Detailed Information on Publication Record
2016
Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience
HAMPEJS, TomášBasic information
Original name
Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience
Name (in English)
Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience
Authors
Edition
Kognice a umělý život XVI: 1.6 - 3.6.2016 v Telči, 2016
Other information
Type of outcome
Prezentace na konferencích
Confidentiality degree
není předmětem státního či obchodního tajemství
Organization unit
Faculty of Arts
Změněno: 30/4/2019 15:21, Mgr. Igor Hlaváč
V originále
The classical Chalmer’s argument about possible artificial consciousness arisen in complex synthetic system, if it is organized in the same way as in the organic one, can be useful even for such distant domain as cognitive science of religious belief. Religious experience is in social science usually framed individually and it is topic still highly understudied by science in general. In accordance with research which understand religious belief-experience in terms of religious affordances, ie. which is heavily rooted in ecological relations with especially social environment and in accordance with enactive cognitive science, in my paper I want to argue for a specific social institution of lived role-playing game/simulation as a experimental laboratory for growing artificial sociality, where under the rule “of artificial complex system organized in the same way as its original reference” religious meaning can be situationally established without personal pre-conditions.
In English
The classical Chalmer’s argument about possible artificial consciousness arisen in complex synthetic system, if it is organized in the same way as in the organic one, can be useful even for such distant domain as cognitive science of religious belief. Religious experience is in social science usually framed individually and it is topic still highly understudied by science in general. In accordance with research which understand religious belief-experience in terms of religious affordances, ie. which is heavily rooted in ecological relations with especially social environment and in accordance with enactive cognitive science, in my paper I want to argue for a specific social institution of lived role-playing game/simulation as a experimental laboratory for growing artificial sociality, where under the rule “of artificial complex system organized in the same way as its original reference” religious meaning can be situationally established without personal pre-conditions.