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Kirjailija

William Sims Bainbridge

Kirjat ja teokset yhdessä paikassa: 32 kirjaa, julkaisuja vuosilta 1986–2025, suosituimpiin kuuluu Religion, Deviance, and Social Control. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.

32 kirjaa

Kirjojen julkaisuvuodet: 1986–2025.

The Meaning and Value of Spaceflight

The Meaning and Value of Spaceflight

William Sims Bainbridge

Springer International Publishing AG
2014
sidottu
This book presents the most serious and comprehensive study, by far, of American public perceptions about the meaning of space exploration, analyzing vast troves of questionnaire data collected by many researchers and polling firms over a span of six decades and anchored in influential social science theories. It doesn't simply report the percentages who held various opinions, but employs sophisticated statistical techniques to answer profound questions and achieve fresh discoveries. Both the Bush and the Obama administrations have cut back severely on fundamental research in space science and engineering. Understanding better what space exploration means for citizens can contribute to charting a feasible but progressive course. Since the end of the Space Race between the US and the USSR, social scientists have almost completely ignored space exploration as a topic for serious analysis and this book seeks to revive that kind of contribution. The author communicates the insights in a lucid style, not only intelligible but interesting to readers from a variety of backgrounds.
The Virtual Future

The Virtual Future

William Sims Bainbridge

Springer London Ltd
2013
nidottu
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Personality Capture and Emulation

Personality Capture and Emulation

William Sims Bainbridge

Springer London Ltd
2013
sidottu
Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life? Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences.
eGods

eGods

William Sims Bainbridge

Oxford University Press Inc
2013
sidottu
William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.
eGods

eGods

William Sims Bainbridge

Oxford University Press Inc
2013
nidottu
William Bainbridge takes an in-depth look at the fantasy religions that exist in 34 different massively multiplayer online roleplaying games. He categorizes the religions, noting similarities across the games. He points, for instance, to the prevalence of polytheism: a system which, Bainbridge argues, can function as an effective map of reality in which each deity personifies a concept. Religions are as much about conceptualizing the self as conceptualizing the sacred. Most games allow the players to have multiple avatars, an idea Bainbridge likens to contemporary scientific ideas about personality. He also focuses on sacred spaces; the prevalence of magic and its relationship to the computer program and programmer; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the game worlds (and how this relates to social science theories of cult formation in the real world); and, of course, how the gameworld religions depict death. As avatars are immortal, death is merely a minor setback in most games. At the same time, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Bainbridge contends that gameworlds are giving us a new perspective on the human quest, one that combines the arts and simulates most aspects of real life. The quests in gameworlds also provide meaning for human action, in terms of narratives about achieving goals by overcoming obstacles. Perhaps meaning does not naturally exist in our universe, but must be created by us, both in our fantasies and in day-to-day life. Like the games analyzed in this book, he says, traditional religions are fantasies that should be respected as works of art in a future civilization of disbelief.
The Virtual Future

The Virtual Future

William Sims Bainbridge

Springer London Ltd
2011
sidottu
The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online game worlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.
Online Multiplayer Games

Online Multiplayer Games

William Sims Bainbridge

Springer International Publishing AG
2009
nidottu
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
Across the Secular Abyss

Across the Secular Abyss

William Sims Bainbridge

Lexington Books
2007
sidottu
Across the Secular Abyss explains the cultural chasm we currently face, with a traditional religion-based society behind us, and an as-yet unknown secular society ahead. For over a century, scholars, social scientists, and policy makers have debated the apparent erosion of religious faith and wondered whether Western Civilization was turning its back on religion. Today, the issue has reached a crisis point. In the U. S., a new battle between faith and science has erupted within educational institutions, as political polarization progressively divides the country along religious lines. After a century-long truce in which religion and science implicitly agreed to leave each other alone, science is again invading the territory of religion, most obviously in cognitive science that is debunking religious notions of the human soul, and in the broad convergence of many branches of science into one that leaves few gaps where supernatural beliefs could survive. Religion, for its part, is resisting a range of emerging technologies that could transform human nature, namely human reproductive cloning and the kinds of transformative technologies advocated by the Transhumanist movement. Although pure Atheism has little to offer people, and Atheists tend to be people lacking in social obligations, entirely new possibilities are offered by emerging technologies such as computer emulation of human personalities.
God from the Machine

God from the Machine

William Sims Bainbridge

AltaMira Press,U.S.
2006
nidottu
"God from the machine" (deus ex machina) refers to an ancient dramatic device where a god was mechanically brought onto the stage to save the hero from a difficult situation. But here, William Sims Bainbridge uses the term in a strikingly different way. Instead of looking to a machine to deliver an already known god, he asks what a computing machine and its simulations might teach us about how religion and religious beliefs come to being. Bainbridge posits the virtual town of Cyburg, population 44,100. Then, using rules for individual and social behavior taken from the social sciences, he models a complex community where residents form groups, learn to trust or distrust each other, and develop religious faith. Bainbridge's straightforward arguments point to many more applications of computer simulation in the study of religion. God from the Machine will serve as an important text in any class with a social scientific approach to religion.
God from the Machine

God from the Machine

William Sims Bainbridge

AltaMira Press,U.S.
2006
sidottu
'God from the machine' (deus ex machina) refers to an ancient dramatic device where a god was mechanically brought onto the stage to save the hero from a difficult situation. But here, William Sims Bainbridge uses the term in a strikingly different way. Instead of looking to a machine to deliver an already known god, he asks what a computing machine and its simulations might teach us about how religion and religious beliefs come to being. Bainbridge posits the virtual town of Cyburg, population 44,100. Then, using rules for individual and social behavior taken from the social sciences, he models a complex community where residents form groups, learn to trust or distrust each other, and develop religious faith. Bainbridge's straightforward arguments point to many more applications of computer simulation in the study of religion. God from the Machine will serve as an important text in any class with a social scientific approach to religion.
The Sociology of Religious Movements

The Sociology of Religious Movements

William Sims Bainbridge

Routledge
1996
nidottu
Explaining how religion and society transform each other, this book explores such movements as Holiness, Adventism, religious communes, Satanism, New Age and democratization. The Sociology of Religious Movements is the culmination of work begun in The Future of Religion (the 1986 award winner of the Society for the Scientific Study of Religion) and A Theory of Religion (1993 award winner of the Pacific Sociological Association). Explaining religious schism, innovation, and conversion to show how religion and society transform each other, this book explores such movements as: Holiness, Adventism, religious communes, Children of God, Satanism, New York City Mission Society, New Age, Asian imports, and democratization.