Download or read book Posthuman Cyberware written by Matthew E. Gladden and published by Mnemoclave. This book was released on 2017-08-20 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: You don’t know how far you can trust what you see or feel or remember, because it could all just be a byproduct of your neural implant or illusions fabricated by a neurohacker. Self-evolving computer viruses and stray nanorobotic swarms have taken up residence in the components of your robotic prosthetic arm. Battles over access to neurocybernetic enhancement, life-extension biotech, and immersive VR paradises are fragmenting humanity into new strata of haves and have-nots. You can never tell whether the full-body cyborgs that you see in the street belong to military units, megacorps, or bands of hackers-for-hire… or maybe all three at once. Such near-future cyberdystopias provide the perfect setting for a hard-SF roleplaying game campaign. But how much reality lies beneath their surface? Could a human mind really learn how to operate a full cyborg body that has wheels or wings or dozens of robotic tentacles, or would it be too ‘alien’? If relatively small changes in brain temperature can cause behavioral impacts (or even brain damage), is it advisable to implant a heat-spewing miniaturized supercomputer in someone’s cranium? A neural jack that lets you instantly download new skills sounds great, but could such a thing actually work? And which of your cognitive functions could a hacker take control of by compromising such a device? If you’ve ever thought about any of these questions when designing or running an adventure, then Mnemoclave’s Posthuman Cyberware Sourcebook series is meant for you. It’s designed especially for GMs who want to give their campaigns a grittier edge and loads of surprises that’ll keep their players on their toes – and for serious gamers who want to map out the potential and limitations of their characters’ cyberware from a new perspective. This first volume in the series offers an introduction to the use of neuroprostheses for sensory, cognitive, and motor enhancement and explores distinctions between posthuman and transhuman cyberware. It’s not simply a tale of artificial eyes with telescopic night vision or combat-grade cyberlimbs but also a blueprint for the development of neuroprosthetically enhanced imagination, emotions, and conscience and the creation of human-synthetic hive minds. The volume considers neuroprosthetic devices’ human hosts in their three roles as sapient minds, embodied organisms, and social and economic actors to explain how cyberware can be employed either as tools for personal empowerment and liberation or mechanisms of enslavement and zombification. The book serves as a resource for designing campaigns or one-off adventures set in worlds with a cyberpunk, postcyberpunk, or biopunk milieu in which posthumanizing cyberware exists and societies are tilting toward the dystopian. The text includes dozens of special inserts with plot hooks, character traits, equipment descriptions, and ideas regarding setting and atmosphere that help you incorporate the material directly into your game, regardless of which rule system you’re running.
Download or read book Cyborgization and Virtual Worlds written by Matthew E. Gladden and published by Mnemoclave. This book was released on 2017-09-05 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether it’s adding a night-vision cybereye or acquiring a full cyborg body, the process of cyborgization reshapes the way in which an individual relates to the physical environment around her. But how does it transform her ability to dive – or to be pulled – into virtual worlds? Cyborgization and Virtual Worlds: Portals to Altered Reality is a resource for designing campaigns grounded in near-future hard-SF settings in which synthetic bodies and VR cyberware offer characters entirely new ways of perceiving, interpreting, and manipulating the analog and digital worlds… It’s easy to know when you enter a virtual environment if the tools you’re using are a VR headset and haptic feedback gloves. If the virtual experience is too much for you, you can always just rip off the headset: the digital illusions instantly vanish, and you know that you’re back in the ‘real’ world. But what if the VR gear that you’re employing consists of cranial neural implants that directly stimulate your brain to create artificial sensory experiences? Or what if you’re wielding dual-purpose artificial eyes and roboprosthetic limbs that can either supply you with authentic sense data from the external environment or switch into iso mode, cut off all sensations from the real world, and pipe fabricated sense data into your brain? What signs could you look for to help you determine whether you’re in the real world or just a convincing virtual facsimile? This second volume in Mnemoclave’s Posthuman Cyberware Sourcebook series explores the two ways in which neuroprosthetic technologies immerse a cyborg in her environment and allow her to sense and manipulate the world: through embodiment and embedding. The process of cyborgization not only grants its human subject an augmented body with enhanced, reduced, or simply different capacities; it also embeds him in a particular part of the real physical world and provides the means by which he senses and manipulates that environment. And it may be the instrument through which he dives into virtual worlds, as well. Among the topics explored are: The paths of cyborgization • Different approaches to cyborgization, including the creation of full-body, partial, extended, sessile, and ‘hollow’ cyborgs • Differing types of neurocognitive interfaces that can exist between a piece of cyberware and its human host • The extent to which cyberware can be concealed from visual or remote electronic detection • The operational lifespan of cyberware and its potential health impacts on users Obstacles to characters’ acquisition of cyberware, including cost, legality, and required maintenance and customization • Problems like neurocoupling resection syndrome (NRS) that affect full-body cyborgs and other augmented individuals Cyberware and virtual worlds • Distinctions between virtual, augmented, and refracted reality • The mechanics by which cyborg characters can recognize and adjust to transitions between the real and virtual worlds • The use of digital avatars as cyberdoubles or cybermorphs within virtual worlds • Plot impacts of cyborg characters’ maximal, partial, temporary, or long-term immersion in VR environments The book is written especially for GMs who are designing adventures or campaigns set in near-future worlds with a cyberpunk, postcyberpunk, or biopunk atmosphere in which posthumanizing cyberware exists and societies are tilting ever further toward the dystopian. The text draws extensively on the best contemporary research regarding neurocybernetics and the bioengineering, economic, sociopolitical, and cultural aspects of human enhancement, to aid GMs who are looking to give their campaigns a hard sci-fi edge. The volume includes dozens of special textboxes with plot hooks, character traits, equipment descriptions, and ideas for successfully GM-ing the ontological puzzles and narrative twists that cyborgization and virtual reality make possible – to help you incorporate the material directly into your game, regardless of which rule system you’re using.
Download or read book Phenomenology of the Gameworld A Philosophical Toolbox for Video Game Developers written by Matthew E. Gladden and published by Defragmenter Media. This book was released on 2019-12-15 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Download or read book Beyond Ethics to Post Ethics written by Peter Baofu and published by IAP. This book was released on 2011-02-01 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is moral goodness really so desirable in the way that its proponents through the ages would like us to believe? For instance, in our time, there is even this latest version of the popular moral idea shared by many, when Dalai Lama suggested that “[w]e need these human values [of compassion and affection]….Even without religion,…we have the capacity to promote these things.” (WK 2009) The naivety of this popular moral idea can be contrasted with an opposing (critical) idea advocated not long ago by Sigmund Freud (1966), who once wrote that “men are not gentle creatures who want to be loved, and who at the most can defend themselves if they are attacked; they are, on the contrary, creatures among whose instinctual endowments is to be reckoned a powerful share of aggressiveness. As a result, their neighbor is for them…someone who tempts them to satisfy their aggressiveness on him, to exploit his capacity for work without compensation, to use him sexually without his consent, to seize his possessions, to humiliate him, to cause him pain, to torture and to kill him. Homo homini lupus.” Contrary to the two opposing sides of this battle for the high moral ground, morality and immorality are neither possible nor desirable to the extent that their respective ideologues would like us to believe. But one should not misunderstand this challenge as a suggestion that ethics is a worthless field of study, or that other fields of study (related to ethics) like political philosophy, moral psychology, social studies, theology, or even international relations should be dismissed. Needless to stress, neither of these two extreme views is reasonable either. Instead, this book provides an alternative (better) way to understand the nature of ethics, especially in relation to morality and immorality—while learning from different approaches in the literature but without favoring any one of them (nor integrating them, since they are not necessarily compatible with each other). This book offers a new theory to transcend the existing approaches in the literature on ethics in a way not thought of before. This seminal project is to fundamentally alter the way that we think about ethics, from the combined perspectives of the mind, nature, society, and culture, with enormous implications for the human future and what I originally called its “post-human” fate.
Download or read book Flickers of Film written by Jason Sperb and published by Rutgers University Press. This book was released on 2015-12-15 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether paying tribute to silent films in Hugo and The Artist or celebrating arcade games in Tron: Legacy and Wreck-It-Ralph, Hollywood suddenly seems to be experiencing a wave of intense nostalgia for outmoded technologies. To what extent is that a sincere lament for modes of artistic production that have nearly vanished in an all-digital era? And to what extent is it simply a cynical marketing ploy, built on the notion that nostalgia has always been one of Hollywood’s top-selling products? In Flickers of Film, Jason Sperb offers nuanced and unexpected answers to these questions, examining the benefits of certain types of film nostalgia, while also critiquing how Hollywood’s nostalgic representations of old technologies obscure important aspects of their histories. He interprets this affection for the prehistory and infancy of digital technologies in relation to an industry-wide anxiety about how the digital has grown to dominate Hollywood, pushing it into an uncertain creative and economic future. Yet he also suggests that Hollywood’s nostalgia for old technologies ignores the professionals who once employed them, as well as the labor opportunities that have been lost through the computerization and outsourcing of film industry jobs. Though it deals with nostalgia, Flickers of Film is strikingly cutting-edge, one of the first studies to critically examine Pixar’s role in the film industry, cinematic representations of videogames, and the economic effects of participatory culture. As he takes in everything from Terminator: Salvation to The Lego Movie, Sperb helps us see what’s distinct about this recent wave of self-aware nostalgic films—how Hollywood nostalgia today isn’t what it used to be.
Download or read book Understanding Digital Culture written by Vincent Miller and published by SAGE. This book was released on 2012-08-15 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This is an outstanding book. It is one of only a few scholarly texts that successfully combine a nuanced theoretical understanding of the digital age with empirical case studies of contemporary media culture. The scope is impressive, ranging from questions of digital inequality to emergent forms of cyberpolitics." - Nick Gane, York University "Well written, very up-to-date with a good balance of examples and theory. It′s good to have all the major issues covered in one book." - Peter Millard, Portsmouth University "This is just the text I was looking for to enable first year undergraduates to develop their critical understanding of the technologies they have embedded so completely in their lives." - Chris Simpson, University College of St Mark & St John This is more than just another book on Internet studies. Tracing the pervasive influence of ′digital culture′ throughout contemporary life, this text integrates socio-economic understandings of the ′information society′ with the cultural studies approach to production, use, and consumption of digital media and multimedia. Refreshingly readable and packed with examples from profiling databases and mashups to cybersex and the truth about social networking, Understanding Digital Culture: Crosses disciplines to give a balanced account of the social, economic and cultural dimensions of the information society. Illuminates the increasing importance of mobile, wireless and converged media technologies in everyday life. Unpacks how the information society is transforming and challenging traditional notions of crime, resistance, war and protest, community, intimacy and belonging. Charts the changing cultural forms associated with new media and its consumption, including music, gaming, microblogging and online identity. Illustrates the above through a series of contemporary, in-depth case studies of digital culture. This is the perfect text for students looking for a full account of the information society, virtual cultures, sociology of the Internet and new media.
Download or read book Universal Decay Dead Stars Rule Book Revised 2nd Edition written by Jay Barrell and published by Lulu.com. This book was released on 2013-11-18 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dead Stars is a science fiction horror role-playing game powered by the alternate d20 Universal Decay rules system. Pick a race - from the ever-familiar humans to the amorphous gorbrasch or sleazy helizara - strap on some personal armor and pick up a sliver rifle or get a cerebral computer implant and grab your toolkit. Or both. Then get together with your friends to face a universe of dangers, wonders, opportunities, and quite possibly a messy death. This book contains everything you will need to play or run a game in Dead Stars as well as rules for using the Universal Decay system in alternate genres, incorporating everything from swords and sorcery to vehicle energy weapons, personal armor, nanotechnology and starships.
Download or read book The Palgrave Handbook of Popular Culture as Philosophy written by Dean A. Kowalski and published by Springer Nature. This book was released on 2024-04 with total page 2127 pages. Available in PDF, EPUB and Kindle. Book excerpt: Much philosophical work on pop culture apologises for its use; using popular culture is a necessary evil, something merely useful for reaching the masses with important philosophical arguments. But works of pop culture are important in their own right--they shape worldviews, inspire ideas, change minds. We wouldn't baulk at a book dedicated to examining the philosophy of The Great Gatsby or 1984--why aren't Star Trek and Superman fair game as well? After all, when produced, the former were considered pop culture just as much as the latter. This will be the first major reference work to right that wrong, gathering together entries on film, television, games, graphic novels and comedy, and officially recognizing the importance of the field. It will be the go-to resource for students and researchers in philosophy, culture, media and communications, English and history and will act as a springboard to introduce the reader to the other key literature in the field.
Download or read book The Sprawl written by Hamish Cameron and published by . This book was released on 2016 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Glasshouse written by Charles Stross and published by Penguin. This book was released on 2006 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Awakening in a clinic with most of his memories missing, Robin goes on the run from unknown enemies out to kill him, volunteering to take part in the Glasshouse, an experimental polity simulating a pre-accelerated culture in which he will be assigned an anonymous identity, but he experiences radical changes that threaten everything. 20,000 first printing.
Download or read book Shadowrun Chrome Flesh Limited Edition written by Catalyst Game Labs and published by Catalyst Game Labs. This book was released on 2015-09-02 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Shadowrunners cannot be limited by what their bodies canor cannotdo. They have to do more, stretch farther, surpass any limits, and accomplish the impossible. Some runners can rely on magic; for everyone else, there are augmentations. From shiny chrome that makes your body into a humanoid semitruck to genetech that alters you at the most fundamental level to drugs and chemicals that give you a quick and dirty boost, Chrome Flesh provides dozens of new ways to alter Shadowrun characters and make them better, stronger, faster, and altogether readier to kick ass and take names on the streets. Along with the gear and a compiled table of all cyberware, bioware, genetech, and nanotech currently available in Shadowrun, Fifth Edition, Chrome Flesh covers how runners break down and what resources can help fix them up, and where augmentation tech might go in the future. It's paydata every shadowrunner needs if they want to overcome everything the Sixth World is going to throw at them.
Download or read book The Film Cultures Reader written by Graeme Turner and published by Psychology Press. This book was released on 2002 with total page 550 pages. Available in PDF, EPUB and Kindle. Book excerpt: This companion reader to Film as Social Practice brings together key writings on contemporary cinema, exploring film as a social and cultural phenomenon.
Download or read book Cybernetic Revolutionaries written by Eden Medina and published by MIT Press. This book was released on 2014-01-10 with total page 343 pages. Available in PDF, EPUB and Kindle. Book excerpt: A historical study of Chile's twin experiments with cybernetics and socialism, and what they tell us about the relationship of technology and politics. In Cybernetic Revolutionaries, Eden Medina tells the history of two intersecting utopian visions, one political and one technological. The first was Chile's experiment with peaceful socialist change under Salvador Allende; the second was the simultaneous attempt to build a computer system that would manage Chile's economy. Neither vision was fully realized—Allende's government ended with a violent military coup; the system, known as Project Cybersyn, was never completely implemented—but they hold lessons for today about the relationship between technology and politics. Drawing on extensive archival material and interviews, Medina examines the cybernetic system envisioned by the Chilean government—which was to feature holistic system design, decentralized management, human-computer interaction, a national telex network, near real-time control of the growing industrial sector, and modeling the behavior of dynamic systems. She also describes, and documents with photographs, the network's Star Trek-like operations room, which featured swivel chairs with armrest control panels, a wall of screens displaying data, and flashing red lights to indicate economic emergencies. Studying project Cybersyn today helps us understand not only the technological ambitions of a government in the midst of political change but also the limitations of the Chilean revolution. This history further shows how human attempts to combine the political and the technological with the goal of creating a more just society can open new technological, intellectual, and political possibilities. Technologies, Medina writes, are historical texts; when we read them we are reading history.
Download or read book Veil 2020 written by Fraser Simons and published by Lulu.com. This book was released on 2020-07-13 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Veil 2020 is a minimalist cyberpunk action tabletop roleplaying game that takes elements of The Veil, White Hack, and World of Dungeons to create a modern-meets-retro rules-light framework.
Download or read book After the Revolution written by Robert Evans and published by AK Press. This book was released on 2022-05-10 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: What will the fracturing of the United States look like? After the Revolution is an edge-of-your-seat answer to that question. In the year 2070, twenty years after a civil war and societal collapse of the "old" United States, extremist militias battle in the crumbling Republic of Texas. As the violence spreads like wildfire and threatens the Free City of Austin, three unlikely allies will have to work together in an act of resistance to stop the advance of the forces of the white Christian ethnostate known as the "Heavenly Kingdom." Out three protagonists include Manny, a fixer that shuttles journalists in and out of war zones and provides footage for outside news agencies. Sasha is a teenage woman that joins the Heavenly Kingdom before she discovers the ugly truths behind their movement. Finally, we have Roland: A US Army vet kitted out with cyberware (including blood that heals major trauma wounds and a brain that can handle enough LSD to kill an elephant), tormented by broken memories, and 12,000 career kills under his belt. In the not-so-distant world Evans conjures we find advanced technology, a gender expansive culture, and a roving Burning Man-like city fueled by hedonistic excess. This powerful debut novel from Robert Evans is based on his investigative reporting from international conflict zones and on increasingly polarized domestic struggles. It is a vision of our very possible future.
Download or read book Screen written by and published by . This book was released on 2000 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Wearable Technologies in Organizations written by Aleksandra Przegalinska and published by Palgrave Pivot. This book was released on 2019-01-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative book considers the positive and negative impact of wearable technologies on organization and work. First discussing the development and use of this software within the workspace, the author highlights potential issues such as privacy, addiction and lack of work efficiency. Technology has had a major impact on workspace and workforce, and the second section explores how it has emerged as a key driver of collaboration, and what the shortfalls are in terms of autonomy, solidarity and authenticity. Cloud technology, mobile technology, collaboration apps, the Internet of Things, and highly specialized AI bear the promise of a radical enhancement of the way we work and interact. This book discusses the potential future scenarios for wearable technologies in the context of the IoT and as a social and organizational phenomenon.