k 2016

Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience

HAMPEJS, Tomáš

Základní údaje

Originální název

Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience

Název anglicky

Enacted Artificial Sociality in Petri’s Dish of Live Role-playing Simulation: Case Study of Enacting of Religious Belief-Experience

Vydání

Kognice a umělý život XVI: 1.6 - 3.6.2016 v Telči, 2016

Další údaje

Typ výsledku

Prezentace na konferencích

Utajení

není předmětem státního či obchodního tajemství

Organizační jednotka

Filozofická fakulta
Změněno: 30. 4. 2019 15:21, Mgr. Igor Hlaváč

Anotace

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.

Anglicky

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.