![]() |
![]() |
Your cart is empty |
||
Showing 1 - 14 of 14 matches in All Departments
In this short introduction, David J. Gunkel examines the shifting world of artificial intelligence, mapping it onto everyday twenty-first century life and probing the consequences of this ever-growing industry and movement. The book investigates the significance and consequences of the robot invasion in an effort to map the increasingly complicated social terrain of the twenty-first century. Whether we recognize it as such or not, we are in the midst of a robot invasion. What matters most in the face of this machine incursion is not resistance, but how we decide to make sense of and respond to the social opportunities and challenges that autonomous machines make available. How to Survive a Robot Invasion is a fascinating and accessible volume for students and researchers of new media, philosophy of technology, and their many related fields. It aims both to assist readers' efforts to understand a changing world and to provide readers with the critical insight necessary for grappling with our science fiction-like future.
In Hacking Cyberspace David J. Gunkel examines the metaphors applied to new technologies, and how those metaphors inform, shape, and drive the implementation of the technology in question. The author explores the metaphorical tropes that have been employed to describe and evaluate recent advances in computer technology, telecommunications systems, and interactive media. Taking the stance that no speech is value-neutral, Gunkel examines such metaphors as "the information superhighway" and "the electronic frontier" for their political and social content, and he develops a critical investigation that not only traces the metaphors' conceptual history, but explicates their implications and consequences for technological development. Through Hacking Cyberspace, David J. Gunkel develops a sophisticated understanding of new technology that takes into account the effect of technoculture's own discursive techniques and maneuvers on the actual form of technological development.
The figure of the 'other' is fundamental to the concept of communication. Online or offline, communication, which is commonly defined as the act of sending or imparting information to others, is only possible in the face of others. In fact, the reason we communicate is to interact with others-to talk to another, to share our thoughts and insights with them, or to respond to their needs and requests. No matter how it is structured or conceptualized, communication is involved with addressing the other and dealing with the ontological, epistemological, and ethical questions of otherness or alterity. But who or what can be other? Who or what can be the subject of communication? Is the other always and only another human? Or can the other in these communicative interactions be otherwise? This book is about others (and other kinds of others). It concerns the current position and status of the other in the face of technological innovations that can, in one way or another distort, mask, or even deface the other. Ten innovative essays, written by an international team of experts, individually and in collaboration with each other, seek to diagnose the current situation with otherness, devise innovative solutions to the questions of alterity, and provide insight for students, teachers and researchers trying to make sense of the opportunities and challenges of the 21st century.
The figure of the 'other' is fundamental to the concept of communication. Online or offline, communication, which is commonly defined as the act of sending or imparting information to others, is only possible in the face of others. In fact, the reason we communicate is to interact with others-to talk to another, to share our thoughts and insights with them, or to respond to their needs and requests. No matter how it is structured or conceptualized, communication is involved with addressing the other and dealing with the ontological, epistemological, and ethical questions of otherness or alterity. But who or what can be other? Who or what can be the subject of communication? Is the other always and only another human? Or can the other in these communicative interactions be otherwise? This book is about others (and other kinds of others). It concerns the current position and status of the other in the face of technological innovations that can, in one way or another distort, mask, or even deface the other. Ten innovative essays, written by an international team of experts, individually and in collaboration with each other, seek to diagnose the current situation with otherness, devise innovative solutions to the questions of alterity, and provide insight for students, teachers and researchers trying to make sense of the opportunities and challenges of the 21st century.
In this short introduction, David J. Gunkel examines the shifting world of artificial intelligence, mapping it onto everyday twenty-first century life and probing the consequences of this ever-growing industry and movement. The book investigates the significance and consequences of the robot invasion in an effort to map the increasingly complicated social terrain of the twenty-first century. Whether we recognize it as such or not, we are in the midst of a robot invasion. What matters most in the face of this machine incursion is not resistance, but how we decide to make sense of and respond to the social opportunities and challenges that autonomous machines make available. How to Survive a Robot Invasion is a fascinating and accessible volume for students and researchers of new media, philosophy of technology, and their many related fields. It aims both to assist readers' efforts to understand a changing world and to provide readers with the critical insight necessary for grappling with our science fiction-like future.
In "Hacking Cyberspace" David J. Gunkel examines the metaphors applied to new technologies, and how those metaphors inform, shape, and drive the implementation of the technology in question. The author explores the metaphorical tropes that have been employed to describe and evaluate recent advances in computer technology, telecommunications systems, and interactive media. Taking the stance that no speech is value-neutral, Gunkel examines such metaphors as "the information superhighway" and "the electronic frontier" for their political and social content, and he develops a critical investigation that not only traces the metaphors' conceptual history, but explicates their implications and consequences for technological development. Through "Hacking Cyberspace," David J. Gunkel develops a sophisticated understanding of new technology that takes into account the effect of technoculture's own discursive techniques and maneuvers on the actual form of technological development.
Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions-put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek-can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Zizek Studies: The Greatest Hits (So Far) assembles and presents the best work published in the field of Zizek Studies over the last ten years, providing teachers, students, and researchers with a carefully curated volume of leading-edge scholarship addressing the unique and sometimes eclectic work of Slovenian philosopher and cultural critic Slavoj Zizek. The chapters included in this collection have been rigorously tested in and culled from the (virtual) pages of the International Journal of Zizek Studies, a leading open access journal that began publication in 2007. The book is organized into three sections or subject areas where Zizek and his seemingly indefatigable efforts have had significant impact: philosophy, politics, and popular culture. As a "greatest hits," the book offers the long-time fan and uninitiated newcomer alike a comprehensive overview of the wide range of opportunity in the field of Zizek studies and a remarkable collection of truly interdisciplinary "hits" from a diverse set of innovative and accomplished writers.
Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
This book addresses the multifaceted aspects of transgression in the digital age, from piracy to audio mashups. One doesn't need to look far to find examples of contemporary locations of cultural opposition. Digital piracy, audio mashups, The Onion and Wikipedia are all examples of transgression in our current mediascape. And as digital age transgression becomes increasingly essential, it also becomes more difficult to define and protect. The contributions in this collection are organized into six sections that address the use of new technologies to alter existing cultural messages, the incorporation of technology and alternative media in transformation of everyday cultural practices and institutions, and the reuse and repurposing of technology to focus active political engagement and innovative social change. Bringing together a variety of scholars and case studies, "Transgression 2.0" will be the first key resource for scholars and students interested in digital culture as a transformative intervention in the types, methods and significance of cultural politics.
|
![]() ![]() You may like...
Students Must Rise - Youth Struggle In…
Anne Heffernan, Noor Nieftagodien
Paperback
![]()
Mission Impossible 7 - Dead Reckoning
Tom Cruise, Hayley Atwell, …
DVD
![]() R179 Discovery Miles 1 790
|