4,231 research outputs found
Psychopathy and Failures of Ordinary Doing
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
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 âjammingâ that transduces the lived experience of a âbiogram,â a synaesthetic hinge-dimension. The emerging aesthetics are processual â intuitive, diagrammatic and transversal
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Immersion and interaction: Creating virtual 3d worlds for stage performances
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts.
Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the âcreation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds).
This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansenâs mixed reality paradigm proposing the concept of the âspace schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which âlivesâ, functions and interacts with the performer.
The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performerâs intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions
Philosophical issues in scientific realism, experiments and (Dis)unity
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 biologyâs 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
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 âsystems of interactors.â 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
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
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, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â 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 Brechtâs Epic Theatre and Boalâs 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
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) and an input formula are given,
and the goal is to construct a formula with certain properties which is
equivalent to , given 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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