从赛博朋克2077的角度对未来技术的预测和理解

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Miguel Bordallo López, Constantino Álvarez Casado
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引用次数: 0

摘要

长期以来,科幻小说和电子游戏一直是设想和激励未来技术进步的宝贵工具。本文研究了流行科幻电子游戏《赛博朋克2077》的潜力,以揭示技术的未来,特别是在人工智能、边缘计算、增强人类和生物技术领域。通过分析游戏对这些技术的描述及其影响,我们的目标是了解未来的可能性和挑战。我们讨论了关键主题,如神经连接和脑机接口,多模态记录系统,虚拟和模拟现实,物理世界的数字表示,增强和基于人工智能的家电,智能服装和自动驾驶汽车。本文强调了考虑到新技术采用的不均匀性,设计能够与现有偏好和系统共存的技术的重要性。通过这一探索,我们强调科幻小说和像《赛博朋克2077》这样的电子游戏作为指导未来技术进步和塑造公众对新兴创新的看法的工具的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Cyberpunk 2077 perspective on the prediction and understanding of future technology
Science fiction and video games have long served as valuable tools for envisioning and inspiring future technological advancements. This position paper investigates the potential of Cyberpunk 2077, a popular science fiction video game, to shed light on the future of technology, particularly in the areas of artificial intelligence, edge computing, augmented humans, and biotechnology. By analyzing the game’s portrayal of these technologies and their implications, we aim to understand the possibilities and challenges that lie ahead. We discuss key themes such as neural links and brain–computer interfaces, multimodal recording systems, virtual and simulated reality, digital representation of the physical world, augmented and AI-based home appliances, smart clothing, and autonomous vehicles. The paper highlights the importance of designing technologies that can coexist with existing preferences and systems, considering the uneven adoption of new technologies. Through this exploration, we emphasize the potential of science fiction and video games like Cyberpunk 2077 as tools for guiding future technological advancements and shaping public perception of emerging innovations.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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