4,231 research outputs found

    Psychopathy and Failures of Ordinary Doing

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    One of the philosophical discussions stimulated by the recent scientific study of psychopathy concerns the mental illness status of this construct. This paper contributes to this debate by recommending a way of approaching the problem at issue. By relying on and integrating the seminal work of the philosopher of psychiatry Bill Fulford, I argue that a mental illness is a harmful unified construct that involves failures of ordinary doing. Central to the present proposal is the idea that the notion of failure of ordinary doing, besides the first personal experience of the patient, has to be spelled out also by referring to a normative account of idealised conditions of agency. This account would have to state in particular the conditions which are required for moral responsibility. I maintain that psychopathy is a unified enough construct that involves some harms. The question whether the condition involves also a failure of ordinary doing, as this notion is understood in this paper, is not investigated here

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal

    Philosophical issues in scientific realism, experiments and (Dis)unity

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    The biological sciences are changing the ways in which we understand ourselves Biological Being is a philosophical exploration of biology, mapping some of the features of the field that make it so important in generating these changes Two central themes are at the heart of this exploration: biology is a science that should be grasped from a realist position, and it is a science that reveals a disunified, pluralistic world of kinds of things. After an introduction of some the issues involved, in three substantial chapters these themes are unpacked and analysed. The first major chapter is about experimentation and biology. In it the experimental realism of Hacking is rejected, whilst the core notion of intervention and manipulation of the world as a vital epistemic tool is retained. Similarities and differences between experiments in the physical and biological science are investigated. This comparison is continued in the second major chapter, which is about natural kinds and biology’s relationship to the physical sciences. Reductionism. even in its weaker forms, is rejected along with the notion of scientific unity Recent attempts by Rosenberg to understand biology as an instrumental science are contrasted with DuprĂ©'s realism, and a system of type-hierarchies that could support realism for biology described. The third major chapter then looks at biology and the construction of human kinds by the social sciences. A reading of Foucault is given that attacks the idea that there can be a simple distinction drawn between those sciences that discover and those which construct kinds. Biology's role in the social sciences is explored. A final chapter draws the components of the thesis together and seeks a general understanding of rationality underpinning the whole discussion in recent work by Putnam

    Systems, interactions and macrotheory

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    A significant proportion of early HCI research was guided by one very clear vision: that the existing theory base in psychology and cognitive science could be developed to yield engineering tools for use in the interdisciplinary context of HCI design. While interface technologies and heuristic methods for behavioral evaluation have rapidly advanced in both capability and breadth of application, progress toward deeper theory has been modest, and some now believe it to be unnecessary. A case is presented for developing new forms of theory, based around generic “systems of interactors.” An overlapping, layered structure of macro- and microtheories could then serve an explanatory role, and could also bind together contributions from the different disciplines. Novel routes to formalizing and applying such theories provide a host of interesting and tractable problems for future basic research in HCI

    OpenCog Hyperon: A Framework for AGI at the Human Level and Beyond

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    An introduction to the OpenCog Hyperon framework for Artificiai General Intelligence is presented. Hyperon is a new, mostly from-the-ground-up rewrite/redesign of the OpenCog AGI framework, based on similar conceptual and cognitive principles to the previous OpenCog version, but incorporating a variety of new ideas at the mathematical, software architecture and AI-algorithm level. This review lightly summarizes: 1) some of the history behind OpenCog and Hyperon, 2) the core structures and processes underlying Hyperon as a software system, 3) the integration of this software system with the SingularityNET ecosystem's decentralized infrastructure, 4) the cognitive model(s) being experimentally pursued within Hyperon on the hopeful path to advanced AGI, 5) the prospects seen for advanced aspects like reflective self-modification and self-improvement of the codebase, 6) the tentative development roadmap and various challenges expected to be faced, 7) the thinking of the Hyperon team regarding how to guide this sort of work in a beneficial direction ... and gives links and references for readers who wish to delve further into any of these aspects

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Abductive Equivalential Translation and its application to Natural Language Database Interfacing

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    The thesis describes a logical formalization of natural-language database interfacing. We assume the existence of a ``natural language engine'' capable of mediating between surface linguistic string and their representations as ``literal'' logical forms: the focus of interest will be the question of relating ``literal'' logical forms to representations in terms of primitives meaningful to the underlying database engine. We begin by describing the nature of the problem, and show how a variety of interface functionalities can be considered as instances of a type of formal inference task which we call ``Abductive Equivalential Translation'' (AET); functionalities which can be reduced to this form include answering questions, responding to commands, reasoning about the completeness of answers, answering meta-questions of type ``Do you know...'', and generating assertions and questions. In each case, a ``linguistic domain theory'' (LDT) Γ\Gamma and an input formula FF are given, and the goal is to construct a formula with certain properties which is equivalent to FF, given Γ\Gamma and a set of permitted assumptions. If the LDT is of a certain specified type, whose formulas are either conditional equivalences or Horn-clauses, we show that the AET problem can be reduced to a goal-directed inference method. We present an abstract description of this method, and sketch its realization in Prolog. The relationship between AET and several problems previously discussed in the literature is discussed. In particular, we show how AET can provide a simple and elegant solution to the so-called ``Doctor on Board'' problem, and in effect allows a ``relativization'' of the Closed World Assumption. The ideas in the thesis have all been implemented concretely within the SRI CLARE project, using a real projects and payments database. The LDT for the example database is described in detail, and examples of the types of functionality that can be achieved within the example domain are presented.Comment: 162 pages, Latex source, PhD thesis (U Stockholm, 1993). Uses style-file ustockholm_thesis.st
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