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Proposing a new theory of fiction, this work reviews the confusion about perceived realism, metaphor, virtual worlds and the seemingly obvious distinction between what is true and what is false. The rise of new media, new technology, and creative products and services requires a new examination of what 'real' friends are, to what extent scientific novelty is 'true', and whether online content is merely 'figurative'. In this transdisciplinary theory the author evaluates cognitive theories, philosophical discussion, and topics in biology and physics, and places these in the frameworks of computer science and literary theory. The interest of the reader is continuously challenged on matters of truth, fiction, and the shakiness of their belief systems.
Although fictional characters have long dominated the reception of literature, films, television programs, comics, and other media products, only recently have they begun to attract their due attention in literary and media theory. The book systematically surveys today ́s diverse and at times conflicting theoretical perspectives on fictional character, spanning research on topics such as the differences between fictional characters and real persons, the ontological status of characters, the strategies of their representation and characterization, the psychology of their reception, as well as their specific forms and constellations in - and across - different media, from the book to the internet.
Toward a Cognitive Theory of Narrative Acts brings together in one volume cutting-edge research that turns to recent findings in cognitive and neurobiological sciences, psychology, linguistics, philosophy, and evolutionary biology, among other disciplines, to explore and understand more deeply various cultural phenomena, including art, music, literature, and film. The essays fulfilling this task for the general reader as well as the specialist are written by renowned authors H. Porter Abbott, Patrick Colm Hogan, Suzanne Keen, Herbert Lindenberger, Lisa Zunshine, Katja Mellman, Lalita Pandit Hogan, Klarina Priborkin, Javier Gutiérrez-Rexach, Ellen Spolsky, and Richard Walsh. Among the works analyzed are plays by Samuel Beckett, novels by Maxine Hong Kingston, music compositions by Igor Stravinsky, art by Jean-Baptiste-Simeon Chardin, and films by Michael Haneke. Each of the essays shows in a systematic, clear, and precise way how music, art, literature, and film work in and of themselves and also how they are interconnected. Finally, while each of the essays is unique in style and methodological approach, together they show the way toward a unified knowledge of artistic creativity.
In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory (CMT) to film, television, and video games in order to analyze the embodied aesthetics and meanings of those moving images.
Does empathy felt while reading fiction actually cultivate a sense of connection, leading to altruistic actions on behalf of real others? Empathy and the Novel presents a comprehensive account of the relationships among novel reading, empathy, and altruism. Drawing on psychology, narrative theory, neuroscience, literary history, philosophy, and recent scholarship in discourse processing, Keen brings together resources and challenges for the literary study of empathy and the psychological study of fiction reading. Empathy robustly enters into affective responses to fiction, yet its role in shaping the behavior of emotional readers has been debated for three centuries. Keen surveys these debat...
This book analyses the legal, ethical and social aspects of using deep-learning AI robotic products. The collective effort of distinguished international researchers has been incorporated into one book suitable for the broader audience interested in the emerging scientific field of roboethics. The book has been edited by Prof. George Dekoulis, Aerospace Engineering Institute, Cyprus, expert on state-of-the-art implementations of robotic systems for unmanned spacecraft navigation and other aerospace applications. We hope this book will increase the sensitivity of all the community members involved with roboethics. The significance of incorporating all aspects of roboethics right at the beginn...
This book constitutes the refereed proceedings of the 6th International Workshop on Intelligent Virtual Agents, IVA 2006. The book presents 24 revised full papers and 11 revised short papers together with 3 invited talks and the abstracts of 19 poster papers. The papers are organized in topical sections on social impact of IVAs, IVAs recognizing human behavior, human interpretation of IVA behavior, embodied conversational agents, characteristics of nonverbal behavior and more.
We can now say that it is really a big pleasure for us to welcome all of you to the proceedings of CAiSE 2005 which was held in Porto.
The Handbook of the Psychology of Communication Technology offers an unparalleled source for seminal and cutting-edge research on the psychological aspects of communicating with and via emergent media technologies, with leading scholars providing insights that advance our knowledge on human-technology interactions. • A uniquely focused review of extensive research on technology and digital media from a psychological perspective • Authoritative chapters by leading scholars studying psychological aspects of communication technologies • Covers all forms of media from Smartphones to Robotics, from Social Media to Virtual Reality • Explores the psychology behind our use and abuse of modern communication technologies • New theories and empirical findings about ways in which our lives are transformed by digital media
Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.