25 research outputs found

    Revision by conditionals: from hook to arrow

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    Thebeliefrevisionliteraturehaslargelyfocussedontheissue of how to revise one’s beliefs in the light of information regardingmattersoffact.Hereweturntoanimportantbutcomparatively neglected issue: How might one extend a revision operatortohandleconditionalsasinput?Ourapproachtothis question of ‘conditional revision’ is distinctive insofar as it abstracts from the controversial details of how to revise by factual sentences. We introduce a ‘plug and play’ method for uniquelyextendinganyiteratedbeliefrevisionoperatortothe conditional case. The flexibility of our approach is achieved by having the result of a conditional revision by a Ramsey Test conditional (‘arrow’) determined by that of a plain revision by its corresponding material conditional (‘hook’). It is shown to satisfy a number of new constraints that are of independent interest

    HyperBody: An Experimental VR Game Exploring the Cosmotechnics of Game Fandom through a Posthumanist Lens

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    Interdependencies among ACGN (Anime, Comics, Games, and Novels) communities in China, Hong Kong, and Taiwan are growing. However, game studies and fan studies remain distinct disciplines. This cross-disciplinary thesis bridges this gap by investigating "game-fandom" practices in VR production, defined as the fusion of game and fan studies within the ACGN context. Drawing from Yuk Hui's "cosmotechnics" and Karen Barad's posthumanist perspective, this research reconsiders the relationship between cosmology, morality, and technology (Hui 2017). It employs "intra-action" to emphasise the indivisible, dynamic relations among specified objects (Barad 2007). Cultural practices in C-pop idol groups, Chinese BL (Boys' Love) novels, science fiction, and modding communities are analysed, illuminating the ACGN fandom's cultural, technological, and affective dimensions. This work features the creation, description, and evaluation of an experimental VR game, "HyperBody", which integrates the written thesis by reflecting game-fandom's cosmotechnics and intra-actions. The thesis offers two significant contributions: "queer tuning", a theory illuminating new cultural, technological, and affective turns within fandom and computational art, and a "diffractive" approach, forming a methodological framework for posthuman performative contexts. This diffractive framework enables practical contributions such as creating and describing experimental VR productions using the sound engine. It also highlights a thorough evaluation approach reconciling quantitative and qualitative methods in VR production analysis, investigating affective experiences, and exploring how users engage creatively with queer VR gamespaces. These contributions foster interdisciplinary collaboration among VR, game design, architecture, and fandom studies, underscoring the inextricable link among ethics, ontology, and epistemology, culminating in a proposed ethico-onto-epistem-ological framework
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