THE MIND CONTROL GAME (COMPUTERS)

THE MIND CONTROL GAME (COMPUTERS)

Author: Anthony Griffin

Publisher: Xlibris Corporation

ISBN: 9781450069625

Category: Fiction

Page: 144

View: 620

About this book: This book is about a man whose name is Kelly who have been have dreams or nightmares about something that may have happened in his life so he begins to try and find out if any portion of his dreams are true. He starts talking to some of his co-workers to see if they have been having any weird dreams of their own. Kelly find’s out that Sara, his friend has been having strange dreams also and they both start their investigation of who is responsible and how to stop them.

The Philosophy of Computer Games

The Philosophy of Computer Games

Author: John Richard Sageng

Publisher: Springer Science & Business Media

ISBN: 9789400742499

Category: Philosophy

Page: 284

View: 237

Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

The Ethics of Computer Games

The Ethics of Computer Games

Author: Miguel Sicart

Publisher: MIT Press

ISBN: 9780262261531

Category: Social Science

Page: 272

View: 821

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Stay

Stay

Author: Ian Newbegin

Publisher: Xlibris Corporation

ISBN: 9781483619354

Category: Fiction

Page: 470

View: 980

The search for the ‘Mind Controller’ continues only now, Janet, James and Kate are aware of Franks activities and support him with his venture. Frank is affected by a virus which causes change in his manner of transportation and because of his involvement with finding the controller, he is invited onto the Intergalactic Council along with Andrew, where they are subject to scrutiny. A religious sect on Earth appear to commit suicide, which when investigated by the team from solitude, find other another reason for the deaths. Is Earth being targeted? Bledd from the planet Plass is suspected for using the mind control device and Gerard, a member of the religious sect is out for revenge. Will he get it? Frank and his team, work with a group from Sraff, on the planet, Tishog, to retrieve or destroy a mind control unit. Are its inhabitants aware of such a device and will the team be successful in retrieving the device? James and Kate get hold of some games which appear to hold the key to where the mind controllers are truly held. Frank monitors the games through his children who give him names of possible suspects. How honest are the games? Are they merely a distraction? The Hymaius are introduced to Frank and his team, and they take an interest in James and Kate and their friends, Chris and Louise. What is the purpose behind this interest of four, lowly, Earthlings, can any good come from it? Earth is under threat and the mind control devices need to be eliminated. While they exist in the hand of the enemy, no planet in the universe is safe.

Boys' Life

Boys' Life

Author:

Publisher:

ISBN:

Category:

Page: 62

View: 944

Boys' Life is the official youth magazine for the Boy Scouts of America. Published since 1911, it contains a proven mix of news, nature, sports, history, fiction, science, comics, and Scouting.

Popular Mechanics

Popular Mechanics

Author:

Publisher:

ISBN:

Category:

Page: 168

View: 410

Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.

Assistive Technologies and Computer Access for Motor Disabilities

Assistive Technologies and Computer Access for Motor Disabilities

Author: Kouroupetroglou, Georgios

Publisher: IGI Global

ISBN: 9781466644397

Category: Medical

Page: 433

View: 469

Individuals with disabilities that impede their range of motion often have difficulty accessing technologies. With the use of computer-based assistive technology; devices, tools, and services can be used to maintain and improve the functional capabilities of motor disabilities. Assistive Technologies and Computer Access for Motor Disabilities investigates solutions to the difficulties of impaired technology access by highlighting the principles, methods, and advanced technological solutions for those with motor impairments. This reference source is beneficial to academia, industry, and various professionals in disciplines such as rehabilitation science, occupational therapy, human-computer interface development, ergonomics, and teaching in inclusive and special education. This publication is integrated with its pair book Disability Informatics and Web Accessibility for Motor Limitations.

Applications of Brain-Computer Interfaces in Intelligent Technologies

Applications of Brain-Computer Interfaces in Intelligent Technologies

Author: Szczepan Paszkiel

Publisher: Springer Nature

ISBN: 9783031055010

Category: Technology & Engineering

Page: 110

View: 230

The BCI technology finds newer and newer implementations. Year by year, the number of publications in this field grows exponentially. This book attempts to describe the implementation of the brain-computer technology based on both STM32 and Arduino microcontrollers. In addition, the application of BCI technology in the field of intelligent houses, robotic lines as well as in the field of bionic prostheses was presented. One of the chapters of the monograph also discusses the issue of fMRI in the context of the possibility of analyzing images made as part of fMRI through solutions based on machine learning. A practical implementation of the TensorFlow framework was presented. The fMRI technique is also often implemented in BCI solutions. The conducted literature studies show that the technology of BCI is undoubtedly a technology of the future. However, there is a need for continuous development of biomedical signal processing methods in order to obtain the most efficient implementations in the case of non-invasive implementation of BCI technology based on EEG. The further development of BCI technology has a huge impact on the techniques of rehabilitation of people with disabilities. Nowadays, wheelchairs are being constructed, thanks to which a disabled person is physically able to direct his position in a certain direction and at a certain speed. Thanks to BCI, it is also possible to create an individual speech synthesizer, with the help of which a paralyzed person will be able to communicate with the outside world. New limb prostheses that will replace the lost locomotor system in almost one hundred percent are still being developed. Some prostheses are connected to the human nervous system, thanks to which they are able to send feedback to our brain about the shape, hardness and temperature of the object held in the artificial limb.

Ready to Wear

Ready to Wear

Author: Isabel Pedersen

Publisher: Parlor Press LLC

ISBN: 9781602354036

Category: Computers

Page: 196

View: 270

Ready to Wear: A Rhetoric of Wearable Computers and Reality-Shifting Media explores how and to what ends wearable inventions and technologies augment or remix reality, as well as the claims used to promote them. As computer components shrink and our mobile culture normalizes, we wear computers on the body to create immersive experiences.

VINTROPEDIA - Vintage Computer and Retro Console Price Guide 2009

VINTROPEDIA - Vintage Computer and Retro Console Price Guide 2009

Author: Michael Starr

Publisher: Lulu.com

ISBN: 9781409212775

Category:

Page: 328

View: 281

Covering a time span of 1968 to 1998, and encompassing a spectrum of over 14,000 items across the history of the computer, console, accessories and software markets, the Vintropedia 2009 Price Guide is the definitive resource to a collector's needs.Included within are prices (in GBP), machine specifications, regions of origin, release dates, model names, publishing companies, old ads and more! Look no further than Vintropedia, a guide created by collectors, for collectors.

Our Changing World

Our Changing World

Author: Gini Graham Scott

Publisher: Book Hub Inc

ISBN: 9781938568459

Category:

Page:

View: 329

OUR CHANGING WORLD: How New Developments in Science, Technology, Business, and Society are Changing Our Life features short commentaries on new developments that are changing everyone’s life. The book was inspired by a series of articles on these topics, initially published in the Huffington Post, which have been turned into a book with 20 chapters on what to expect. The book features chapters divided into these five sections: - High tech devices and trends - Mind and body discoveries - Amazing animals - Pop culture and society - Business and work The chapters in each section feature comments and suggestions on the present and future changes in our life. Some examples are: - some amazing new devices such as talking toothbrushes and forks - why lottery winners might do better if winners could give money away; - how blindly following a GPS can lead to problems; - the end of road rage with the rise of driverless cars; - chimp memory power and the decline of human intelligence; - the new cinematographers – animals with critter cams and video cameras; - the new science of bringing back extinct animals; - new technologies enabling people to see with their tongues - how mind control is becoming for real; - the possibility of living forever.