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The work of John Pollock has been made publiclly avalible here, thanks to his widdow Lilian Jacques:

http://johnpollock.us/

All his to be freely available for education and research (though, for commercial use, some of it might require a license).

There may be some unpublished work that will go up on this site. And the site may also host the works of others that are in some sense related to John's materials.

http://www.american.edu/cas/economics/info-metrics/workshop/Conference-2013-fall.cfm

Conference Objectives

The one day conference is organized jointly by the Info-Metrics Institute, American University and the University of Colorado, Boulder.

Event date: 
Friday, November 15, 2013 (All day)

http://ukcatalogue.oup.com/product/academic/computers/9780199606726.do#....

  • Considers the influence information and communication technologies (ICTs) are having on our world.
  • Describes some of the latest developments in ICTs and their use in a range of fields.
  • Argues that ICTs have become environmental forces that create and transform our realities.
  • Explores the impact of ICTs in a range of areas, from education and scientific research to social interaction, and even war.
It's out!
L. Floridi The Fourth Revolution: How the Infosphere is Reshaping Human Reality OUP 

This year's programme of the conference of the European Philosophy of Science Association (EPSA) features a symposium on 'Causality and Information'.

Event date: 
Wednesday, August 28, 2013 (All day) to Saturday, August 31, 2013 (All day)

http://www.amazon.com/Beyond-Choices-Design-Ethical-Gameplay/dp/0262019787/

From: http://mitpress.mit.edu/books/beyond-choices:

Overview

Today’s blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player’s moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can’t mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection.

Faculty workshop ­ PhD workshop ­ Public Debate - Whom ­ and what ­ can you trust in online / mediated environments?

Interdisciplinary Perspectives in Philosophy, Computer Science, Media Studies. Department of Media and Communication, University of Oslo.

Event date: 
Thursday, September 26, 2013 (All day) to Friday, September 27, 2013 (All day)

http://link.springer.com/article/10.1007%2Fs11023-013-9318-2

Abstract

One major fault line in foundational theories of cognition is between the so-called “representational” and “non-representational” theories. Is it possible to formulate an intermediate approach for a foundational theory of cognition by defining a conception of representation that may bridge the fault line? Such an account of representation, as well as an account of correspondence semantics, is offered here. The account extends previously developed agent-based pragmatic theories of semantic information, where meaning of an information state is defined by its interface role, to a theory that accommodates a notion of representation and correspondence semantics. It is argued that the account can be used to develop an intermediate approach to cognition, by showing that the major sources of tension between “representational” and “non-representational” theories may be eased.

http://www.informationisbeautiful.net/

I’m David McCandless, a London-based author, writer and designer. I’ve written for The Guardian, Wired and others. I’m into anything strange and interesting.
These days I’m an independent data journalist and information designer. A passion of mine is visualizing information – facts, data, ideas, subjects, issues, statistics, questions – all with the minimum of words.
I’m interested in how designed information can help us understand the world, cut through BS and reveal the hidden connections, patterns and stories underneath. Or, failing that, it can just look cool!

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