Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

Areas and Subareas

Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


Philosophy and Cybernetics: Questions and Issues
Thomas Marlowe, Fr. Joseph R. Laracy
(pages: 1-23)

Reconceiving Cybernetics in Light of Thomistic Realism
John T. Laracy, Fr. Joseph R. Laracy
(pages: 24-39)

Nascent Cybernetics, Humanism, and Some Scientistic Challenges
Zachary M. Mabee
(pages: 40-52)

Kant, Cybernetics, and Cybersecurity: Integration and Secure Computation
Jon K. Burmeister, Ziyuan Meng
(pages: 53-78)

Interplay Between Cybernetics and Philosophy as an Essential Condition for Learning
Maria Jakubik
(pages: 79-97)

Towards a General Theory of Change: A Cybernetic and Philosophical Understanding
Gianfranco Minati
(pages: 98-109)

Artificial Intelligence and Human Intellect
Víctor Velarde-Mayol
(pages: 110-127)

The Philosophy of Cybernetics
Jeremy Horne
(pages: 128-159)

Cybernetics and Philosophy in a Translation of Oedipus the King and Its Performance
Ekaterini Nikolarea
(pages: 160-190)

Linguistic Philosophy of Cyberspace
Rusudan Makhachashvili, Ivan Semenist
(pages: 191-207)

Systems Philosophy and Cybernetics
Nagib Callaos
(pages: 208-284)


 

Abstracts

 


ABSTRACT


MetaBlast! Virtual Cell: A Pedagogical Convergence between Game Design and Science Education

Anson Call, Steven Herrnstadt, Eve Wurtele, Julie Dickerson, Diane Bassham


Virtual Cell is a game design solution to a specific scientific and educational problem; expressly, how to make advanced, university level plant biology instruction on molecular and anatomical levels an exciting, efficient learning experience. The advanced technologies of 3D modeling and animation, computer programming and game design are united and tempered with strong, scientific guidance for accuracy and art direction for a powerful visual and audio simulation. The additional strength of intense gaming as a powerful tool aiding memory, logic and problem solving has recently become well recognized. Virtual Cell will provide a unique gaming experience, while transparently teaching scientifically accurate facts and concepts about, in this case, a soybean plant’s inner workings and dependant mechanisms on multiple scales and levels of complexity. Virtual Cell (from now on referred to as VC) in the future may prove to be a reference for other scientific/education endeavors as scientists battle for a more prominent mind share among average citizens. This paper will discuss the difficulties of developing VC, its structure, intended game and educational goals along with additional benefits to both the sciences and gaming industry.

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