Download Free Virtual Souls Book in PDF and EPUB Free Download. You can read online Virtual Souls and write the review.

I am not my body. I am my intentions, my inspirations, my heart, and my wisdom. There is a connection between my body and my presence that I have discovered encoded in my DNA. It is the telephone and wires and special features to activate when communicating with me. 'Me' meaning my presence, that entity that can know it exists, be conscious, and make choices. Imagine a mirror through which your soul could escape from the bonds of this world to a place where Virtual Souls can live, interact, and grow without any fear. Virtual Souls, by David Rothman, takes the reader inside this world where regrets can be resolved, lessons learned, and illnesses cured by the power programmed into each individual's DNA. Come on a journey with Noah Robinson, genetic engineer and computer scientist, into his creation: the Virtual Soul Machine. Follow his progress as he struggles to discover the nature of the human soul and to give a gift to humanity to cure itself of its destructive nature.
Pandemics, conflicts, and crises have increased suffering, death, and loss worldwide. The growing phenomenon of online interactions by the bereaved with the online presence of their deceased loved ones has recently come to the attention of caring professionals. Many questions emerge. How do we understand and respond to digital memorialization? What do we make of digital identities and continuing bonds? How can we engage with digital bereavement communities? What is the future of digital death and bereavement rituals and practices? How have forms of technospirituality and cybergnosticism emerged? How do counselors and carers respond to advances in the digital afterlife? Graham Joseph Hill and Desiree Geldenhuys examine existing therapeutic responses to death and bereavement practices and evaluate the efficacy in meeting the needs of mourners in a digital context. Geldenhuys and Hill explore the rising interest in spirituality and the phenomenon of technospirituality, including interest in the afterlife. The authors outline new death and bereavement practices in the digital public sphere. Hill and Geldenhuys offer ways that therapeutic and care practitioners can meet these needs. Finally, the authors develop new proposals for counseling, pastoral, and spiritual carers to help them address the needs of the bereaved.
The Memory of Souls is the third epic fantasy in Jenn Lyons’ Chorus of Dragons series and one of Library Journal's best SF&F books of the year! THE LONGER HE LIVES THE MORE DANGEROUS HE BECOMES Now that Relos Var’s plans have been revealed and demons are free to rampage across the empire, the fulfillment of the ancient prophecies—and the end of the world—is closer than ever. To buy time for humanity, Kihrin needs to convince the king of the Manol vané to perform an ancient ritual which will strip the entire race of their immortality, but it’s a ritual which certain vané will do anything to prevent. Including assassinating the messengers. Worse, Kihrin must come to terms with the horrifying possibility that his connection to the king of demons, Vol Karoth, is growing steadily in strength. How can he hope to save anyone when he might turn out to be the greatest threat of them all? A Chorus of Dragons 1: The Ruin of Kings 2: The Name of All Things 3: The Memory of Souls At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
An exploration of the physics behind our human soul in terms of our Universe's Vacuum Zero-point fluctuations and unique human Quantum Consciousness. Non-material realms are discussed including quantum wavefunctions and the spacetime-energy free origin of our mass-energies Universe.
We know very little about Marguerite Porete, only that she was a beguine from Hainaut who was burned at the stake as a relapsed heretic in 1310. She might have been a solitary itinerant beguine who expounded her teachings to interested listeners.
This book offers critical scenarios of dark tourism futures and examines how our significant dead will be remembered in future visitor economies. It aims to inspire critical thinking by probing the past, disrupting the present and provoking the future. The volume outlines key features of difficult heritage and future cultural trauma and highlights the role of technology, immersive visitor experiences and the thanatological condition of future dark tourism. The book provides a collection of informed observations of how future societies might recall their memorable dead, and how the noteworthy dead might be (re)created and retained through dark tourism. The book forecasts a dark tourism future that is not only perilous but also full of possibilities. It is a helpful resource for students and researchers in tourism, heritage, futurology, sociology, human geography and cultural studies.
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
The book intends to present a critique of some select, 21st Century, hard science fiction novels in order to explicate the various ways in which the elements of posthumanism, transhumanism, techno-singularity intersect and interact with other such ideas as monstrosity, animality, machinicity, post-anthropocentrism, and Anthropocene. The study divides its analysis into seven different chapters and attempts to present an elaborate study on various aspects of posthumanism, transhumanism, and singularity. The book despite being a collection of miscellaneous essays actually intends to show how a technologically mediated transhuman/posthuman culture will normally be defined by a total dissolution of binaries such as digital and real, animal and human, and machine and man. The book also wants to describe through its analysis of some select hard science fiction novels, that man-machine merger and creation of hyper-immersive virtual reality can function as two of the most effective agents for catalyzing a radically transformative, posthuman, post-scarcity, and techno-utopian culture. The analysis presented in the book is not totally oriented to the discussion of far-future implications of accelerated technological progress which is imperative for arriving at a transhuman or posthuman stage; rather, the book is equally concerned with the implications of rapid technological advancements in our present times, and so the study also posits that before ascending to the heights of posthuman status mankind has to cope with the good and bad aspects of the Anthropocene which is the next stage in our collective evolution and journey towards the trans-/posthuman state. The first chapter of this study attempts to bring to focus the phenomenon of a technologically-mediated dissolution of the binaries between man/animal, human/nonhuman, and subject/object which will be extremely important in the analysis of the emergence of a posthuman culture later in the study. Technological advancements can be seen here as either conducive towards creating a harmonious relationship between man and animal or through systematic denigration of the agency of the animal it can pave the way for the emergence of monstrosity. In Chapter 2 of the book, we shall delve deep into the analysis of horror as illustrated in the novels and video games of the Dead Space series. Here, through a multi-theoretical perspective, we shall find how horrors and monstrosity can manifest themselves in both written as well as digital, virtual media. In Chapter 3, we shall delve into the discussion of the power of simulation in the construction of an immersive and hyperreal post- /transhuman culture where the distinction between real and virtual and material and immaterial vanishes altogether. In Chapter 4 we dedicate the entire chapter to the study of Kim Stanley Robinson’s systems novel The Ministry for the Future (2020) to attempt a critique of the elements of good and bad Anthropocene. Though not directly and intimately related to the study of posthumanism and transhumanism, yet a discussion of the elements of the Anthropocene will be of immense contemporary relevance to us. The next Chapter, i.e., Chapter 5 will attempt to present an explication of the role of machines in the realization of posthuman culture. Chapter 6 is primarily concerned with an analysis of Stephen Baxter’s novels to see how posthuman culture is constructed around the agency of the autopoietic machines. The final chapter attempts to present a brief analysis of three of Iain M Banks’ Culture novels, namely Matter, Surface Detail, and Hydrogen Sonata to elaborate on the employment of posthuman/transhuman tropes in these works.
A month-long vacation in Virtual Reality Worlds. Thirty days of journal entries. A speculative science fiction book that uses the theme of Virtual Reality technology to explore questions related to identity, relationships, privacy and cultural changes.
Humanity is ill because of materialist philosophy and medieval interpretations of historic religions. Both enter in contradiction with science, modern knowledge, and primordial truth inscribed in our souls. To require the psychic equilibrium, man needs a new, modern paradigm that is based on science, logic of divine creation, and primordial knowledge of soul. This means to achieve the progress of Christian religion and historic religions to universal religion projected by divinity, it introduces a credible paradigm suitable to achieve the psychic harmony of individuals and people in modern conditions of life. It has the power to cure many psychic illness and troubles.