115,440 research outputs found

    Quantum selfish gene (biological evolution in terms of quantum mechanics)

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    I propose to treat the biological evolution of genoms by means of quantum mechanical tools. We start with the concept of meta- gene, which specifies the "selfish gene" of R.Dawkins. Meta- gene encodes the abstract living unity, which can live relatively independently of the others, and can contain a few real creatures. Each population of living creatures we treat as the wave function on meta- genes, which module squared is the total number of creatures with the given meta-gene, and the phase is the sum of "aspirations" to change the classical states of meta- genes. Each individual life thus becomes one of possible outcomes of the virtual quantum measurement of this function. The evolution of genomes is described by the unitary operator in the space of psi-functions or by Kossovsky-Lindblad equation in the case of open biosystems. This operator contains all the information about specific conditions under which individuals are, and how "aspirations" of their meta- genes may be implemented at the biochemical level. We show the example of quantum description of the population with two parts of meta-gene: "wolves" and "deer", which can be simultaneously in the same abstract living unity. "Selfish gene" reconciled with the notion of individuality of alive beings that gives possibility to consider evolutionary scenarios and their possible physical causes from the single position.Comment: 15 pages, LATE

    The Problem of Evil in Virtual Worlds

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    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in recent research regarding the psychological effects of phenomena such as video games or social media use. After a brief discussion of these problems, I will consider a variation of the experience machine in which many of these deficits are remedied. In particular, I’ll explore the consequences of a creating a virtual world populated with strongly intelligent AIs with whom users could interact, and that could be engineered to survive the user’s death. The presence of these agents would allow for the cultivation of morally significant relationships, and the world’s long-term persistence would help ground possibilities for a meaningful, purposeful life in a way that Nozick’s original experience machine could not. While the creation of such a world is obviously beyond the scope of current technology, it represents a natural extension of the existing virtual worlds provided by current video games, and it provides a plausible “ideal case” toward which future virtual worlds will move. While this improved experience machine would seem to represent progress over Nozick’s original, I will argue that it raises a number of new problems stemming from the fact that that the world was created to provide a maximally satisfying and meaningful life for the intended user. This, in turn, raises problems analogous in some ways to the problem(s) of evil faced by theists. In particular, I will suggest that it is precisely those features that would make a world most attractive to potential users—the fact that the AIs are genuinely moral agents whose well-being the user can significantly impact—that render its creation morally problematic, since they require that the AIs inhabiting the world be subject to unnecessary suffering. I will survey the main lines of response to the traditional problem of evil, and will argue that they are irrelevant to this modified case. I will close by considering by consider what constraints on the future creation of virtual worlds, if any, might serve to allay the concerns identified in the previous discussion. I will argue that, insofar as the creation of such worlds would allow us to meet morally valuable purposes that could not be easily met otherwise, we would be unwise to prohibit it altogether. However, if our processes of creation are to be justified, they must take account of the interests of the moral agents that would come to exist as the result of our world creation

    Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability

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    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders

    Digital world, lifeworld, and the phenomenology of corporeality

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    The contemporary world is characterised by the pervasive presence of digital technologies that play a part in almost every aspect of our life. An urgent and much-debated issue consists in evaluating the repercussions of these technologies on our human condition. In this paper, I tackle this issue from the standpoint of Husserlian phenomenology. I argue that phenomenology offers a contribution to our understanding of the implications of digital technologies, in the light of its analysis of the essential structures of human experience, and especially of its corporeal grounding. In the light of this analysis, it is possible to investigate the ways in which these essential structures are affected by digital technologies. In particular, it is possible to highlight the ways in which some digital technologies involve a process of disembodiment or simply a superficial embodiment of experience

    Formulating Consciousness: A Comparative Analysis of Searle’s and Dennett’s Theory of Consciousness

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    This research will argue about which theory of mind between Searle’s and Dennett’s can better explain human consciousness. Initially, distinctions between dualism and materialism will be discussed ranging from substance dualism, property dualism, physicalism, and functionalism. In this part, the main issue that is tackled in various theories of mind is revealed. It is the missing connection between input stimulus (neuronal reactions) and behavioral disposition: consciousness. Then, the discussion will be more specific on Searle’s biological naturalism and Dennett’s multiple drafts model as the two attempted to answer the issue. The differences between them will be highlighted and will be analyzed according to their relation to their roots: dualism and materialism. The two theories will be examined on how each answer the questions on consciousness

    Quantum mechanics and consciousness: Thoughts on a causal correspondence theory

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    Which way does causation proceed? The pattern in the material world seems to be upward: particles to molecules to organisms to brains to mental processes. In contrast, the principles of quantum mechanics allow us to see a pattern of downward causation. These new ideas describe sets of multiple levels in which each level influences the levels below it through generation and selection. Top-down causation makes exciting sense of the world: we can find analogies in psychology, in the formation of our minds, in locating the source of consciousness, and even in the possible logic of belief in God

    Avatar actors

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    In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the creators as well as the actors of what may also be described as our own real-time cinematic output. One of the most compelling of these stages may be three dimensional, online virtual worlds in which avatars create and enact their own tales and conceptions, effectively bringing forth live, participatory cinema through Play

    Unweaving the Web: Beginning to think theologically about the Internet

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    This is the author's version of the book.This book discusses features of the Internet that are new and theologically challenging and how these features affect the way we think about place, time, and identity

    Becoming-Other: Foucault, Deleuze, and the Political Nature of Thought

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    In this paper I employ the notion of the ‘thought of the outside’ as developed by Michel Foucault, in order to defend the philosophy of Gilles Deleuze against the criticisms of ‘elitism,’ ‘aristocratism,’ and ‘political indifference’—famously leveled by Alain Badiou and Peter Hallward. First, I argue that their charges of a theophanic conception of Being, which ground the broader political claims, derive from a misunderstanding of Deleuze’s notion of univocity, as well as a failure to recognize the significance of the concept of multiplicity in Deleuze’s thinking. From here, I go on to discuss Deleuze’s articulation of the ‘dogmatic image of thought,’ which, insofar as it takes ‘recognition’ as its model, can only ever think what is already solidified and sedimented as true, in light of existing structures and institutions of power. Then, I examine Deleuze’s reading of Foucault and the notion of the ‘thought of the outside,’ showing the ‘outside’ as the unthought that lies at the heart of thinking itself, as both its condition and its impossibility. Insofar as it is essential to thinking itself, finally, I argue that the passage of thought to the outside is not an absolute flight out of this world, as Hallward claims, but rather, a return of the different that constitutes the Self for Deleuze. Thinking is an ongoing movement of deterritorialization and reterritorialization, or as Foucault says, death and life. Thinking, as Deleuze understands it, is essentially creative; it reconfigures the virtual, thereby literally changing the world. Thinking is therefore, according to Deleuze, thoroughly political
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