War in the Age of Intelligent Machines
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Rhythms of the Brain
Rhythms of the Brain György Buzsáki OXFORD UNIVERSITY PRESS Rhythms of the Brain This page intentionally left blank Rhythms of the Brain György Buzsáki 1 2006 3 Oxford University Press, Inc., publishes works that further Oxford University’s objective of excellence in research, scholarship, and education. Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Copyright © 2006 by Oxford University Press, Inc. Published by Oxford University Press, Inc. 198 Madison Avenue, New York, New York 10016 www.oup.com Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data Buzsáki, G. Rhythms of the brain / György Buzsáki. p. cm. Includes bibliographical references and index. ISBN-13 978-0-19-530106-9 ISBN 0-19-530106-4 1. Brain—Physiology. 2. Oscillations. 3. Biological rhythms. [DNLM: 1. Brain—physiology. 2. Cortical Synchronization. 3. Periodicity. WL 300 B992r 2006] I. Title. QP376.B88 2006 612.8'2—dc22 2006003082 987654321 Printed in the United States of America on acid-free paper To my loved ones. This page intentionally left blank Prelude If the brain were simple enough for us to understand it, we would be too sim- ple to understand it. -
Fictional Games and Utopia: the Case of Azad
Fictional Games and Utopia: The Case of Azad This is a pre-print version of: Gualeni, S. (2021), “Fictional Games and Utopia: The Case of Azad”, Science Fiction Film & Television, 14 (2): 187-207. Abstract ‘Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot – or at least were not originally meant to – be actually played. This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. Its objective is that of exploring how fictional games can function as utopian devices. Drawing on game studies, utopian studies, and sf studies, the first half of the article introduces the notion of fictional games and provides an initial articulation of their utopian potential. The second half focuses, instead, on the analysis of one (science-)fictional game in particular: the game of Azad, described in Iain M. Banks’s 1988 sf novel The Player of Games. This analysis is instrumental in clarifying the utopian qualities that are inherent in the activity of play such as its being uncertain and contingent. By presenting relationships of power through a game (and, finally, as a game), utopian fictional games such as Azad serve as a reminder that every socio-political situation – even the most dystopian ones – is ultimately indeterminate, and retains the possibility of change. Introduction Broadly speaking, sf can be described as a genre of fiction whose worlds, when compared with the world the authors actually inhabit, have undergone considerable scientific and technological advancements. Within their great variety of themes and media forms, the only trait that can perhaps be recognised as common to all works of sf is their aspiration to stimulate their recipients to imagine hypothetical scenarios and alternative possibilities of being (see Williams 198; Bould and Miéville 245; Suvin xviii). -
Episode 308: JOHNNYSWIM That Sounds Fun with Annie F. Downs
Episode 308: JOHNNYSWIM That Sounds Fun with Annie F. Downs [00:00:00] <Music> Annie: Hi friends, welcome to another episode of That Sounds Fun. I'm your host Annie F. Downs, I'm really happy to be here with you today. We've got a great show in store, one y'all have been requesting for always. So I'm thrilled about today's show. And before we get started, I want to tell you about one of our incredible partners, CRU. It probably goes without saying, but here I am saying it anyways, reading the Bible is so important to me. If you've been following me through 2021, you know, I've been doing the Bible in a Year, and I'm always blown away by the new things I learn, even in passages I feel like I've read 100 times. But imagine for a second that you couldn't get a Bible, like you couldn't afford one or couldn't just hop on Amazon and have one sent to your house. Take it one step further, and imagine that you aren't even allowed to have one. Honestly, sometimes we forget that there are so many people all around the world, who simply can't get a Bible. And that's why we're thrilled to partner with Cru. Cru is one of the largest evangelical organizations in the world, with over 25,000 missionaries in almost every country. Cru has given Bibles to people in their own heart language, and sharing the hope of Jesus all around the globe. -
1 2019 Gally Academic Track Friday, February 15
2019 Gally Academic Track Friday, February 15, 2019 3:00-3:15 KEYNOTE “The Fandom Hierarchy: Women of Color’s Fight For Visibility In Fandom Spaces” Tai Gooden Women of Color (WoC) have been fervent Doctor Who fans for several decades. However, the fandom often reflects societal hierarchies upheld by White privilege that result in ignoring and diminishing WoC’s opinions, contributions, and legitimate concerns about issues in terms of representation. Additionally, WoC and non-binary (NB) people of color’s voices are not centered as often in journalism, podcasting, and media formats nor convention panels as much as their White counterparts. This noticeable disparity has led to many WoC, even those who are deemed “important” in fandom spaces, to encounter racism, sexism, and, depending on the individual, homophobia and transphobia in a place that is supposed to have open availability to everyone. I can attest to this experience as someone who has a somewhat heightened level of visibility in fandom as a pop culture/entertainment writer who extensively covers Doctor Who. This presentation will examine women of color in the Doctor Who fandom in terms of their interactions with non-POC fans and difficulties obtaining opportunities in media, online, and at conventions. The show’s representation of fandom and the necessity for equity versus equality will also be discussed to craft a better understanding of how to tackle this pervasive issue. Other actionable solutions to encourage intersectionality in the fandom will be discussed including privileged people listening to WoC and non- binary people’s concerns/suggestions, respectfully interacting with them online and in person, recognizing and utilizing their privilege to encourage more inclusivity, standing in solidarity with them on critical issues, and lending their support to WoC creatives. -
Team-Fly® Power up Your Mind
Power Up Your Mind:Y L Learn faster,F work smarterM A E T Bill Lucas NICHOLAS BREALEY PUBLISHING Team-Fly® Power Up Your Mind Learn faster, work smarter Bill Lucas N ICHOLAS B REALEY P UBLISHING LONDON First published by Nicholas Brealey Publishing in 2001 Reprinted (twice) 2002 3–5 Spafield Street PO Box 700 Clerkenwell, London Yarmouth EC1R 4QB, UK Maine 04096, USA Tel: +44 (0)20 7239 0360 Tel: (888) BREALEY Fax: +44 (0)20 7239 0370 Fax: (207) 846 5181 http://www.nbrealey-books.com http://www.powerupyourmind.com © Bill Lucas 2001 The right of Bill Lucas to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988. ISBN 1-85788-275-X British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library. Library of Congress Cataloging-in-Publication Data Lucas, Bill. Power up your mind : learn faster, work smarter / Bill Lucas. p. cm. Includes bibliographical references and index. ISBN 1-85788-275-X 1. Learning, Psychology of. 2. Work--Psychological aspects. I. Title. BF318 .L83 2001 153.1′5--dc21 2001035940 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording and/or otherwise without the prior written permission of the publishers. This book may not be lent, resold, hired out or otherwise disposed of by way of trade in any form, binding or cover other than that in which it is published, without the prior consent of the publishers. -
Archons (Commanders) [NOTICE: They Are NOT Anlien Parasites], and Then, in a Mirror Image of the Great Emanations of the Pleroma, Hundreds of Lesser Angels
A R C H O N S HIDDEN RULERS THROUGH THE AGES A R C H O N S HIDDEN RULERS THROUGH THE AGES WATCH THIS IMPORTANT VIDEO UFOs, Aliens, and the Question of Contact MUST-SEE THE OCCULT REASON FOR PSYCHOPATHY Organic Portals: Aliens and Psychopaths KNOWLEDGE THROUGH GNOSIS Boris Mouravieff - GNOSIS IN THE BEGINNING ...1 The Gnostic core belief was a strong dualism: that the world of matter was deadening and inferior to a remote nonphysical home, to which an interior divine spark in most humans aspired to return after death. This led them to an absorption with the Jewish creation myths in Genesis, which they obsessively reinterpreted to formulate allegorical explanations of how humans ended up trapped in the world of matter. The basic Gnostic story, which varied in details from teacher to teacher, was this: In the beginning there was an unknowable, immaterial, and invisible God, sometimes called the Father of All and sometimes by other names. “He” was neither male nor female, and was composed of an implicitly finite amount of a living nonphysical substance. Surrounding this God was a great empty region called the Pleroma (the fullness). Beyond the Pleroma lay empty space. The God acted to fill the Pleroma through a series of emanations, a squeezing off of small portions of his/its nonphysical energetic divine material. In most accounts there are thirty emanations in fifteen complementary pairs, each getting slightly less of the divine material and therefore being slightly weaker. The emanations are called Aeons (eternities) and are mostly named personifications in Greek of abstract ideas. -
Dr Who Pdf.Pdf
DOCTOR WHO - it's a question and a statement... Compiled by James Deacon [2013] http://aetw.org/omega.html DOCTOR WHO - it's a Question, and a Statement ... Every now and then, I read comments from Whovians about how the programme is called: "Doctor Who" - and how you shouldn't write the title as: "Dr. Who". Also, how the central character is called: "The Doctor", and should not be referred to as: "Doctor Who" (or "Dr. Who" for that matter) But of course, the Truth never quite that simple As the Evidence below will show... * * * * * * * http://aetw.org/omega.html THE PROGRAMME Yes, the programme is titled: "Doctor Who", but from the very beginning – in fact from before the beginning, the title has also been written as: “DR WHO”. From the BBC Archive Original 'treatment' (Proposal notes) for the 1963 series: Source: http://www.bbc.co.uk/archive/doctorwho/6403.shtml?page=1 http://aetw.org/omega.html And as to the central character ... Just as with the programme itself - from before the beginning, the central character has also been referred to as: "DR. WHO". [From the same original proposal document:] http://aetw.org/omega.html In the BBC's own 'Radio Times' TV guide (issue dated 14 November 1963), both the programme and the central character are called: "Dr. Who" On page 7 of the BBC 'Radio Times' TV guide (issue dated 21 November 1963) there is a short feature on the new programme: Again, the programme is titled: "DR. WHO" "In this series of adventures in space and time the title-role [i.e. -
The Platinum Rule® F O R S a L E S M Ast E R Y
The Platinum Rule® FO R SALE S M ast E R Y Dr. Tony Alessandra Scott Michael Zimmerman and Dr. Joseph La Lopa PLATINUM RULE GROUP, LLC. The Platinum Rule® FO R S A L E S M ast E R Y © Copyright 2009 • All rights reserved in all media. Dr. Tony Alessandra, Scott Michael Zimmerman and Dr. Joseph La Lopa No part of this publication may be reproduced or transmitted in any form or by any means, mechanical or electronic, including photocopying and recording, or by any information storage and retrieval system, without permission in writing from author or publisher (except by a reviewer, who may quote brief passages and/or show brief video clips in review). ISBN: 0-000000-00-0 (Hardcover) ISBN: 978-0-9819371-2-0 (Paperback) ISBN: 0-000000-00-0 (Audio) ISBN: 0-000000-00-0 (eBook) Published by: Cover & Interior Design by: Glenn Griffiths www.TheCyranoGroup.com Platinum Rule Group, LLC. 600 31st Street SW Barberton, Ohio 44203 1-330-848-0444 www.PlatinumRule.com ACKNOWLEDGE M EN ts WE ARE GRATEFUL TO ALL OF THE PSYCHOLOGISTS, sociologists, visionaries, philosophers, coaches, consultants, trainers, speakers and authors who directly and indirectly influenced our work, documented their findings and who built foundations of evidence upon which we could build. Just a sampling of these include: Michael J. O’Connor, Katherine Briggs, Jim Cathcart, Roger Dawson, John Geier, Paul Green, Phil Hunsaker, Carl Jung, Florence Littauer, Russ Watson, William Moulton Marston, David McClelland, David Merrill, Roger Reid, Larry Wilson, Bill Schwarz, Isabel Briggs Myers, Don Lowry, Janice Van Dyke and Don Hutson. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
What Is Persona?
What is Monsters and Other Childish Things? Monsters and Other Childish Things (MaOCT) is a roleplaying game written by Benjamin Baugh, based on Wild Talents by Dennis Detwiller and Greg Stolze, using the One Roll Engine (O.R.E.) that Stolze designed. In it, the players control school-age Kids (Elementary through High School, usually) who are accompanied by horrible, slavering, nightmarish Monsters that also happen to be a Kid’s best friend. They have adventures, deal with school bullies (hopefully with words, not by eating them), experiences crushes (again, hopefully without eating them) and discover the horrible secrets of other worlds on the fringes of human awareness. Good fun is had by all. What is Persona? Persona is a Japanese Roleplaying Video Game series made by Atlus. A spin-off of the Shin Megami Tensei series, Persona focuses on high schoolers pitted jointly against other-worldly forces and the crushing gravity of their own social obligations and psychological trauma. Their instrument for dealing with these are Personas: manifestations of psycho-spiritual power that come to their aid and defense. In each of the Persona games, the player controls a group of Persona users who must unravel the mysteries of some supernatural phenomena that threatens the existence of their friends, town, or even the entire world. What am I reading? The Velvet Book is a conversion module for MaOCT designed to optimize its rules for running a game inspired by the Persona series. In truth, you can run Persona with MaOCT’s vanilla rules; the Drunk and Ugly Podcast did an entire series like that (check out “Shin Megami Tensei and Other Childish Things”) and it worked just fine. -
Media Ecologies: Materialist Energies in Art and Technoculture, Matthew Fuller, 2005 Media Ecologies
M796883front.qxd 8/1/05 11:15 AM Page 1 Media Ecologies Media Ecologies Materialist Energies in Art and Technoculture Matthew Fuller In Media Ecologies, Matthew Fuller asks what happens when media systems interact. Complex objects such as media systems—understood here as processes, or ele- ments in a composition as much as “things”—have become informational as much as physical, but without losing any of their fundamental materiality. Fuller looks at this multi- plicitous materiality—how it can be sensed, made use of, and how it makes other possibilities tangible. He investi- gates the ways the different qualities in media systems can be said to mix and interrelate, and, as he writes, “to produce patterns, dangers, and potentials.” Fuller draws on texts by Félix Guattari and Gilles Deleuze, as well as writings by Friedrich Nietzsche, Marshall McLuhan, Donna Haraway, Friedrich Kittler, and others, to define and extend the idea of “media ecology.” Arguing that the only way to find out about what happens new media/technology when media systems interact is to carry out such interac- tions, Fuller traces a series of media ecologies—“taking every path in a labyrinth simultaneously,” as he describes one chapter. He looks at contemporary London-based pirate radio and its interweaving of high- and low-tech “Media Ecologies offers an exciting first map of the mutational body of media systems; the “medial will to power” illustrated by analog and digital media technologies. Fuller rethinks the generation and “the camera that ate itself”; how, as seen in a range of interaction of media by connecting the ethical and aesthetic dimensions compelling interpretations of new media works, the capac- of perception.” ities and behaviors of media objects are affected when —Luciana Parisi, Leader, MA Program in Cybernetic Culture, University of they are in “abnormal” relationships with other objects; East London and each step in a sequence of Web pages, Cctv—world wide watch, that encourages viewers to report crimes seen Media Ecologies via webcams. -
PKD Otaku # 12 - February 2004 1 a Question of Chronology: 1955 – 1958 Frame
"SCOTT MEREDITH TO PKD" September 30 [1968] Dear Phil, Thanks very much for our letter. Doubleday can't yet release the full $4500 because the money hasn't come in yet from NAL. We have asked them to advance some -- up to $1500 -- and we're confident this will be coming in very soon. In the meantime, I'm happy to send you a check for the $1500, less commission, as our advance on the Doubleday money. Here, then, is $1350. Doubleday, of course, is very anxious to see the new book you've mentioned to us and to Larry, and if you could send in a completed half, say in two weeks or so, they'll be able to issue an immediate contract. And, of course, they're very anxious about DEUS IRAE, mostly because they'd like to contract for THE NAME OF THE GAME IS DEATH as soon as possible, but cannot until they have something more on DEUS IRAE. This is necessary because GAME in only in outline form, whereas the new one is completed in rough draft. Now I'd like to pass on some very encouraging news from Norman Spinrad -- we know you've been talking to him about this -- that the editor at Essex House is very interested in seeing some of your old unpublished novels. They are of course moving out of the sex lines and the editor is an old S-F fan. They would pay from $1000 to $1500 for any they might want to do. By all means, send in these old ones and we'll be happy to push for you in his area.