- Pitt, J.C. 'Guns don't kill, people kill': Values in and/or around technologies. In The Moral Status of Technical Artefacts. P. Kroes, P.-P. Verbeek, eds. Springer, 2014, 89--101.Google Scholar
- Clark, A. and Chalmers, D. The extended mind. Analysis 58, 1 (Jan. 1998), 7--19.Google ScholarCross Ref
- Clark, A. Natural Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence. Oxford Univ. Press, 2003. Google ScholarDigital Library
- Verbeek, P.-P. Resistance is futile. Techne: Research in Philosophy and Technology 17, 1 (2013), 72--92.Google Scholar
- Carr, N. Is Google making us stupid? What the internet is doing to our brains? The Atlantic. (Jul. 1, 2008).Google Scholar
- Turkle, S. Alone Together: Why We Expect More From Technology and Less From Each Other. Basic Books, 2012. Google ScholarDigital Library
- Kapp, E. Grundlinien einer Philosophie der Technik: Zur Entstehungsgeschichte der Kultur aus neuen Gesichtspunkten. Verlag George Westermann, 1877.Google Scholar
- Schmidt, H. Die entwicklung der technik als phase der wandlung des menschen. Zeitschrift des VDI 96, 5 (1954), 118--122.Google Scholar
- Ihde, D. Technology and the Lifeworld: From Garden to Earth. Indiana Univ. Press, 1990.Google Scholar
- Verbeek, P.-P. Artifacts and attachment---a post-script philosophy of mediation. In Inside the Politics of Technology. H. Harbers, ed. Amsterdam Univ. Press, Amsterdam, 2005, 125--146.Google Scholar
- Verbeek, P.-P. Cyborg intentionality: Rethinking the phenomenology of human-technology relations. Phenomenology and the Cognitive Sciences 7, 3 (2008), 387--395.Google ScholarCross Ref
- Verbeek, P.-P. Ambient intelligence and persuasive technology: The blurring boundaries between human and technology. Nanoethics 3, 3 (2009), 231--242.Google ScholarCross Ref
- Dorrestijn, S. et al. Future user-product arrangements: Combining product impact and scenarios in design for multi-age success. Technology Forecasting and Social Change 89 (2014), 284--292.Google ScholarCross Ref
- Tromp, N. et al. Design for socially responsible behavior: A classification of influence based on intended user experience. Design Issues 27, 3 (2011), 3--19.Google ScholarCross Ref
- Verbeek, P.-P. and P. Kockelkoren. Matter matters. In Eternally Yours: Visions on Product Endurance. E. van Hinte, ed. 010 Publishers, Rotterdam, 1997, 101--119.Google Scholar
- Verbeek, P.-P. Moralizing Technology: Understanding and Designing the Morality of Things. Univ. of Chicago Press, 2011.Google Scholar
- Thaler, R. and Sunstein, C. Nudge: Improving Decisions About Health, Wealth, and Happiness. Penguin Books, 2009.Google Scholar
- Kiran, A.H and Verbeek, P.-P. Trusting our selves to technology. Knowledge, Technology & Policy 23, 2--4 (2010), 409--427.Google ScholarCross Ref
Index Terms
- COVER STORY
Beyond interaction: a short introduction to mediation theory
Recommendations
From Linear Story Generation to Branching Story Graphs
Interactive narrative systems are storytelling systems in which the user can influence the content or ordering of story world events. Conceptually, an interactive narrative can be represented as a branching graph of narrative elements, implying points ...
Real story interaction: the role of global agency in interactive storytelling
ICEC'12: Proceedings of the 11th international conference on Entertainment ComputingInteractive Storytelling (IS) is a promising new entertainment technology synthesizing pre-authored narrative with dynamic user interaction. Research on user experiences in IS is sparse. The current experiment tested whether different player ...
From linear story generation to branching story graphs
AIIDE'05: Proceedings of the First AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentNarrative is an important part of the way we interact with and make sense of the world. Interactive narrative systems tell stories in a virtual world in which the user is an interactive participant. Since the behaviors the user performs in the virtual ...
Comments