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Why robots defy our existing moral and legal categories and how to revolutionize the way we think about them.Robots are a curious sort of thing. On the one hand, they are technological artifacts—and thus, things. On the other hand, they seem to have social presence, because they talk and interact with us, and simulate the capabilities commonly associated with personhood. In Person, Thing, Robot, David J. Gunkel sets out to answer the vexing question: What exactly is a robot? Rather than try to fit robots into the existing categories by way of arguing for either their reification or personification, however, Gunkel argues for a revolutionary reformulation of the entire system, developing a new moral and legal ontology for the twenty-first century and beyond.In this book, Gunkel investigates how and why efforts to use existing categories to classify robots fail, argues that “robot” designates an irreducible anomaly in the existing ontology, and formulates an alternative that restructures the ontological order in both moral philosophy and law. Person, Thing, Robot not only addresses the issues that are relevant to students, teachers, and researchers working in the fields of moral philosophy, philosophy of technology, science and technology studies (STS), and AI/robot law and policy but it also speaks to controversies that are important to AI researchers, robotics engineers, and computer scientists concerned with the social consequences of their work.
An accessible introduction to a concept often considered impossibly abstruse, demonstrating its power as a conceptual tool in the twenty-first century.This volume in the MIT Press Essential Knowledge series offers a clear and concise introduction to a topic often considered difficult and abstruse: deconstruction. David Gunkel sorts out the concept, terminology, and practices of deconstruction, not to defend academic orthodoxy, or to disseminate the thought of Jacques Derrida--the fabricator of the neologism and progenitor of the concept--but to provide readers with a powerful conceptual tool for the twenty-first century.Gunkel explains that deconstruction is not simply the opposite of construction--the "deconstructed" jacket hanging in your closet is not, strictly speaking, accurately named--or synonymous with destruction. It is a way to think beyond the construction/destruction dichotomy and all other conceptual dichotomies and logical oppositions. After describing what deconstruction is not, and developing an abstract and schematic characterization derived from Derrida, Gunkel offers examples in (rather than of) deconstruction, including logocentrism (the speech/writing dichotomy) and virtuality (the ruling philosophical binary of real/appearance), remix (the original/copy distinction), and the posthuman figure of the cyborg (the human/machine conceptual pairing). Finally, Gunkel discusses the costs and benefits of deconstruction, considering the many things deconstruction is good for and identifying potential problems, including Eurocentrism, relativism, difficulties in communicating the concept, and reappropriation.
"In Hacking Cyberspace David J. Gunkel examines the metaphors applied to new technologies, and how those metaphors inform, shape, and drive the implementation of the technology in question. The author"
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
Gaming the System takes continental philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions--put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek--can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
"In Hacking Cyberspace David J. Gunkel examines the metaphors applied to new technologies, and how those metaphors inform, shape, and drive the implementation of the technology in question. The author"
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