Published in 1999, this book discusses issues related to the current and possible future technological progress in genetic technology linked to in vitro fertilization, specifically preimplantation diagnosis and germline gene therapy, from a scientific and medical as well as from a social, juridical and ethical point of view. The 31 contributions are divided into six sections medical and scienti…
The essays collected in this volume establish Confucian role ethics as a term of art in the contemporary ethical discourse. The holistic philosophy presented here is grounded in the primacy of relationality and a narrative understanding of person, and is a challenge to a foundational liberal individualism that has defined persons as discrete, autonomous, rational, free, and often self-intereste…
The book presents Chinese historical thinking by four articles. It is covered the ancient origin and the development to modernity and is commented by seven international experts. Presentation and comments find ›second thought‹ by three other international scholars, and at the end the whole discussion find an answer by the authors of the first presentations. The complex structure of …
A theory of the neural bases of aesthetic experience across the arts, which draws on the tools of both cognitive neuroscience and traditional humanist inquiry. In Feeling Beauty, G. Gabrielle Starr argues that understanding the neural underpinnings of aesthetic experience can reshape our conceptions of aesthetics and the arts. Drawing on the tools of both cognitive neuroscience and tradition…
Idiotism examines society in late capitalism where the market logic of neoliberalism has become the new ‘common sense’. Using the Greek word idios, meaning 'private', Neal Curtis calls this privatisation of the world ‘idiotism’. Through constructing a new vocabulary with which to understand our society, Curtis examines 'idiotism' across the spheres of economics, politics and culture, dr…
An overview of emerging topics, theories, methods, and practices in sonic interactive design, with a focus on the multisensory aspects of sonic experience. Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The in…
Tracing the cultural, material, and discursive history of an early manifestation of media culture in the making. Beginning in the late eighteenth century, huge circular panoramas presented their audiences with resplendent representations that ranged from historic battles to exotic locations. Such panoramas were immersive but static. There were other panoramas that moved—hundreds, and proba…
Close readings of ostensibly “blank” works—from unprinted pages to silent music—that point to a new understanding of media. In No Medium, Craig Dworkin looks at works that are blank, erased, clear, or silent, writing critically and substantively about works for which there would seem to be not only nothing to see but nothing to say. Examined closely, these ostensibly contentless work…
Featuring essays by some of the most prominent names in contemporary political and cultural theory, Sovereignty in Ruins presents a form of critique grounded in the conviction that political thought is itself an agent of crisis. Aiming to develop a political vocabulary capable of critiquing and transforming contemporary political frameworks, the contributors advance a politics of crisis that co…
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and…