Results for 'Interactive fiction'

990 found
Order:
  1. Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Grant Tavinor & Jon Robson (eds.), The Aesthetics of Videogames. Routledge.
  2.  54
    Interactive fiction: Artificial intelligence as a mode of sign production.Peter Bøgh Andersen & Berit Holmqvist - 1989 - AI and Society 4 (4):291-313.
    Interactive media need their own idioms that exploit the characteristics of the computer based sign. The fact that the reader can physically influence the course of events in the system changes the author's role, since he no longer creates a linear text but anarrative space that the reader can use to generate stories. Although stories are not simulations of the real world, they must still contain recognizable parts where everyday constraints of time and space hold. AI-techniques can be used (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  3.  44
    Interactive Fiction.Anthony J. Niesz & Norman N. Holland - 1984 - Critical Inquiry 11 (1):110-129.
    The structure of traditional fiction is essentially linear or serial. No matter how complex a given work may be, it presents information to its reader successively, one element at a time, in a sequence determined by its author. By contrast, interactive fiction is parallel in structure or, more accurately, dendritic or tree-shaped. Not one, but several possible courses of action are open to the reader. Further, which one actually happens depends largely, though not exclusively, upon the reader’s (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  4. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light district (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   16 citations  
  5. Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  6.  59
    Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional Zombies.Nele Van De Mosselaer - 2020 - British Journal of Aesthetics 60 (3):241-251.
    What do players of videogames mean when they say they want to shoot zombies? Surely they know that the zombies are not real, and that they cannot really shoot them, but only control a fictional character who does so. Some philosophers of fiction argue that we need the concept of imaginative desires to explain situations in which people feel desires towards fictional characters or desires that motivate pretend actions. Others claim that we can explain these situations without complicating human (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  7.  32
    Self-Location in Interactive Fiction.Paal Fjeldvig Antonsen - 2021 - British Journal of Aesthetics 61 (1):41-52.
    The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  8.  16
    The Use of Interactive Fiction to Promote Conceptual Change in Science.Simon Flynn & Mark Hardman - 2019 - Science & Education 28 (1-2):127-152.
    In recent years, researchers within science education have started to consider the impact of narrative upon teaching and learning in science. This article investigates the possibilities of interactive fiction as a means by which students can be provided with feedback on their understanding in science, and explores the mechanisms which might allow learning from this. Through a review of literature around the use of narrative in science education, we have produced a list of recommendations that might guide the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  9. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  10. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   27 citations  
  11. Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   22 citations  
  12.  10
    The Rhetoric of Interactive Fiction.Jay David Bolter - 1997 - In Philip G. Cohen (ed.), Texts and Textuality: Textual Instability, Theory, and Interpretation. Garland.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  13. Virtual worlds and interactive fictions.Grant Tavinor - 2010 - In Franck Lihoreau (ed.), Truth in Fiction. Ontos Verlag. pp. 223--244.
  14.  74
    Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.Marissa D. Willis - 2019 - Journal of Aesthetics and Art Criticism 77 (1):43-53.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  15. Real feeling and fictional time in human-AI interactions.Krueger Joel & Tom Roberts - forthcoming - Topoi.
    As technology improves, artificial systems are increasingly able to behave in human-like ways: holding a conversation; providing information, advice, and support; or taking on the role of therapist, teacher, or counsellor. This enhanced behavioural complexity, we argue, encourages deeper forms of affective engagement on the part of the human user, with the artificial agent helping to stabilise, subdue, prolong, or intensify a person's emotional condition. Here, we defend a fictionalist account of human/AI interaction, according to which these encounters involve an (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  16.  77
    Interacting with Fictions: The Role of Pretend Play in Theory of Mind Acquisition.Merel Semeijn - 2019 - Review of Philosophy and Psychology 10 (1):113-132.
    Pretend play is generally considered to be a developmental landmark in Theory of Mind acquisition. The aim of the present paper is to offer a new account of the role of pretend play in Theory of Mind development. To this end I combine Hutto and Gallagher’s account of social cognition development with Matravers’ recent argument that the cognitive processes involved in engagement with narratives are neutral regarding fictionality. The key contribution of my account is an analysis of pretend play as (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  17.  6
    Origami Fiction: Psychological Horror in Interactive Narrative.Blanca Estela López Pérez - 2014 - Philosophy Study 4 (3).
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  18. Interacting with fiction?Luca Baptista - 2009 - Proceedings of the Philosophy of Computer Games Conference.
    Direct download  
     
    Export citation  
     
    Bookmark  
  19.  29
    How Interactive Can Fiction Be?Michel Chaouli - 2005 - Critical Inquiry 31 (3):599.
  20.  22
    Robots beyond Science Fiction: mutual learning in human–robot interaction on the way to participatory approaches.Astrid Weiss & Katta Spiel - 2022 - AI and Society 37 (2):501-515.
    Putting laypeople in an active role as direct expert contributors in the design of service robots becomes more and more prominent in the research fields of human–robot interaction and social robotics. Currently, though, HRI is caught in a dilemma of how to create meaningful service robots for human social environments, combining expectations shaped by popular media with technology readiness. We recapitulate traditional stakeholder involvement, including two cases in which new intelligent robots were conceptualized and realized for close interaction with humans. (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  21.  98
    Emotion and narrative fiction: Interactive influences before, during, and after reading.Raymond A. Mar, Keith Oatley, Maja Djikic & Justin Mullin - 2011 - Cognition and Emotion 25 (5):818-833.
  22. On the Ethics of Imagination and Ethical-Aesthetic Value Interaction in Fiction.Adriana Clavel-Vazquez - forthcoming - Ergo.
    Advocates of interactionism in the ethical criticism of art argue that ethical value impacts aesthetic value. The debate is concerned with “the intrinsic question”: the question of whether ethical flaws/merits in artworks’ manifested attitudes affect their aesthetic value (Gaut 2007: 9). This paper argues that the assumption that artworks have intrinsic ethical value is problematic at least in regards to a significant subset of works: fictional artworks. I argue that, insofar as their ethical value emerges only from attitudes attributable to (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  23.  34
    On the Ethics of Imagination and Ethical-Aesthetic Value Interaction in Fiction.Adriana Clavel-Vázquez - 2022 - Ergo: An Open Access Journal of Philosophy 9.
    Advocates of interactionism in the ethical criticism of art argue that ethical value impacts aesthetic value. The debate is concerned with “the intrinsic question”: the question of whether ethical flaws/merits in artworks’ manifested attitudes affect their aesthetic value (Gaut 2007: 9). This paper argues that the assumption that artworks have intrinsic ethical value is problematic at least in regards to a significant subset of works: fictional artworks. I argue that, insofar as their ethical value emerges only from attitudes attributable to (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  24.  5
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  25.  3
    Genette et la fiction interactive : un nouveau champ d’application.Olivier Caïra - 2020 - Nouvelle Revue d'Esthétique 26 (2):89-99.
    Parmi les nombreux outils légués par Gérard Genette, on étudie ici la possibilité d’un « Discours du récit interactif » en s’appuyant sur la pratique des jeux de rôle sur table. Les questions de focalisation et de voix y acquièrent une complexité nouvelle du fait que chacun des participants reçoit les informations diégétiques et s’exprime soit en qualité de joueur, soit en tant que personnage fictionnel. L’improvisation narrative en groupe restreint favorise par ailleurs la manifestation de métalepses et la circulation (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  26. The Nature of Fiction.Gregory Currie - 1990 - Cambridge University Press.
    This important book provides a theory about the nature of fiction, and about the relation between the author, the reader and the fictional text. The approach is philosophical: that is to say, the author offers an account of key concepts such as fictional truth, fictional characters, and fiction itself. The book argues that the concept of fiction can be explained partly in terms of communicative intentions, partly in terms of a condition which excludes relations of counterfactual dependence (...)
  27.  68
    Fiction, Creation and Fictionality : An Overview.Matthieu Fontaine & Shahid Rahman - 2010 - Methodos 10:1-75.
    La réflexion philosophique sur la non-existence est une thématique qui a été abordée au commencement même de la philosophie et qui suscite, depuis la publication en 1905 de « On Denoting » par Russell, les plus vifs débats en philosophie analytique. Cependant, le débat féroce sur la sémantique des noms propres et des descriptions définies qui surgirent suite à la publication du « On Referring » par Strawson en 1950 n’engagea pas d’étude systématique de la sémantique des fictions. En fait, (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  28.  4
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 86–109.
    This chapter contains sections titled: The Nature of Gaming What Are the Rules of This Game? Playing, Cheating, Fragging, and Griefing.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  29.  56
    Glitches as fictional (mis)communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunication: Error, mistakes, media. Bloomsbury. pp. 300-315.
    Here, we focus on the underexplored fictional relevance of videogame glitches. For this purpose, we will make use philosophical theories on fiction, as well as standard suggestions about how best to deal with unintended errors within fiction. Focusing on glitches like that of Red Dead Redemption’s "manimals", we argue that glitches, more than any kinds of mistakes in traditional, non-interactive fictions, can actually have a significant influence on the fictional worlds of the work in which they appear. (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  30.  3
    Curious kin in fictions of posthuman care.Amelia DeFalco - 2023 - Oxford: Oxford University Press.
    Over the past decade cultural theory has seen a number of 'turns' - the materialist turn, the animal turn, the affective turn - that address the human as an affective, embodied, and ultimately vulnerable animal embedded in dense webs of more-than-human relations, in short as a posthuman phenomenon. Care philosophy shares this focus on embodiment and vulnerability in its insistence on interdependence as the defining condition of human life, making it well positioned for a posthuman turn. To this end, Curious (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31.  11
    Animals and Science Fiction.Nora Castle & Giulia Champion (eds.) - 2024 - Springer Verlag.
    Animals and Science Fiction is the first edited collection to be published focusing on the intersection of animal studies and science fiction studies. It offers a broad range of theoretical approaches and primary source texts—including novels, short stories, poetry, film and TV, photography, erotica, video games, and urban planning documents—that explore the ways works of science fiction can transform how we see and interact with nonhuman others. With an eye toward more just multispecies futures, it argues that (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  32. Fiction and theory of mind: An exchange.Lisa Zunshine - 2007 - Philosophy and Literature 31 (1):189-196.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 31.1 (2007) 189-196MuseSearchJournalsThis JournalContents[Access article in PDF]Fiction and Theory of Mind: An ExchangeLisa Zunshine University of KentuckyBrian Boyd's review of my new book, Why We Read Fiction: Theory of Mind and the Novel (Ohio State University Press, 2006) engages a large variety of issues.1 I would like to address an important question about the integration of scientific methodology with literary analysis suggested by Boyd's (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  33.  57
    Science (Fiction) and Posthuman Ethics: Redefining the Human.Elana Gomel - 2011 - The European Legacy 16 (3):339-354.
    The boundaries of the ethical have traditionally coincided with the boundaries of humanity. This, however, is no longer the case. Scientific developments, such as genetic engineering, stem-cell research, cloning, the Human Genome Project, new paleontological evidence, and the rise of neuropsychology call into question the very notion of human being and thus require a new conceptual map for ethical judgment. The contours of this map may be seen to emerge in works of science fiction (SF), which not only vividly (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  34. Legal Fictions, Assumptions and Comparisons.Giuliano Bacigalupo - 2015 - In Matthias Armgardt, Patrice Canivez & Sandrine Chassagnard-Pinet (eds.), Past and Present Interactions in Legal Reasoning and Logic. Cham, Switzerland: Springer.
    Pierre Olivier distinguishes between two radically different concep-tions of legal fictions: on the one hand, the conception of legal fiction developed by the commentators of the Middle Ages, which culminates in Bartolus’s defini-tion; on the other hand, the conception developed by the 19th Century German scholar Gustav Demelius, who was followed, among others, by Joseph Esser. The main difference between the two approaches is individuated by Olivier in the fact that, while the former consider legal fictions as essentially implying (...)
     
    Export citation  
     
    Bookmark  
  35. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this view, (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  36.  28
    Fictional Characters, Transparency, and Experiential Sharing.Marco Caracciolo - 2018 - Topoi 39 (4):811-817.
    How can providing less textual information about a fictional character make his or her mind more transparent and accessible to the reader? This is the question that emerges from an empirical study of reader response conducted by Kotovych et al. Taking my cue from this study, I discuss the role of implied information in readers’ interactions with characters in prose fiction. This is the textual strategy I call ‘character-centered implicature.’ I argue that the inferential work cued by implicature creates (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  37.  5
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  38.  17
    Fictional emotions and emotional reactions to social robots as depictions of social agents.Jonas Blatter & Eva Weber-Guskar - 2023 - Behavioral and Brain Sciences 46:e24.
    Following the depiction theory by Clark and Fischer we would expect people interacting with robots to experience fictional emotions akin to those toward films or novels. However, some people's emotional reactions toward robots display the motivational force typical to non-fictional emotions. We discuss this incongruity and offer two suggestions on how to explain it while maintaining the depiction theory.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  39. Groups as fictional agents.Lars J. K. Moen - forthcoming - Inquiry: An Interdisciplinary Journal of Philosophy.
    Can groups really be agents or is group agency just a fiction? Christian List and Philip Pettit argue influentially for group-agent realism by showing how certain groups form and act on attitudes in ways they take to be unexplainable at the level of the individual agents constituting them. Group agency is therefore considered not a fiction or a metaphor but a reality we must account for in explanations of certain social phenomena. In this paper, I challenge this defence (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  40.  24
    Science fiction as a value scenario for historical technology.Ian S. King - 2021 - Ethics and Information Technology 23 (1):69-73.
    The value scenario is a useful tool in the sheaf of methods within value sensitive design. When envisioning new technology, this tool supports the designer in speculatively considering relevant stakeholders, values expressed or rebuffed by an artifact’s design, and tensions that may exist between those values. This paper explores how science fiction stories can serve as value scenarios to supplement traditional historical methods, especially when informants are no longer accessible.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  41.  35
    Science fiction and the moral imagination: visions, minds, ethics.Russell Blackford - 2017 - Cham: Springer.
    In this highly original book, Russell Blackford discusses the intersection of science fiction and humanity’s moral imagination. With the rise of science and technology in the 19th century, and our continually improving understanding of the cosmos, writers and thinkers soon began to imagine futures greatly different from the present. Science fiction was born out of the realization that future technoscientific advances could dramatically change the world. Along with the developments described in modern science fiction - space societies, (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  42.  47
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  43.  64
    Introduction: Empathy, Fiction, and Imagination.Susanne Schmetkamp & Íngrid Vendrell Ferran - 2019 - Topoi 39 (4):743-749.
    In contemporary discourses, it has become common sense to acknowledge that humans and some species of animals, from their very inception, are embedded in social and intersubjective contexts. As social beings, we live, interact, communicate, and cooperate with others for a range of different reasons: sometimes we do so for strategic and instrumental reasons, while at other times it is purely for its own sake. Moreover, in one way or another, we encounter others not only as rational but also as (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  44. Referring to fictional characters.Edward N. Zalta - 2003 - Dialectica 57 (2):243–254.
    The author engages a question raised about theories of nonexistent objects. The question concerns the way names of fictional characters, when analyzed as names which denote nonexistent objects, acquire their denotations. Since nonexistent objects cannot causally interact with existent objects, it is thought that we cannot appeal to a `dubbing' or a `baptism'. The question is, therefore, what is the starting point of the chain? The answer is that storytellings are to be thought of as extended baptisms, and the details (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   19 citations  
  45. Understanding Fiction: Knowledge and Meaning in Literature.Jürgen Daiber, Eva-Maria Konrad, Thomas Petraschka & Hans Rott (eds.) - 2012 - Münster, Germany: Mentis.
    The book addresses the questions how literature can convey knowledge and how literary meaning can arise in the face of the fact that fictional texts waive the usual claim to truth. Based on the interdisciplinary cooperation of literary scholars and analytic philosophers, the present anthology attempts a) to analyze the possibility and conditions of gaining knowledge through literature, and b) to apply, in a fruitful way, philosophical theories of meaning and interpretation to the constitution of meaning within the language of (...)
     
    Export citation  
     
    Bookmark  
  46.  32
    Referring to Fictional Characters.Edward N. Zalta - 2003 - Dialectica 57 (2):243-254.
    In this paper, the author replies to a question raised about theories of nonexistent objects. The question concerns the way names of fictional characters, when analyzed as names which denote nonexistent objects, acquire their denotations. Since nonexistent objects cannot causally interact with existent objects, it is thought that we cannot appeal to a‘dubbing’or a‘baptism’. The question is, therefore, what is the starting point of the chain? The answer is that storytellings are to be thought of as extended baptisms, and the (...)
    Direct download  
     
    Export citation  
     
    Bookmark   11 citations  
  47.  16
    Transgenerational Social Structures and Fictional Actors: Community-Based Responsibility for Future Generations.Tiziana Andina & Fausto Corvino - 2023 - The Monist 106 (2):150-164.
    The notion of transgenerational community is usually based on two diachronic interactions. The first interaction consists of present generations taking up the legacy (not only economic, but also institutional, artistic, cultural, and so forth) of past generations and giving it continuity, exercising a form of active agency. The second interaction occurs when present generations pass on their legacy to future generations. This is supposed to expand the boundaries of the community in a transgenerational sense (both backward- and forward-looking). In this (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  48.  39
    From Models-as-Fictions to Models-as-Tools.Adrian Currie - 2017 - Ergo: An Open Access Journal of Philosophy 4.
    Many accounts of scientific modeling conceive of models as fictions: scientists interact with models in ways analogous to various aesthetic objects. Fictionalists follow most other accounts of modeling by taking them to be revelatory of the actual world in virtue of bearing some resemblance relation to a target system. While such fictionalist accounts capture crucial aspects of modelling practice, they are ill-suited to some design and engineering contexts. Here, models sometimes serve to underwrite design projects whereby real-world targets are constructed. (...)
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   13 citations  
  49.  46
    From Models-as-Fictions to Models-as-Tools.Adrian Currie - 2017 - Ergo: An Open Access Journal of Philosophy 4.
    Many accounts of scientific modeling conceive of models as fictions: scientists interact with models in ways analogous to various aesthetic objects. Fictionalists follow most other accounts of modeling by taking them to be revelatory of the actual world in virtue of bearing some resemblance relation to a target system. While such fictionalist accounts capture crucial aspects of modelling practice, they are ill-suited to some design and engineering contexts. Here, models sometimes serve to underwrite design projects whereby real-world targets are constructed. (...)
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  50.  23
    What can science fiction tell us about the future of artificial intelligence policy?Andrew Dana Hudson, Ed Finn & Ruth Wylie - 2023 - AI and Society 38 (1):197-211.
    This paper addresses the gap between familiar popular narratives describing Artificial Intelligence (AI), such as the trope of the killer robot, and the realistic near-future implications of machine intelligence and automation for technology policy and society. The authors conducted a series of interviews with technologists, science fiction writers, and other experts, as well as a workshop, to identify a set of key themes relevant to the near future of AI. In parallel, they led the analysis of almost 100 recent (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
1 — 50 / 990