3,935 research outputs found

    Should we be thinking about sex robots?

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    The chapter introduces the edited collection Robot Sex: Social and Ethical Implications. It proposes a definition of the term 'sex robot' and examines some current prototype models. It also considers the three main ethical questions one can ask about sex robots: (i) do they benefit/harm the user? (ii) do they benefit/harm society? or (iii) do they benefit/harm the robot

    All the Park’s a Stage: Westworld as the Metafictional Frankenstein

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    This essay presents a literary analysis of the TV series Westworld (2016‒), created by Jonathan Nolan and Lisa Joy, who take Michael Crichton’s Westworld (1973) as its hypotext. In so doing, the paper will firstly trace the literary and film sources of the series, particularly Mary Shelley’s Frankenstein, which is the myth informing the overall diegetic universe of the series as an architext. Secondly, it will comment on the reflexive elements present in the series, looking at certain key sequences that exemplify its metafictional dimension. The main contention will be that the series success lies in the combination of these two dimensions, the Frankensteinian and the metafictional, since both contribute to emphasise the postmodern philosophical questions posed by Nolan and Joy

    Automation of play:theorizing self-playing games and post-human ludic agents

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    This article offers a critical reflection on automation of play and its significance for the theoretical inquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of videogames, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games

    Anxieties and artificial women: disassembling the pop culture gynoid

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    2018 Fall.Includes bibliographical references.This thesis analyzes the cultural meanings of the feminine-presenting robot, or gynoid, in three popular sci-fi texts: The Stepford Wives (1975), Ex Machina (2013), and Westworld (2017). Centralizing a critical feminist rhetorical approach, this thesis outlines the symbolic meaning of gynoids as representing cultural anxieties about women and technology historically and in each case study. This thesis draws from rhetorical analyses of media, sci-fi studies, and previously articulated meanings of the gynoid in order to discern how each text interacts with the gendered and technological concerns it presents. The author assesses how the text equips—or fails to equip—the public audience with motives for addressing those concerns. Prior to analysis, each chapter synthesizes popular and scholarly criticisms of the film or series and interacts with their temporal contexts. Each chapter unearths a unique interaction with the meanings of gynoid: The Stepford Wives performs necrophilic fetishism to alleviate anxieties about the Women's Liberation Movement; Ex Machina redirects technological anxieties towards the surveilling practices of tech industries, simultaneously punishing exploitive masculine fantasies; Westworld utilizes fantasies and anxieties cyclically in order to maximize its serial potential and appeal to impulses of its viewership, ultimately prescribing a rhetorical placebo. The conclusion synthesizes each chapter topically and ruminates on real-world implications. Overall, this thesis urges critical attention toward the gynoids' role in oppressive hierarchies onscreen and in reality

    “We Don’t Know Exactly How They Work”: Making Sense of Technophobia in 1973 Westworld, Futureworld, and Beyond Westworld

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    This article scrutinizes Michael Crichton’s movie Westworld (1973), its sequel Futureworld (1976), and the spin-off series Beyond Westworld (1980), as well as the critical literature that deals with them. I examine whether Crichton’s movie, its sequel, and the 1980s series contain and convey a consistent technophobic message according to the definition of “technophobia” advanced in Daniel Dinello’s 2005 monograph. I advance a proposal to develop further the concept of technophobia in order to offer a more satisfactory and unified interpretation of the narratives at stake. I connect technophobia and what I call de-theologized, epistemic hubris: the conclusion is that fearing technology is philosophically meaningful if one realizes that the limitations of technology are the consequence of its creation and usage on behalf of epistemically limited humanity (or artificial minds)
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