The Sanskrit word avatar means “descent.” It refers to the incarnation of a deity—most often Vishnu—who takes on a bodily form and enters the material world to restore a disrupted cosmic order. In contemporary interactive and multimedia digital culture, the avatar functions as the user’s visual proxy, granting a sense of agency in virtual environments and enabling participation in diverse forms of mass communication, from social media to digital games. (...)
Beyond Fiction. Simulation and Narrative in AI-Generated Stories about Polish University Teachers
Bartosz Lutostański
A b s t r a k t
This article explores the ontological status of AI-generated fiction through a comparative reading of fictionality theory (Gorman 2005; Nielsen, Phelan and Walsh 2015) and Baudrillard’s simulation theory (1981, 1983). (...)
The Smooth Crossing of Ontological Boundaries: Interactional Metalepsis and Video Game Avatars
Elżbieta Niewiadoma
A b s t r a k t
Metalepsis has been defined as a “disruption of the hierarchical structure of diegetic levels of narration” (Hanebeck, 2017, p.1). As such, it is frequently associated with a narrative break that interferes with any fictional immersion, often for narrative goals. (...)
Tagi: 1 (43), Elżbieta NiewiadomaDaisy, Daisy, I’m Crazy: HAL 9000 as a hostile AI assistant?
Rafał Szczerbakiewicz
A b s t r a k t
This article examines the challenge of regulating the relationship between humans and autonomous AI systems. It considers the significance of this problem for science fiction literature and film, as well as for contemporary ethical debates surrounding AI. (...)
Tagi: 1 (43), Rafał Szczerbakiewicz




