John Conway’s The Game of Life, Craig Reynold’s boids, chess machines, Generative Adversarial Networks are just a few, significant examples of the exploration possible today thanks of computers in domains that in the past were considered beyond the computational possibilities of a machine: essentially, life and intelligence. The essay aims in the first place to show how difficult it is now to defend, in these areas, distinctions of principle, once their conceptual architecture is captured by an algorithm and returned digitally by simulations of increasingly finer grain; secondly, instead, to shift attention to the world, understood as the background, the surrounding area to which the figures of meaning that describe the behaviors of the living or those of intelligence depend.
Adinolfi, Massimo.
"A PLACE OF DELIGHT. Between analog and digital". Pólemos,vol. I, no. 2, 2020, 35-53.https://www.rivistapolemos.it/itun-luogo-di-delizia-tra-analogico-e-digitale/?lang=en
APA
Adinolfi, M. (2020). A PLACE OF DELIGHT. Between analog and digital. Pólemos,I (2), 35-53https://www.rivistapolemos.it/itun-luogo-di-delizia-tra-analogico-e-digitale/?lang=en
Chicago
Adinolfi, Massimo. "A PLACE OF DELIGHT. Between analog and digital" PólemosI, no. 2 (2020): 35-53. https://www.rivistapolemos.it/itun-luogo-di-delizia-tra-analogico-e-digitale/?lang=en
Export a BIB file for Bebop, BibSonomy, BibTeX, Jumper 2.0, Pybliographer, Qiqqa…
TY - JOUR
A1 - Adinolfi, Massimo
PY - 2020
TI - A PLACE OF DELIGHT. Between analog and digital
JO - Pólemos
SN - 9788855222457/2281-9517
AB - John Conway’s The Game of Life, Craig Reynold’s boids, chess machines, Generative Adversarial Networks are just a few, significant examples of the exploration possible today thanks of computers in domains that in the past were considered beyond the computational possibilities of a machine: essentially, life and intelligence. The essay aims in the first place to show how difficult it is now to defend, in these areas, distinctions of principle, once their conceptual architecture is captured by an algorithm and returned digitally by simulations of increasingly finer grain; secondly, instead, to shift attention to the world, understood as the background, the surrounding area to which the figures of meaning that describe the behaviors of the living or those of intelligence depend.
SE - 2/2020
DA - 2020
KW - digital KW - digitale KW - life KW - meaning KW - senso KW - vita KW - algorithm KW - algoritmo KW - computation KW - computazione
UR - https://www.rivistapolemos.it/itun-luogo-di-delizia-tra-analogico-e-digitale/?lang=en
DO - 10.48247/P2020-2-003
PB - Donzelli Editore
LA - it
SP - 35
EP - 53
ER -
@article{1048247/P20202003,
author = {Massimo Adinolfi},
title = {A PLACE OF DELIGHT. Between analog and digital},
publisher = {Donzelli Editore},
year = {2020},
ISBN = {9788855222457},
issn = {2281-9517},
abstract = {John Conway’s The Game of Life, Craig Reynold’s boids, chess machines, Generative Adversarial Networks are just a few, significant examples of the exploration possible today thanks of computers in domains that in the past were considered beyond the computational possibilities of a machine: essentially, life and intelligence. The essay aims in the first place to show how difficult it is now to defend, in these areas, distinctions of principle, once their conceptual architecture is captured by an algorithm and returned digitally by simulations of increasingly finer grain; secondly, instead, to shift attention to the world, understood as the background, the surrounding area to which the figures of meaning that describe the behaviors of the living or those of intelligence depend.}
journal = {Pólemos},
number = {2/2020},
doi = {10.48247/P2020-2-003},
URL = {https://www.rivistapolemos.it/itun-luogo-di-delizia-tra-analogico-e-digitale/?lang=en},
keywords = {digital; digitale; life; meaning; senso; vita; algorithm; algoritmo; computation; computazione.},
pages = {35-53},
language = {it}
}