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791 result(s) for "User interfaces (Computer systems) Philosophy."
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The techno-human condition
A provocative analysis of what it means to be human in an era of incomprehensible technological complexity and change.In The Techno-Human Condition , Braden Allenby and Daniel Sarewitz explore what it means to be human in an era of incomprehensible technological complexity and change.
The interface envelope : gaming and the logics of affective design
\"In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's account of neuropower, Ash argues the aim of interface designers and publishers is the production of envelope power. Envelope power refers to the ways that interfaces in games are designed to increase users perceptual and habitual capacities to sense difference. Examining a range of examples from specific videogames, Ash identities a series of logics that are key to producing envelope power and shows how these logics have intensified over the last thirty years. In turn, Ash suggests that the logics of interface envelopes in videogames are spreading to other types of interface. In doing so life becomes enveloped as the environments people inhabit becoming increasingly loaded with digital interfaces. Rather than simply negative, Ash develops a series of responses to the potential problematics of interface envelopes and envelope power and emphasizes their pharmacological nature\"-- Provided by publisher.
Hacking the brain: brain–computer interfacing technology and the ethics of neurosecurity
Brain–computer interfacing technologies are used as assistive technologies for patients as well as healthy subjects to control devices solely by brain activity. Yet the risks associated with the misuse of these technologies remain largely unexplored. Recent findings have shown that BCIs are potentially vulnerable to cybercriminality. This opens the prospect of “neurocrime”: extending the range of computer-crime to neural devices. This paper explores a type of neurocrime that we call brain - hacking as it aims at the illicit access to and manipulation of neural information and computation. As neural computation underlies cognition, behavior and our self-determination as persons, a careful analysis of the emerging risks of malicious brain-hacking is paramount, and ethical safeguards against these risks should be considered early in design and regulation. This contribution is aimed at raising awareness of the emerging risk of malicious brain-hacking and takes a first step in developing an ethical and legal reflection on those risks.
Structures, forms, and stuff: the materiality and medium of interaction
Though information is popularly, and often academically, understood to be immaterial, nonetheless, we only encounter it in material forms, in books, on laptops, in our brains, in spoken language, and so forth. In the past decade, HCI has increasingly focused on the material dimensions of interacting with computational devices and information. This paper explores three major strands of this research—tangible user interfaces, theories of computational materiality, and craft-oriented approaches to HCI. We argue that each of these offers a formulation of the materiality of interaction: as physical, as metaphysical, or as tradition communicating. We situate these three formulations in relation to debates on the nature of media, from philosophical aesthetics (the ontology of art, in particular), media studies, and visual cultural studies. We argue that the formulations of materiality, information, and meaning from HCI and those from the humanities have deeper underlying similarities than may be expected and that exploring these similarities have two significant benefits. Such an analysis can benefit these differing threads in different ways, taking their current theories and adding to them. It also serves as a basis to import philosophical art concepts in a robust way into HCI, that is, not simply as prepackaged ideas to be applied to HCI, but rather as ideas always already enmeshed in productive and living debates that HCI is now poised to enter—to the benefit of both HCI and the humanities.
“Can Computer Based Human-Likeness Endanger Humanness?” – A Philosophical and Ethical Perspective on Digital Assistants Expressing Feelings They Can’t Have
Digital assistants engage with us with increasingly human-like conversations, including the expression of human emotions with such utterances as “I am sorry…”, “I hope you enjoy…”, “I am grateful…”, or “I regret that…”. By 2021, digital assistants will outnumber humans. No one seems to stop to ask if creating more digital companions that appear increasingly human is really beneficial to the future of our species. In this essay, we pose the question: “How human should computer-based human-likeness appear?” We rely on the philosophy of humanness and the theory of speech acts to consider the long-term consequences of living with digital creatures that express human-like feelings. We argue that feelings are the very substance of our humanness and therefore are best reserved for human interaction.
Hello avatar : rise of the networked generation
An examination of our many modes of online identity and how we live on the continuum between the virtual and the real.Hello Avatar!Or, {llSay(0, \"Hello, Avatar!\"); is a tiny piece of user-friendly code that allows us to program our virtual selves.In Hello Avatar , B.
Figuring the past
This innovative analysis of period film presents a new way to examine the ways in which contemporary cinema recreates the historical past. Exploring the relationship between visual motifs and cultural representation, Figuring the Past is a selection of detailed case studies that explore three key figures—the house, the tableau, and the letter. Belen Vidal proposes a new aesthetic framework for the study of period film, looking at a number of important auteurs in the genre, including James Ivory, Martin Scorsese, and Jane Campion. This handsomely illustrated book seeks to position this popular but often understudied genre in its proper place within the academic discipline of cinema studies.
Ambient Commons
On rediscovering surroundings when information goes everywhere. The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented. Amid this flood, your attention practices matter more than ever. You might not be able to tune this world out. So it is worth remembering that underneath all these augmentations and data flows, fixed forms persist, and that to notice them can improve other sensibilities. In Ambient Commons , Malcolm McCullough explores the workings of attention through a rediscovery of surroundings. McCullough describes what he calls the Ambient: an increasing tendency to perceive information superabundance whole, where individual signals matter less and at least some mediation assumes inhabitable form. He explores how the fixed forms of architecture and the city play a cognitive role in the flow of ambient information. As a persistently inhabited world, can the Ambient be understood as a shared cultural resource, to be socially curated, voluntarily limited, and self-governed as if a commons? Ambient Commons invites you to look past current obsessions with smart phones to rethink attention itself, to care for more situated, often inescapable forms of information.
Golden ball: a novel meta-heuristic to solve combinatorial optimization problems based on soccer concepts
In this paper, a new multiple population based meta-heuristic to solve combinatorial optimization problems is introduced. This meta-heuristic is called Golden Ball (GB), and it is based on soccer concepts. To prove the quality of our technique, we compare its results with the results obtained by two different Genetic Algorithms (GA), and two Distributed Genetic Algorithms (DGA) applied to two well-known routing problems, the Traveling Salesman Problem (TSP) and the Capacitated Vehicle Routing Problem (CVRP). These outcomes demonstrate that our new meta-heuristic performs better than the other techniques in comparison. We explain the reasons of this improvement.