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2020 | OriginalPaper | Chapter

Emulation Games

See and Be Seen, an Subjective Approach to Analog Computational Neuroscience

Authors : Augusto Zubiaga, Lourdes Cilleruelo

Published in: Artificial Intelligence in Music, Sound, Art and Design

Publisher: Springer International Publishing

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Abstract

Emulation consists in imitating a thing, trying to equal or even improve it. Playing means doing something for fun and entertainment. Under these premises, this paper proposes to describe an emulation game that addresses an approach to the area of Computational Neuroscience. It is in this context where we are designing, performing and valuing certain technical devices that could reveal, or make effective, computational events associated with the emergence of consciousness. The conceptual framework, in which is situated our game, can be defined as a possible epistemogony, a space where the physiology of knowledge and the making are activated, and from which we intend to highlight certain conditions that make possible both the so-called scientific research, and art making.

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Footnotes
1
The epistemogony corresponds to the dimension in charge of the instances that make possible, support or justify the epistême (as sure and certain knowledge that the sciences try to reach) [1]. For example: “Just as a cosmogony may generate a class of theories of cosmology, or Hesiod’s Theogony generated the class of theologies that are collectively called classical Greek mythology, so an epistemogony may be said to generate a class of epistemologies (e.g., Popper, Kuhn, Lakatos). For example, scientific realism is an epistemogony. The comparative examination of Popper, Kuhn, and Lakatos reveals that an epistemogony has three components: a logic of hypothesis generation, a logic of hypothesis testing (i.e., a logic of the process of confirmation), and a logic of generating consequences from (dis)confirmation. In any epistemogony, each of these may be either inductive or deductive. Under scientific realism, at least two of the three must be deductive.” [2].
 
2
Simplifying to the maximum we might say that the mechanism of a neuron consists of generating out pulses in response to input pulses, that is to say, exciting and reaching orgasm, or inhibiting and not be able to do so.
 
3
Based on charge timers (resistance-capacitor).
 
4
“Since for experimental science it is necessary to establish a radical distinction between the subject and the object of knowledge, the knowledge that it is able to provide is not and cannot be recognition as Socrates suggested, because what experimental science refuses to contemplate is the subject willing to know” [4, p. 166]. See also Erwin Schrödinger [10].
 
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Metadata
Title
Emulation Games
Authors
Augusto Zubiaga
Lourdes Cilleruelo
Copyright Year
2020
DOI
https://doi.org/10.1007/978-3-030-43859-3_15

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