Holophonor

Author(s):  
Jonathan Weinel ◽  
Stuart Cunningham ◽  
Richard Picking ◽  
Lyall Williams

This chapter considers the technological feasibility of the Holophonor, a fictional audio-visual instrument from the science fiction cartoon Futurama. Through an extended discussion of the progression of visual music towards interactive models, it was proposed that the Holophonor is an example of an ideal visual music instrument and could be constructed in the near future. This chapter recapitulates the key features of the fictional instrument. An evaluation of the technological feasibility of building a real-world version of the Holophonor is then given, with reference to existing technologies. In particular, it is proposed that the Holophonor's ability to respond to the emotional state of the performer may be facilitated by drawing on approaches from HCI and affective computing. Following this, a possible architecture for the Holophonor is proposed.

Author(s):  
Jonathan Weinel ◽  
Stuart Cunningham ◽  
Richard Picking ◽  
Lyall Williams

This chapter discusses the progression of visual music and related audio-visual artworks through the 20th Century and considers the next steps for this field of research. The principles of visual music are described, with reference to the films of early pioneers such as John Whitney. A further exploration of the wider spectrum of subsequent work in various audio-visual art forms is then given. These include visualisations, light synthesizers, VJ performances, digital audio-visual artworks, projection mapping artworks, and interactive visual music artworks. Through consideration of visual music as a continuum of related work, the authors consider the Holophonor, a fictional audio-visual instrument, as an example of the ideal visual music instrument of the future. They conclude by proposing that a device such as the Holophonor could be constructed in the near future by utilising inter-disciplinary approaches from the fields of HCI and affective computing.


2016 ◽  
Vol 1 (3) ◽  
pp. 141
Author(s):  
Rana Sağıroğlu

Margaret Atwood, one of the most spectacular authors of postmodern movement, achieved to unite debatable and in demand critical points of 21st century such as science fiction, postmodernism and ecocriticism in the novel The Year of The Flood written in 2009. The novel could be regarded as an ecocritical manifesto and a dystopic mirror against today’s degenerated world, tending to a superficial base to keep the already order in use, by moving away from the fundamental solution of all humanity: nature. Although Atwood does not want her works to be called science fiction, it is obvious that science fiction plays an introductory role and gives the novel a ground explaining all ‘why’ questions of the novel. However, Atwood is not unjust while claiming that her works are not science fiction because of the inevitable rapid change of 21st century world becoming addicted to technology, especially Internet. It is easily observed by the reader that what she fictionalises throughout the novel is quite close to possibility, and the world may witness in the near future what she creates in the novel as science fiction. Additionally, postmodernism serves to the novel as the answerer of ‘how’ questions: How the world embraces pluralities, how heterogeneous social order is needed, and how impossible to run the world by dichotomies of patriarchal social order anymore. And lastly, ecocriticism gives the answers of ‘why’ questions of the novel: Why humanity is in chaos, why humanity has organized the world according to its own needs as if there were no living creatures apart from humanity. Therefore, The Year of The Flood meets the reader as a compact embodiment of science fiction, postmodernism and ecocriticism not only with its theme, but also with its narrative techniques.


2021 ◽  
Vol 54 (6) ◽  
pp. 1-35
Author(s):  
Ninareh Mehrabi ◽  
Fred Morstatter ◽  
Nripsuta Saxena ◽  
Kristina Lerman ◽  
Aram Galstyan

With the widespread use of artificial intelligence (AI) systems and applications in our everyday lives, accounting for fairness has gained significant importance in designing and engineering of such systems. AI systems can be used in many sensitive environments to make important and life-changing decisions; thus, it is crucial to ensure that these decisions do not reflect discriminatory behavior toward certain groups or populations. More recently some work has been developed in traditional machine learning and deep learning that address such challenges in different subdomains. With the commercialization of these systems, researchers are becoming more aware of the biases that these applications can contain and are attempting to address them. In this survey, we investigated different real-world applications that have shown biases in various ways, and we listed different sources of biases that can affect AI applications. We then created a taxonomy for fairness definitions that machine learning researchers have defined to avoid the existing bias in AI systems. In addition to that, we examined different domains and subdomains in AI showing what researchers have observed with regard to unfair outcomes in the state-of-the-art methods and ways they have tried to address them. There are still many future directions and solutions that can be taken to mitigate the problem of bias in AI systems. We are hoping that this survey will motivate researchers to tackle these issues in the near future by observing existing work in their respective fields.


Leonardo ◽  
2008 ◽  
Vol 41 (4) ◽  
pp. 418-419 ◽  
Author(s):  
Caitlin Jones ◽  
Lizzie Muller

This paper describes a new approach to documenting media art which seeks to place in dialogue the artist's intentions and the audience's experience. It explicitly highlights the productive tension between the ideal, conceptual existence of the work, and its actual manifestation through different iterations and exhibitions in the real world. The paper describes how the approach was developed collaboratively during the production of a documentary collection for the artwork Giver of Names, by David Rokeby. It outlines the key features of the approach including artist's interview, audience interviews and data structure.


2016 ◽  
Vol 3 (11) ◽  
pp. 160310 ◽  
Author(s):  
Joseph Hilgard ◽  
Christopher R. Engelhardt ◽  
Bruce D. Bartholow

Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates ( N  = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.


Pravaha ◽  
2020 ◽  
Vol 26 (1) ◽  
pp. 119-123
Author(s):  
Lekha Nath Dhakal

This article attempts to explore the use of fantasy in literature and how it has attained the position of a literary category in the twentieth century. This work also concerns how as the form literature, it functions between wonderful and imitative to combine the elements of both. The article reveals that wonderful represents supernatural atmospheres and events. The story-telling is unrealistic which represents impossibility as it creates a wonderland. In the imitative or the realistic mode, the narrative imitates external reality. In it, the characters and situations are ordinary and real. Fantasy in literature does not escape the reality. It occurs in an interdependent relation to the real. In other words, the fantastic cannot exist independently of the real world that limits it. The use of fantastic mode in literature interrupts the conventional artistic representation and reproduction of perceivable reality. It embodies the reality and transgresses the standards of literary forming. It normally includes a variety of fictional works which use the supernatural and actually natural as well. The developers of fantasy fiction are fairy tales, science fiction about future wars and future world. A major instinct of fantastic fiction is the violence threatened by capitalist violation of personality that is spreading universally.


2017 ◽  
Author(s):  
Jason T. Wright ◽  
Michael P. Oman-Reagan

We discuss how visions for the futures of humanity in space and SETI are intertwined, and are shaped by prior work in the fields and by science fiction. This appears in the language used in the fields, and in the sometimes implicit assumptions made in discussions of them. We give examples from articulations of the so-called Fermi Paradox, discussions of the settlement of the Solar System (in the near future) and the Galaxy (in the far future), and METI. We argue that science fiction, especially the campy variety, is a significant contributor to the ‘giggle factor’ that hinders serious discussion and funding for SETI and Solar System settlement projects. We argue that humanity's long-term future in space will be shaped by our short-term visions for who goes there and how. Because of the way they entered the fields, we recommend avoiding the term ‘colony’ and its cognates when discussing the settlement of space, as well as other terms with similar pedigrees. We offer examples of science fiction and other writing that broaden and challenge our visions of human futures in space and SETI. In an appendix, we use an analogy with the well-funded and relatively uncontroversial searches for the dark matter particle to argue that SETI's lack of funding in the national science portfolio is primarily a problem of perception, not inherent merit.Also on arXiv: https://arxiv.org/abs/1708.05318Please cite this version:Wright, Jason T., and Michael P. Oman-Reagan. “Visions of Human Futures in Space and SETI.” International Journal of Astrobiology, 2017, 1–12. doi:10.1017/S1473550417000222.


Author(s):  
Juan VARO ZAFRA

La relación entre mitología y ciencia ficción es paradójica: si, teóricamente, la ciencia ficción se presenta como opuesta del mito; en su producción narrativa recurre frecuentemente a personajes y esquemas míticos, materializando su dimensión prospectiva a través de la actualización evemerista o alegórica de mitos. Este trabajo revisa críticamente los presupuestos teóricos que escinden la literatura de ciencia ficción de los relatos míticos y la literatura fantástica. A continuación, analizaremos el modo en que James G. Ballard afronta esta cuestión en su narrativa breve, particularmente en Myths of the Near Future, que sobrepasa estas diferencias y plantea un nuevo marco teórico común entre literatura fantástica y mítica y la ciencia ficción. Abstract: The relationship between mythology and science fiction is paradoxical: if, theoretically, science fiction is presented as the opposite of myth; in its narrative production, science fiction frequently resorts to mythical characters and schemes, materializing their prospective dimension through the evemerist or allegorical updating of myths. This work critically reviews the theoretical assumptions that divide science fiction literature from mythical stories and fantasy fiction. Next, it analyzes the way in which James G. Ballard addresses this question in his short narrative, particularly in Myths of the Near Future, which goes beyond these differences and raises a new common theoretical framework between fantasy and mythical literature and science fiction.


2020 ◽  
Vol 14 (4) ◽  
pp. 469-485 ◽  
Author(s):  
Rachel Mazique

Contemporary Deaf literature and film of the science fiction (SF) genre such as Ted Evans’s The End and Donna Williams’s “When the Dead are Cured” imagine worlds where Sign Language Peoples (SLPs) are threatened with eradication. Employing schema criticism, the article shows how these social SF stories have the potential to transform harmful cognitive schemas that perpetuate eugenic drives, explaining how certain cognitive schemas uphold beliefs inherent to the ideology of ability (Bracher 2013; Siebers 2008). These SF texts question the ethics of genetic engineering and the desire to “cure” deafness; the intersection of disability and SF results in a subgenre of protest literature. Each protest story depicts eugenic ideologies that instantiate real-world SLPs’ activist claims to human and group rights. Further, these depictions of eugenic drives enable the activation of cognitive schemas that work against social injustices. SF as a mode of thought thus supports real-life protest against the state.


Hard Reading ◽  
2016 ◽  
pp. 3-5
Author(s):  
Tom Shippey

This chapter argues that science fiction is hard reading because it requires the reader to process information at a level additional to that required for the reading of all fiction. The vital feature which distinguished the genre is the presence of the novum, a discrete item of information which the reader recognises as not present in the real world. Such items need first to be recognised and then collated to create an alternative vision of reality, the whole process having been described by the critic Darko Suvin as cognitive dissonance: the dissonance demanding recognition, the collation adding the cognitive element. Science fiction is a high information literature, information being used here in the technical sense of information theory.


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