32 research outputs found

    The Aesthetic and Cognitive Value of Surprise

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    It is a common experience to be surprised by an artwork. In this paper, I examine how and why this obvious fact matters for philosophical aesthetics. Following recent works in psychology and philosophers such as Davidson or Scheffler, we will see that surprise qualifies as an emotion of a special kind, essentially “cognitive” or “epistemic” in its nature and functioning. After some preliminary considerations, I wish to hold two general claims: the first one will be that surprise is somehow related to aesthetic appreciation, because it is often the ground to judge of a work’s value. The second point will be that a functional analysis of surprise provides support for cognitivist accounts of aesthetics. If this picture is right, surprise would generally play an important part in aesthetic experience and should also be seen as a paradigm to study the cognitive powers of art

    Fact, Fiction and Virtual Worlds

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    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding

    L'Ă©nigme du "vleu" et l'hyper-nominalisme de Goodman

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    This paper advocates a new reading of Nelson Goodman’s new riddle of induction. According to Ian Hacking, this famous problem conveys a “pure nominalism”, as it grounds Goodman’s denial regarding the existence of natural kinds. While this interpretation is somewhat convincing, it suffers the major flaw of not corresponding to what Goodman himself understood by “nominalism”. Nominalism, in a goodmanian sense, is indeed primarily a technical demand, which stems from the so-called “calculus of individuals”. I argue that this mereological definition of nominalism allows to understand the new riddle of induction afresh. As a result, Goodman’s riddle is “hyper-nominalist”, i.e., nominalist in a distinct and stronger sense than what Hacking suggested

    The ontology of videogames

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    What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack an adequate theoretical model to account for the identity and persistence conditions of videogames

    L'ontologie du virtuel

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    David Chalmers a récemment soutenu que la réalité virtuelle est réelle, plutôt que fictionnelle. Dans cet article, j’examine les implications ontologiques de ce « réalisme virtuel ». Comme je le suggère, cette position s’associe naturellement à une ontologie algorithmique, qui identifie les objets virtuels à des structures de données comprises de manière fonctionnelle. Je présente ensuite plusieurs objections à cette ontologie algorithmique. Tant que celles-ci ne sont pas réglées, la question de l’identité des mondes et des objets virtuels reste encore en suspens

    Virtual properties: problems and prospects

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    According to David Chalmers, the virtual entities found in Virtual Reality (VR) and Augmented Reality (AR) environments instantiate virtual properties of a specific kind. It has recently been objected that such a view (i) can’t extend to all types of properties; (ii) leads to a proliferation of property-types; (iii) implausibly ascribes massive errors to VR and AR users; and (iv) faces an analogue of Jackson’s “many-property problem”. My first objective here is to show that advocates of virtual properties can deal with each of these objections. The other goal of this paper is to examine the consequences of Chalmers’ theory in the particular case of AR. If we countenance virtual properties, AR highlights that non-virtual objects can possess both non-virtual and virtual properties. With AR, it also appears that a same non-virtual object can have different and even incompatible properties across augmented environments. Lastly, considering properties in light of AR highlights the risk of an “augmented solipsism”, and calls forth interesting questions about the persistence conditions of non-virtual objects in AR environments

    Avant-propos des traducteurs

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    L’article de Nelson Goodman que nous traduisons ici, « Seven Strictures on Similarity», a été publié dans le recueil Problems and Projects [Goodman 1972]. Ce dernier ouvrage n’a pas fait l’objet d’une traduction exhaustive en français, sans doute parce qu’il contient nombre d’articles fort techniques, qui demandent une connaissance préalable des travaux de Goodman en logique, en épistémologie et en philosophie du langage. Cependant, plusieurs textes de ce recueil revêtent un intérêt majeur ta..

    Interactivité de la fiction, fictions de l’interactivité

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    L’interactivité est communément perçue comme la marque caractéristique des technologies digitales et, par extension, de différentes formes de fictions, de médias ou d’œuvres numériques – de la littérature hypertextuelle et des jeux vidéo au net art. On peut toutefois s’interroger sur le sens précis qu’il convient de donner à cette notion, ainsi que sur les promesses auxquelles elle est souvent associée. À défaut de pouvoir cerner un concept unique et maxi-englobant d’interactivité, nous suggérons qu’il est plus profitable de tenter d’identifier des types et des degrés d’interactivité. Nous tentons de montrer pourquoi cette théorie pluraliste et gradualiste est plus attrayante que d’autres approches développées dans la littérature récente. Nous mettons enfin cette conception à l’épreuve du jeu vidéo, en montrant qu’elle permet de réévaluer le rôle que joue l’interactivité dans ce médium, mais qu’elle met aussi au jour les limitations inhérentes des fictions interactives que l’on y trouve.Interactivity is commonly perceived as the defining feature of digital technologies, and by extension, of fictions or works produced through these technologies – ranging from hypertextual literature and videogames to net art. However, it remains to be seen how interactivity should be characterized exactly. One may also wonder whether the hopes frequently associated with this notion are reasonable. After casting some doubt on the possibility of defining a unique and all-inclusive concept of interactivity, we argue that it is more profitable to admit types and degrees of interactivity. We try to show why this pluralist and gradualist account is preferable to several theories of interactivity discussed in the recent literature. Lastly, we hold that this view helps assessing the role of interactivity in the medium of videogames, and reveals the intrinsic limitations of the interactive fictions found therein

    Présentation du numéro thématique Philosophies de la ressemblance

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    1 La ressemblance comme problème philosophique transversal Personne ne nierait que les chats se ressemblent sous un grand nombre de rapports, ni ne douterait du fait qu’ils ressemblent plus aux chiens qu’aux bactéries ou aux matchs de tennis. En réalité, il semble légitime de croire que c’est en vertu de cette similarité d’ensemble que nous pouvons dire que certains individus appartiennent à une même espèce, qu’ils sont tous des chats. Ces intuitions partagées suggèrent que la notion de resse..

    Goodman’s Many Worlds

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    In this paper, I examine Nelson Goodman’s pluriworldism, understood as the claim that there exists a plurality of actual worlds. This proposal has generally been quickly dismissed in the philosophical literature. I argue that we ought to take it more seriously. As I show, many of the prima facie objections to pluriworldism may receive straightforward answers. I also examine in detail Goodman’s argument for the conclusion that there are many worlds and attempt to show how it might be supported. Eventually, I discuss some underexplored challenges to pluriworldism
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