour, Donna Haraway, Niklas Luhmann, Cary Wolfe, Mieke Bal, Katherine Hayles, Friedrich Kittler, and Lynn Margulis to read narratives of bodily metamorphosis as allegories of the contingencies of systems. Tracing the posthuman intuitions of both pre- and post-cybernetic metamorphs, it demonstrates the viability of second-order systems theories for narrative theory, media theory, cultural science studies, and literary criticism.

Unveiling the Post-human

Author : Artur Matos Alves
Publisher : BRILL
Page : 199 pages
File Size : 40,5 Mb
Release : 2020-04-28
Category : Social Science
ISBN : 9781848881082

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Unveiling the Post-human by Artur Matos Alves Pdf

This electronic book gathers twenty papers presented at the 6th Global Conference Visions of Humanity in Cyberculture, Cyberspace and Science Fiction, which took place in the Mansfield College of Oxford, between the 12th and the 14th of July 2011.

Cyberculture, Cyborgs and Science Fiction

Author : William S. Haney
Publisher : Rodopi
Page : 203 pages
File Size : 46,7 Mb
Release : 2006
Category : Art
ISBN : 9789042019485

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Cyberculture, Cyborgs and Science Fiction by William S. Haney Pdf

Addressing a key issue related to human nature, this book argues that the first-person experience of pure consciousness may soon be under threat from posthuman biotechnology. In exploiting the mind's capacity for instrumental behavior, posthumanists seek to extend human experience by physically projecting the mind outward through the continuity of thought and the material world, as through telepresence and other forms of prosthetic enhancements. Posthumanism envisions a biology/machine symbiosis that will promote this extension, arguably at the expense of the natural tendency of the mind to move toward pure consciousness. As each chapter of this book contends, by forcibly overextending and thus jeopardizing the neurophysiology of consciousness, the posthuman condition could in the long term undermine human nature, defined as the effortless capacity for transcending the mind's conceptual content. Presented here for the first time, the essential argument of this book is more than a warning; it gives a direction: far better to practice patience and develop pure consciousness and evolve into a higher human being than to fall prey to the Faustian temptations of biotechnological power. As argued throughout the book, each person must choose for him or herself between the technological extension of physical experience through mind, body and world on the one hand, and the natural powers of human consciousness on the other as a means to realize their ultimate vision.

Beyond Ethics to Post-Ethics

Author : Peter Baofu
Publisher : IAP
Page : 415 pages
File Size : 50,9 Mb
Release : 2011-02-01
Category : Philosophy
ISBN : 9781617353130

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Beyond Ethics to Post-Ethics by Peter Baofu Pdf

Is moral goodness really so desirable in the way that its proponents through the ages would like us to believe? For instance, in our time, there is even this latest version of the popular moral idea shared by many, when Dalai Lama suggested that “[w]e need these human values [of compassion and affection]….Even without religion,…we have the capacity to promote these things.” (WK 2009) The naivety of this popular moral idea can be contrasted with an opposing (critical) idea advocated not long ago by Sigmund Freud (1966), who once wrote that “men are not gentle creatures who want to be loved, and who at the most can defend themselves if they are attacked; they are, on the contrary, creatures among whose instinctual endowments is to be reckoned a powerful share of aggressiveness. As a result, their neighbor is for them…someone who tempts them to satisfy their aggressiveness on him, to exploit his capacity for work without compensation, to use him sexually without his consent, to seize his possessions, to humiliate him, to cause him pain, to torture and to kill him. Homo homini lupus.” Contrary to the two opposing sides of this battle for the high moral ground, morality and immorality are neither possible nor desirable to the extent that their respective ideologues would like us to believe. But one should not misunderstand this challenge as a suggestion that ethics is a worthless field of study, or that other fields of study (related to ethics) like political philosophy, moral psychology, social studies, theology, or even international relations should be dismissed. Needless to stress, neither of these two extreme views is reasonable either. Instead, this book provides an alternative (better) way to understand the nature of ethics, especially in relation to morality and immorality—while learning from different approaches in the literature but without favoring any one of them (nor integrating them, since they are not necessarily compatible with each other). This book offers a new theory to transcend the existing approaches in the literature on ethics in a way not thought of before. This seminal project is to fundamentally alter the way that we think about ethics, from the combined perspectives of the mind, nature, society, and culture, with enormous implications for the human future and what I originally called its “post-human” fate.

Cyborg Citizen

Author : Chris Hables Gray
Publisher : Routledge
Page : 264 pages
File Size : 40,5 Mb
Release : 2000-12-20
Category : Computers
ISBN : 9781135221928

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Cyborg Citizen by Chris Hables Gray Pdf

The creator of the cult classic Cyborg Handbook, Chris Hables Gray, now offers the first guide to ""posthuman"" politics, framing the key issues that could threaten or brighten our technological future.

Virtual Futures

Author : Joan Broadhurst Dixon,Eric Cassidy
Publisher : Routledge
Page : 144 pages
File Size : 51,6 Mb
Release : 2005-07-20
Category : Philosophy
ISBN : 9781134784592

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Virtual Futures by Joan Broadhurst Dixon,Eric Cassidy Pdf

Virtual Futures explores the ideas that the future lies in its ability to articulate the consequences of an increasingly synthetic and virtual world. New technologies like cyberspace, the internet, and Chaos theory are often discussed in the context of technology and its potential to liberate or in terms of technophobia. This collection examines both these ideas while also charting a new and controversial route through contemporary discourses on technology; a path that discusses the material evolution and the erotic relation between humans and machines. Virtual Futures brings together diverse fields such as cyberfeminism, materialist philosophy, postmodern fiction, computing culture and performance art, with essays by Sadie Plant, Stelarc and Manuel de Landa (to name a few). The collection heralds the death of humanism and the ride of posthuman pragmatism. The contested zone of debate throughout these essays is the notion of the posthuman, or the possibility of the cyborg as the free human. Viewed by some writers as a threat to human life and humanism itself, others in the collection describe the posthuman as a critical perspective that anticipates the next step in evolution: the integration or synthesis of humans and machines, organic life and technology. This view of technology and information is heavily influenced by Anglo American literature, especially cyberpunk, Pynchon and Ballard, as well as the materialist philosophies of Freud, Deleuze, and Haraway, Virtual Futures provides analyses by both established theorists and the most innovative new voices working in conjunction between the arts and contemporary technology.

How We Became Posthuman

Author : N. Katherine Hayles
Publisher : University of Chicago Press
Page : 368 pages
File Size : 50,8 Mb
Release : 1999-02-15
Category : Philosophy
ISBN : 0226321460

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How We Became Posthuman by N. Katherine Hayles Pdf

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.