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Religion, Deviance, and Social Control (Hardcover): Rodney Stark, William Sims Bainbridge Religion, Deviance, and Social Control (Hardcover)
Rodney Stark, William Sims Bainbridge
R4,143 Discovery Miles 41 430 Ships in 12 - 17 working days

Does religion have the power to regulate human behavior? If so, under what conditions can it prevent crime, delinquency, suicide, alcoholism, drug abuse, or joining cults? Despite the fact that ordinary citizens assume religion deters deviant behavior, there has been little systematic scientific research on these crucial questions. This book is the first comprehensive analysis, drawing on a wide range of historical and contemporary data, and written in a style that will appeal to readers from many intellectual backgrounds.

Religion, Deviance, and Social Control (Paperback, New): Rodney Stark, William Sims Bainbridge Religion, Deviance, and Social Control (Paperback, New)
Rodney Stark, William Sims Bainbridge
R1,738 Discovery Miles 17 380 Ships in 12 - 17 working days


In Religion, Deviance and Social Control, the authors analyze data from many times and places to explore the subtle interplay between the religiousness of individuals and that of their social context. This book asks whether religion has power to control behaviour and whether religious people are less apt to steal, cheat, commit suicide or become mentally ill. The results are often surprising, and so are many of the interpretations given by the authors.

The Sociology of Religious Movements (Paperback): William Sims Bainbridge The Sociology of Religious Movements (Paperback)
William Sims Bainbridge
R1,332 R1,088 Discovery Miles 10 880 Save R244 (18%) Ships in 12 - 17 working days

Explaining how religion and society transform each other, this book explores such movements as Holiness, Adventism, religious communes, Satanism, New Age and democratization. The Sociology of Religious Movements is the culmination of work begun in The Future of Religion (the 1986 award winner of the Society for the Scientific Study of Religion) and A Theory of Religion (1993 award winner of the Pacific Sociological Association). Explaining religious schism, innovation, and conversion to show how religion and society transform each other, this book explores such movements as: Holiness, Adventism, religious communes, Children of God, Satanism, New York City Mission Society, New Age, Asian imports, and democratization.

The Social Structure of Online Communities (Hardcover): William Sims Bainbridge The Social Structure of Online Communities (Hardcover)
William Sims Bainbridge
R1,311 Discovery Miles 13 110 Ships in 12 - 17 working days

With great potential benefit and possible harm, online social media platforms are transforming human society. Based on decades of deep exploration, distinguished scholar William Sims Bainbridge surveys our complex virtual society, harvesting insights about the future of our real world. Many pilot studies demonstrate valuable research methods and explanatory theories. Tracing membership interlocks between Facebook groups can chart the structure of a social movement, like the one devoted to future spaceflight development. Statistical data on the roles played by people in massively multiplayer online games illustrate the Silicon Law: information technology energizes both freedom and control, in a dynamic balance. The significance of open-source software suggests the traditional distinction between professional and amateur may fade, whereas web-based conflicts between religious and political groups imply that chasms are opening in civil society. This analysis of online space and the divergent communities is long overdue.

Cultural Science - Applications of Artificial Social Intelligence (Paperback): William Sims Bainbridge Cultural Science - Applications of Artificial Social Intelligence (Paperback)
William Sims Bainbridge
R887 R716 Discovery Miles 7 160 Save R171 (19%) Ships in 10 - 15 working days

In our time of great and uncertain change, business, government, and education must partner in many forms of technical and cultural convergence-for the benefit of both human welfare and economic recovery. This innovative book explores the new relationships connecting computer science, social science, and the humanities. One popular form of artificial social intelligence, recommender systems, can become a far more valuable tool for research on the arts, beginning with movies and computer games, then extending to all the other art forms. While artificial intelligence can be a powerful tool for description of physical reality, it must become both social and cultural if it is to be a valued tool of human expression. Many new developments offer opportunities and challenges for both industry and government policy. This book shows how artificial intelligence and related information technologies can converge successfully with the social sciences and humanities, so together they can achieve maximum benefits for people.

Computer Simulations of Space Societies (Paperback, Softcover reprint of the original 1st ed. 2018): William Sims Bainbridge Computer Simulations of Space Societies (Paperback, Softcover reprint of the original 1st ed. 2018)
William Sims Bainbridge
R3,466 Discovery Miles 34 660 Ships in 10 - 15 working days

At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.

Virtual Local Manufacturing Communities - Online Simulations of Future Workshop Systems (Paperback): William Sims Bainbridge Virtual Local Manufacturing Communities - Online Simulations of Future Workshop Systems (Paperback)
William Sims Bainbridge
R700 R574 Discovery Miles 5 740 Save R126 (18%) Ships in 10 - 15 working days

Distributed manufacturing offers the promise of bringing jobs back to local communities, producing goods that are personalized or harmonize with distinctive cultures, and thereby reversing significant aspects of the globalization that has dominated in recent years. Large corporations may still have important roles to play, but in collaboration with local workshops, providing machinery, software, databases of designs, and communication media suitable for a diverse and dynamic workforce. For years, a set of computer simulation laboratories has flourished, in which millions of people have used virtual machines to produce a great variety of products: massively multiplayer online role-playing games. Their systems are highly diverse, complex, and provide information capable of serious social science analysis. This book deeply explores 30 of these production-capable social media, based on thousands of hours of observation and extensive collection of statistical data, extracting hypotheses that may generalize to the real-world distributed manufacturing of the near future. This book begins with an overview of this universe of online virtual worlds then demonstrates the principles of virtual manufacturing, modes of work-related communication, socio-economic structures and dynamics, and the function of artificial intelligence in these human-technology systems. It concludes with consideration of the large-scale technical and cultural variation illustrated both by individual examples and by the rather large industry in which they have long been successful.

Computer Simulations of Space Societies (Hardcover, 1st ed. 2018): William Sims Bainbridge Computer Simulations of Space Societies (Hardcover, 1st ed. 2018)
William Sims Bainbridge
R3,490 Discovery Miles 34 900 Ships in 10 - 15 working days

At the intersection of astronautics, computer science, and social science, this book introduces the challenges and insights associated with computer simulation of human society in outer space, and of the dynamics of terrestrial enthusiasm for space exploration. Never before have so many dynamic representations of space-related social systems existed, some deeply analyzing the logical implications of social-scientific theories, and others open for experience by the general public as computer-generated virtual worlds. Fascinating software ranges from multi-agent artificial intelligence models of civilization, to space-oriented massively multiplayer online games, to educational programs suitable for schools or even for the world's space exploration agencies. At the present time, when actual forays by humans into space are scarce, computer simulations of space societies are an excellent way to prepare for a renaissance of exploration beyond the bounds of Earth.

Personality Capture and Emulation (Paperback, Softcover reprint of the original 1st ed. 2014): William Sims Bainbridge Personality Capture and Emulation (Paperback, Softcover reprint of the original 1st ed. 2014)
William Sims Bainbridge
R2,182 Discovery Miles 21 820 Ships in 10 - 15 working days

Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life? Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences.

The Meaning and Value of Spaceflight - Public Perceptions (Paperback, Softcover reprint of the original 1st ed. 2015): William... The Meaning and Value of Spaceflight - Public Perceptions (Paperback, Softcover reprint of the original 1st ed. 2015)
William Sims Bainbridge
R3,645 Discovery Miles 36 450 Ships in 10 - 15 working days

This book presents the most serious and comprehensive study, by far, of American public perceptions about the meaning of space exploration, analyzing vast troves of questionnaire data collected by many researchers and polling firms over a span of six decades and anchored in influential social science theories. It doesn't simply report the percentages who held various opinions, but employs sophisticated statistical techniques to answer profound questions and achieve fresh discoveries. Both the Bush and the Obama administrations have cut back severely on fundamental research in space science and engineering. Understanding better what space exploration means for citizens can contribute to charting a feasible but progressive course. Since the end of the Space Race between the US and the USSR, social scientists have almost completely ignored space exploration as a topic for serious analysis and this book seeks to revive that kind of contribution. The author communicates the insights in a lucid style, not only intelligible but interesting to readers from a variety of backgrounds.

The Meaning and Value of Spaceflight - Public Perceptions (Hardcover, 2015 ed.): William Sims Bainbridge The Meaning and Value of Spaceflight - Public Perceptions (Hardcover, 2015 ed.)
William Sims Bainbridge
R3,891 Discovery Miles 38 910 Ships in 10 - 15 working days

This book presents the most serious and comprehensive study, by far, of American public perceptions about the meaning of space exploration, analyzing vast troves of questionnaire data collected by many researchers and polling firms over a span of six decades and anchored in influential social science theories.It doesn't simply report the percentages who held various opinions, but employs sophisticated statistical techniques to answer profound questions and achieve fresh discoveries.

Both the Bush and the Obama administrations have cut back severely on fundamental research in space science and engineering. Understanding better what space exploration means for citizens can contribute to charting a feasible but progressive course. Since the end of the Space Race between the US and the USSR, social scientists have almost completely ignored space exploration as a topic for serious analysis and this book seeks to revive that kind of contribution.

The author communicates the insights in a lucid style, not only intelligible but interesting to readers from a variety of backgrounds."

Personality Capture and Emulation (Hardcover, 2014 ed.): William Sims Bainbridge Personality Capture and Emulation (Hardcover, 2014 ed.)
William Sims Bainbridge
R2,427 Discovery Miles 24 270 Ships in 10 - 15 working days

"Personality Capture and Emulation" is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life?Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences."

The Virtual Future (Paperback, 2011 ed.): William Sims Bainbridge The Virtual Future (Paperback, 2011 ed.)
William Sims Bainbridge
R2,957 Discovery Miles 29 570 Ships in 10 - 15 working days

The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. "The Virtual Future" employs theories and methods from social science to explore nine very different virtual futures: "The Matrix Online," "Tabula Rasa," "Anarchy Online," "Entropia Universe," "Star Trek Online," "EVE Online, Star Wars Galaxies," "World of Warcraft: Burning Crusade," and "The Chronicles of Riddick."

Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home.

All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future."

The Virtual Future (Hardcover, 2011 ed.): William Sims Bainbridge The Virtual Future (Hardcover, 2011 ed.)
William Sims Bainbridge
R2,964 Discovery Miles 29 640 Ships in 10 - 15 working days

The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. "The Virtual Future" employs theories and methods from social science to explore nine very different virtual futures: "The Matrix Online," "Tabula Rasa," "Anarchy Online," "Entropia Universe," "Star Trek Online," "EVE Online, Star Wars Galaxies," "World of Warcraft: Burning Crusade," and "The Chronicles of Riddick."

Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home.

All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future."

Converging Technologies for Improving Human Performance - Nanotechnology, Biotechnology, Information Technology and Cognitive... Converging Technologies for Improving Human Performance - Nanotechnology, Biotechnology, Information Technology and Cognitive Science (Paperback, Softcover reprint of the original 1st ed. 2003)
Mihail C. Roco, William Sims Bainbridge
R4,546 Discovery Miles 45 460 Ships in 10 - 15 working days

M. C. Roco and W.S. Bainbridge In the early decades of the 21st century, concentrated efforts can unify science based on the unity of nature, thereby advancing the combination of nanotechnology, biotechnology, information technology, and new technologies based in cognitive science. With proper attention to ethical issues and societal needs, converging in human abilities, societal technologies could achieve a tremendous improvement outcomes, the nation's productivity, and the quality of life. This is a broad, cross cutting, emerging and timely opportunity of interest to individuals, society and humanity in the long term. The phrase "convergent technologies" refers to the synergistic combination of four major "NBIC" (nano-bio-info-cogno) provinces of science and technology, each of which is currently progressing at a rapid rate: (a) nanoscience and nanotechnology; (b) biotechnology and biomedicine, including genetic engineering; (c) information technology, including advanced computing and communications; (d) cognitive science, including cognitive neuroscience. Timely and Broad Opportunity. Convergence of diverse technologies is based on material unity at the nanoscale and on technology integration from that scale."

Online Multiplayer Games (Paperback): William Sims Bainbridge Online Multiplayer Games (Paperback)
William Sims Bainbridge
R823 Discovery Miles 8 230 Ships in 10 - 15 working days

This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Converging Technologies for Improving Human Performance - Nanotechnology, Biotechnology, Information Technology and Cognitive... Converging Technologies for Improving Human Performance - Nanotechnology, Biotechnology, Information Technology and Cognitive Science (Hardcover, 2003 ed.)
Mihail C. Roco, William Sims Bainbridge
R4,792 Discovery Miles 47 920 Ships in 10 - 15 working days

This book describes the vast opportunity created by unifying science and integrating technology, and recommends transforming ideas for individuals and society. We stand at the threshold of a new renaissance in knowledge based on the structure and behavior of matter from the nanoscale up to the most complex system yet discovered, the human brain. Unification of science based on unity in nature and its holistic investigation will lead to technological convergence and a more efficient societal structure for reaching human goals. In the early decades of the twenty-first century, concentrated effort can bring together nanotechnology, biotechnology, information technology, and new humane technologies based in cognitive science. With proper attention to ethical issues and societal needs, rapid advances in convergent technologies have the potential to enhance both human performance and productivity. Examples of payoffs will include improving work efficiency and learning, enhancing individual sensory and cognitive capabilities, revolutionary changes in healthcare, improving both individual and group efficiency, highly effective communication techniques including brain to brain interaction, perfecting human-machine interfaces, enhancing human capabilities for defense purposes, reaching sustainable development using NBIC tools, and ameliorating the physical and cognitive decline that is common to the aging mind.

This is the first book addressing the convergence of technologies in coherence with social sciences, with a focus on people. Science and technology will increasingly dominate the world, as population, resource exploitation, and potential social conflict grow. Therefore, the successof this convergent technologies priority area is seen as crucial to the future of humanity.

Dimensions of Science Fiction (Hardcover): William Sims Bainbridge Dimensions of Science Fiction (Hardcover)
William Sims Bainbridge
R1,931 Discovery Miles 19 310 Ships in 10 - 15 working days
Online Worlds: Convergence of the Real and the Virtual (Paperback, 2010 ed.): William Sims Bainbridge Online Worlds: Convergence of the Real and the Virtual (Paperback, 2010 ed.)
William Sims Bainbridge
R2,979 Discovery Miles 29 790 Ships in 10 - 15 working days

William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.

The Future of Religion - Secularization, Revival and Cult Formation (Paperback, Revised): Rodney Stark, William Sims Bainbridge The Future of Religion - Secularization, Revival and Cult Formation (Paperback, Revised)
Rodney Stark, William Sims Bainbridge
R1,095 R921 Discovery Miles 9 210 Save R174 (16%) Ships in 12 - 17 working days

Religion is alive and well in the modern world, and the social-scientific study of religion is undergoing a renaissance. For much of this century, respected social theorists predicted the death of religion as inevitable consequence of science, education, and modern economics. But they were wrong. Stark and Bainbridge set out to explain the survival of religion. Using information derived from numerous surveys, censuses, historical case studies, and ethnographic field expeditions, they chart the full sweep of contemporary religion from the traditional denominations to the most fervent cults. This wealth of information is located within a coherent theoretical framework that examines religion as a social response to human needs, both the general needs shared by all and the desires specific to those who are denied the economic rewards or prestige enjoyed by the privileged. By explaining the forms taken by religions today, Stark and Bainbridge allow us to understand its persistence in a secular age and its prospects for the future.

Star Worlds - Freedom Versus Control in Online Gameworlds (Paperback): William Sims Bainbridge Star Worlds - Freedom Versus Control in Online Gameworlds (Paperback)
William Sims Bainbridge
R929 Discovery Miles 9 290 Ships in 12 - 17 working days

Star Worlds explores the future-oriented universe of online virtualworlds connected with popular science fiction-specifically, with StarWars and Star Trek-that have been inhabited for over a decade bycomputer gamers. The Star Wars and Star Trek franchises, both of whichhave shaped the dominant science fiction mythologies of the last halfcentury,offer profound conceptions of the tension between freedomand control in human economic, political, and social interactions.Bainbridge investigates the human and technological dynamics of fouronline virtual worlds based on these two very different traditions: themassive multiplayer online games Star Wars Galaxies; Star Wars: The OldRepublic; Star Trek Online; and the Star Trek community in the non-game,user-created virtual environment, Second Life. The four "star worlds" explored in this book illustrate the dilemmasconcerning the role of technology as liberator or oppressor in ourpost-industrial society, and represent computer simulations of futurepossibilities of human experience. Bainbridge considers the relationshipbetween a real person and the role that person plays, the relationshipof an individual to society, and the relationship of human beings tocomputing technology. In addition to collecting ethnographic andquantitative data about the social behavior of other players, he hasimmersed himself in each of these worlds, role-playing 14 avatars withdifferent skills and goals to gain new insights into the variety of playerexperience from a personal perspective.

eGods - Faith versus Fantasy in Computer Gaming (Paperback): William Sims Bainbridge eGods - Faith versus Fantasy in Computer Gaming (Paperback)
William Sims Bainbridge
R1,121 Discovery Miles 11 210 Ships in 10 - 15 working days

William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.

Across the Secular Abyss - From Faith to Wisdom (Hardcover): William Sims Bainbridge Across the Secular Abyss - From Faith to Wisdom (Hardcover)
William Sims Bainbridge
R4,035 Discovery Miles 40 350 Ships in 10 - 15 working days

Across the Secular Abyss explains the cultural chasm we currently face, with a traditional religion-based society behind us, and an as-yet unknown secular society ahead. For over a century, scholars, social scientists, and policy makers have debated the apparent erosion of religious faith and wondered whether Western Civilization was turning its back on religion. Today, the issue has reached a crisis point. In the U.S., a new battle between faith and science has erupted within educational institutions, as political polarization progressively divides the country along religious lines. After a century-long truce in which religion and science implicitly agreed to leave each other alone, science is again invading the territory of religion, most obviously in cognitive science that is debunking religious notions of the human soul, and in the broad convergence of many branches of science into one that leaves few gaps where supernatural beliefs could survive. Religion, for its part, is resisting a range of emerging technologies that could transform human nature, namely human reproductive cloning and the kinds of transformative technologies advocated by the Transhumanist movement. Although pure Atheism has little to offer people, and Atheists tend to be people lacking in social obligations, entirely new possibilities are offered by emerging technologies such as computer emulation of human personalities.

God from the Machine - Artificial Intelligence Models of Religious Cognition (Paperback): William Sims Bainbridge God from the Machine - Artificial Intelligence Models of Religious Cognition (Paperback)
William Sims Bainbridge
R1,540 Discovery Miles 15 400 Ships in 10 - 15 working days

"God from the machine" (deus ex machina) refers to an ancient dramatic device where a god was mechanically brought onto the stage to save the hero from a difficult situation. But here, William Sims Bainbridge uses the term in a strikingly different way. Instead of looking to a machine to deliver an already known god, he asks what a computing machine and its simulations might teach us about how religion and religious beliefs come to being. Bainbridge posits the virtual town of Cyburg, population 44,100. Then, using rules for individual and social behavior taken from the social sciences, he models a complex community where residents form groups, learn to trust or distrust each other, and develop religious faith. Bainbridge's straightforward arguments point to many more applications of computer simulation in the study of religion. God from the Machine will serve as an important text in any class with a social scientific approach to religion.

God from the Machine - Artificial Intelligence Models of Religious Cognition (Hardcover): William Sims Bainbridge God from the Machine - Artificial Intelligence Models of Religious Cognition (Hardcover)
William Sims Bainbridge
R3,815 Discovery Miles 38 150 Ships in 10 - 15 working days

'God from the machine' (deus ex machina) refers to an ancient dramatic device where a god was mechanically brought onto the stage to save the hero from a difficult situation. But here, William Sims Bainbridge uses the term in a strikingly different way. Instead of looking to a machine to deliver an already known god, he asks what a computing machine and its simulations might teach us about how religion and religious beliefs come to being. Bainbridge posits the virtual town of Cyburg, population 44,100. Then, using rules for individual and social behavior taken from the social sciences, he models a complex community where residents form groups, learn to trust or distrust each other, and develop religious faith. Bainbridge's straightforward arguments point to many more applications of computer simulation in the study of religion. God from the Machine will serve as an important text in any class with a social scientific approach to religion.

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