25 research outputs found

    Technologies on the stand:Legal and ethical questions in neuroscience and robotics

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    Clemson Newsletter, 1989-1991

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    Information for the faculty and staff of Clemson Universityhttps://tigerprints.clemson.edu/clemson_newsletter/1021/thumbnail.jp

    Play Among Books

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    How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books

    Winthrop University Undergraduate Scholarship & Creative Activity 2020

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    University College and Winthrop University proudly present Undergraduate Scholarship and Creative Activity 2020. This ninth annual University- wide compilation of undergraduate work chronicles the accomplishments of students and faculty mentors from at least 35 academic departments and programs, spanning all five colleges of the university: College of Arts and Sciences (CAS), College of Business Administration (CBA), College of Education (COE), College of Visual and Performing Arts (CVPA) and University College (UC).https://digitalcommons.winthrop.edu/undergradresearch_abstractbooks/1018/thumbnail.jp

    Understanding computer game culture: the cultural shaping of a new medium

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    In the past few decades, video games have developed from a marginal technological experiment into a mainstream medium. During this period they have gone through several transformations, from arcade machines offering a few minutes of solitary fun for a quarter to monthly subscription-based online MMOs in which thousands of players spend hundreds or even thousands of hours and lead a significant part of their social life as a fantasy character. But what is it that has driven video games? development? Is it technology? Indeed, with every new generation of hardware, game designers were given a broader set of tools for evoking exhilarating experiences. But is not culture at least as important? What would games look like if Tolkien never had written Lord of the Rings, or if Nintendo had not brought Japanese manga drawing styles to the new medium? This book looks at the theoretical challenges and foundations on which to base a cultural shaping approach towards the evolution of video games and proposes a set of concepts for analyzing and describing this process

    Data, Debt & Daemons: Systemic Asymmetries on Spaceship Earth

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    Day by day, the rate at which we create new data increases exponentially. Our capacity to learn cannot keep up. We are tiny members of a vast universal network, incapable of discerning cause and effect. Instead, we develop simplified narratives, leaving ourselves misguided yet complacent. The information management trade of both physical and intellectual property has become more vital to global economies than ever, replacing physical resources and manufacturing. Through our deepening reliance on specialization, we forfeit agency over our own homes while accruing unprecedented debt. Housing costs have risen dramatically compared to wages, despite reportedly successful economies. Citizens were supposed to have the ability to participate in financial markets using their property as collateral. This seduced many into the ideologies of unregulated capitalism. However, by the 21st century, these systems had become unrecognizable mutilations of their intended designs. The momentum we have gathered in the past century has thrust us on an unsustainable trajectory we have little hope of predicting. We laid the foundation for Western economic dominance with technology, monetary policy, and globalization, but we did so using incentive structures that exacerbated wealth inequality. These systems integrate digital technology into both our physical and virtual spaces, operating on invisible planes that bypass our senses. The radical novelty of computers has entangled us in niche engineered concepts that few understand. They create a lack of accountability in Big Tech that policy-makers are ill-prepared for. We cannot ensure an equitable distribution of the leverage or stakes when we entrust brokers, politicians, traders, and captains of industry to make complex decisions for us without bearing the risks of their consequences. Our long-term welfare, including our future habitation on this planet, is not visceral enough to force effective reform. Both our physical and our digital spaces are designed, built, evaluated, and monitored on asymmetric principles, causing disasters that future generations and the least fortunate always pay for. How did we normalize this moral hazard? How can digital systems born out of frustration with modern policy combat these issues, without disrupting the benefits of a techno-utopia? How can they promote efficiency, security, and transparency in the spaces we call home

    Play Among Books

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    How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books
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