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2019
EN
This book highlights some of the most pressing safety, ethical, legal and societal issues related to the diverse contexts in which robotic technologies apply. Focusing on the essential concept of well-being, it addresses topics that are fundamental not only for research, but also for industry and end-users, discussing the challenges in a wide variety of applications, including domestic robots, autonomous manufacturing, personal care robots and drones.
A World with Robots
International Conference on Robot Ethics: ICRE 2015
- Series -
- Engineering (R0)
2017
EN
This book contains the Proceedings of the International Conference on Robot Ethics, held in Lisbon on October 23 and 24, 2015. The conference provided a multidisciplinary forum for discussing central and evolving issues concerning safety and ethics that have arisen in various contexts where robotic technologies are being applied. The papers are intended to promote the formulation of more precise safety standards and ethical frameworks for the rapidly changing field of robotic applications....
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The Glass Cage
How Our Computers Are Changing Us
2014
EN
At once a celebration of technology and a warning about its misuse, The Glass Cage will change the way you think about the tools you use every day.In The Glass Cage, best-selling author Nicholas Carr digs behind the headlines about factory robots and self-driving cars, wearable computers and digitized medicine, as he explores the hidden costs of granting software dominion over our work and our leisure. Even as they bring ease to our lives, these p...
Moral Machines
Teaching Robots Right from Wrong
2008
EN
Computers are already approving financial transactions, controlling electrical supplies, and driving trains. Soon, service robots will be taking care of the elderly in their homes, and military robots will have their own targeting and firing protocols. Colin Allen and Wendell Wallach argue that as robots take on more and more responsibility, they must be programmed with moral decision-making abilities, for our own safety. Taking a fast paced tour through the latest thinking about philosoph...
2008
EN
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research.Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong...
Natural-Born Cyborgs
Minds, Technologies, and the Future of Human Intelligence
2003
EN
From Robocop to the Terminator to Eve 8, no image better captures our deepest fears about technology than the cyborg, the person who is both flesh and metal, brain and electronics. But philosopher and cognitive scientist Andy Clark sees it differently. Cyborgs, he writes, are not something to be feared--we already are cyborgs. In Natural-Born Cyborgs, Clark argues that what makes humans so different from other species is our capacity to fully incorporate tools and supporting cultu...
Talking about Machines
An Ethnography of a Modern Job
2016
EN
This is a story of how work gets done. It is also a study of how field service technicians talk about their work and how that talk is instrumental in their success. In his innovative ethnography, Julian E. Orr studies the people who repair photocopiers and shares vignettes from their daily lives. He characterizes their work as a continuous highly skilled improvisation within a triangular relationship of technician, customer, and machine.The work technicians do encompasses elements ...
2008
EN
The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. W...
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- Routledge Communication Series
2013
EN
Accessible
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium.The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists ...
3TH1CS
A reinvention of ethics in the digital age?
2017
EN
Should we ban war robots or are they something we might want? What can computer games tell us about our morals? Is it OK to love a robot? What is ethical design in the digital world? How do we need to regulate the algorithms that impact our lives? The digital transition puts our ideas about morality to the test, presenting us with new questions in all areas of life: politics, economy, social life, communication, entertainment. In twenty contributions, experts from Europe, America and Asia ...
Architecture and Adaptation
From Cybernetics to Tangible Computing
2016
EN
Architecture and Adaptation discusses architectural projects that use computational technology to adapt to changing conditions and human needs. Topics include kinetic and transformable structures, digitally driven building parts, interactive installations, intelligent environments, early precedents and their historical context, socio-cultural aspects of adaptive architecture, the history and theory of artificial life, the theory of human-computer interaction, tangible computing,an...
Online Gaming in Context
The social and cultural significance of online games
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- Routledge Advances in Sociology
2013
EN
Accessible
There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the...











