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A brand-new anthology of stories featuring the enigmatic Adeptus Mechanicus, cybernetic servants of the Imperium who venerate technology above all else. It is the 41st millennium and humanity teeters on the brink of destruction. Yet out of the darkness comes a cold hope. The Adeptus Mechanicus are logical, remote beings of cybernetic construction. Their armour is a work of mechanical art, their weapons unparalleled in intelligent design. One of the most hostile fighting forces of the Imperium, the Priesthood of Mars serves justice upon their enemies with forbidding momentum. Though nominally allied with mankind, it is in the name of the Omnissiah that their mighty war machines step forth into the cauldron of war, for the Machine God alone is worthy of their sacrifice and neither man nor xenos can deter them from their single purpose of championing his dominion. This anthology contains a dozen gripping tales about the formidable Titans, Imperial Knights, battle-servitors and skitarii legions with which the Adeptus Mechanicus wage war, all written by some of Black Library’s most popular authors, including Graham McNeill, Gav Thorpe, Josh Reynolds, Rob Sanders, David Guymer, David Annandale and Andy Clark.
Folklore Professor Oladel Adewole has lost tenure, and the beloved, much-younger sister he's raised has died; with no reason to stay, he leaves his homeland for the University of Eisenstadt. One thing makes his new life bearable: the mysterious island floating a mile above the city, his all-consuming interest for years. When a brilliant engineer makes it to the island in her new invention, the government sends Adewole up with its first survey team. The expedition finds civilization, and Adewole finds a powerful, forbidden fusion of magic and metal: the Machine God. The government wants it. So does a sociopath bent on ruling Eisenstadt. But when Adewole discovers who the mechanical creature is--and what it can do--he risks his heart and his life to protect the Machine God from the world, and the world from the Machine God. Interests: African hero, lost civilization, betrayal, adventure, fantasy adventure, science fiction adventure, science fantasy, magic, folklore, Victorian, Victorianesque, 19th century, first contact, fantasy first contact, survival, exile, academia, academic politics, academic hero, child, talking birds, owls, German-based culture, African-based culture, mythology, steampunk fantasy, black lead character
A strikingly original exploration of what it might mean to be authentically human in the age of artificial intelligence, from the author of the critically-acclaimed Interior States. • "At times personal, at times philosophical, with a bracing mixture of openness and skepticism, it speaks thoughtfully and articulately to the most crucial issues awaiting our future." —Phillip Lopate “[A] truly fantastic book.”—Ezra Klein For most of human history the world was a magical and enchanted place ruled by forces beyond our understanding. The rise of science and Descartes's division of mind from world made materialism our ruling paradigm, in the process asking whether our own consciousness—i.e., souls—might be illusions. Now the inexorable rise of technology, with artificial intelligences that surpass our comprehension and control, and the spread of digital metaphors for self-understanding, the core questions of existence—identity, knowledge, the very nature and purpose of life itself—urgently require rethinking. Meghan O'Gieblyn tackles this challenge with philosophical rigor, intellectual reach, essayistic verve, refreshing originality, and an ironic sense of contradiction. She draws deeply and sometimes humorously from her own personal experience as a formerly religious believer still haunted by questions of faith, and she serves as the best possible guide to navigating the territory we are all entering.
The God of the Machine presents an original theory of history and a bold defense of individualism as the source of moral and political progress. When it was published in 1943, Isabel Paterson's work provided fresh intellectual support for the endangered American belief in individual rights, limited government, and economic freedom. The crisis of today's collectivized nations would not have surprised Paterson; in The God of the Machine, she had explored the reasons for collectivism's failure. Her book placed her in the vanguard of the free-enterprise movement now sweeping the world.Paterson sees the individual creative mind as the dynamo of history, and respect for the individual's God-given rights as the precondition for the enormous release of energy that produced the modern world. She sees capitalist institutions as the machinery through which human energy works, and government as a device properly used merely to cut off power to activities that threaten personal liberty.Paterson applies her general theory to particular issues in contemporary life, such as education, .social welfare, and the causes of economic distress. She severely criticizes all but minimal application of government, including governmental interventions that most people have long taken for granted. The God of the Machine offers a challenging perspective on the continuing, worldwide debate about the nature of freedom, the uses of power, and the prospects of human betterment.Stephen Cox's substantial introduction to The God of the Machine is a comprehensive and enlightening account of Paterson's colorful life and work. He describes The God of the Machine as "not just theory, but rhapsody, satire, diatribe, poetic narrative." Paterson's work continues to be relevant because "it exposes the moral and practical failures of collectivism, failures that are now almost universally acknowledged but are still far from universally understo
The mighty Warlord Titans of the Adeptus Titanicus go to war against the forces of Chaos. The Battle Titans of the Adeptus Titanicus are towering war engines, striding to war as holy effigies of the Omnissiah, and the mighty Warlord Titans are the most renowned among all the forces of the Imperium of Man. Their weapons bring righteous death to the alien and the heretic alike, and the merest glimpse of them on the march has stalled entire planetary rebellions. But as the galaxy burns before the rampaging hordes of Chaos, it will take more than any one single Titan Legion to hold the line...
A thought-provoking analysis of the theological implications of artificial intelligence addresses important--and controversial--questions raised by robotics about the definition of humanity, what it means to have a soul, and what robots can teach us about our relationship with God.
Guy Salvatore can’t get a break. After his girlfriend Sith died, he can’t seem to go through a morning without monsters coming out of the bathroom mirror, or being pressed at school with his friends’ concern over his well-being. All Guy wants is to be left alone. One night after a bad dream, Guy seeks solace in the graveyard by Sith’s tombstone, and is confronted by an odd bunch of characters that will change his life forever with the promise that Sith might be alive! Meanwhile, a beautiful Goddess known as Good God has lost the key to heaven. She needs the help of her fellow compatriot, Evil God, to search for it down on Earth. But what starts off as a minor chore becomes more when Guy catches them in the graveyard, especially since Gods are supposed to be invisible to mortals…
What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.
'God from the machine' (deus ex machina) refers to an ancient dramatic device where a god was mechanically brought onto the stage to save the hero from a difficult situation. But here, William Sims Bainbridge uses the term in a strikingly different way. Instead of looking to a machine to deliver an already known god, he asks what a computing machine and its simulations might teach us about how religion and religious beliefs come to being. Bainbridge posits the virtual town of Cyburg, population 44,100. Then, using rules for individual and social behavior taken from the social sciences, he models a complex community where residents form groups, learn to trust or distrust each other, and develop religious faith. Bainbridge's straightforward arguments point to many more applications of computer simulation in the study of religion. God from the Machine will serve as an important text in any class with a social scientific approach to religion.