Personality Capture and Emulation Personality Capture and Emulation
Human-Computer Interaction Series

Personality Capture and Emulation

    • 42,99 €
    • 42,99 €

Description de l’éditeur

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.

GENRE
Informatique et Internet
SORTIE
2013
12 novembre
LANGUE
EN
Anglais
LONGUEUR
219
Pages
ÉDITIONS
Springer London
DÉTAILS DU FOURNISSEUR
Springer Science & Business Media LLC
TAILLE
1,9
Mo
Culture and Computing. Design Thinking and Cultural Computing Culture and Computing. Design Thinking and Cultural Computing
2021
Data Made Flesh Data Made Flesh
2013
Information in Contemporary Society Information in Contemporary Society
2019
Information for a Better World: Shaping the Global Future Information for a Better World: Shaping the Global Future
2022
Beyond Interpretivism? New Encounters with Technology and Organization Beyond Interpretivism? New Encounters with Technology and Organization
2016
Diversity, Divergence, Dialogue Diversity, Divergence, Dialogue
2021
The Warcraft Civilization The Warcraft Civilization
2010
God from the Machine God from the Machine
2006
The Sociology of Religious Movements The Sociology of Religious Movements
2021
Family History Digital Libraries Family History Digital Libraries
2018
Computer Simulations of Space Societies Computer Simulations of Space Societies
2018
Dynamic Secularization Dynamic Secularization
2017
Evaluating User Experience in Games Evaluating User Experience in Games
2010
Usability for the World: Building Better Cities and Communities Usability for the World: Building Better Cities and Communities
2025
Human-Centered AI: An Illustrated Scientific Quest Human-Centered AI: An Illustrated Scientific Quest
2025
A Human-Centered Perspective of Intelligent Personalized Environments and Systems A Human-Centered Perspective of Intelligent Personalized Environments and Systems
2024
Universal Design in Video Games Universal Design in Video Games
2024
The Technology Acceptance Model The Technology Acceptance Model
2024