Academic literature on the topic 'Expert systems (Computer science) Moral and ethical aspects'

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Journal articles on the topic "Expert systems (Computer science) Moral and ethical aspects"

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Kirichenko, I. "Finland's Innovation Policy: Sociohumanitarian Aspects." World Economy and International Relations 65, no. 12 (2021): 61–67. http://dx.doi.org/10.20542/0131-2227-2021-65-12-61-67.

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Modern society faces large-scale challenges associated with the digitalization of economic and social processes, especially at its new stage – the development and implementation of artificial intelligence (AI) technologies. The point is that the use of AI entails great ethical risks, since creates an opportunity for non-observance of human rights to privacy. In Finland, a country that has been pursuing an innovation policy closely linked to socio-economic policies that responds to social challenges for several decades, this problem is widely discussed and strives to minimize and even eliminate the above risks in decisions on research and development (R&D) policy. Therefore, R&D in the field of AI technologies is carried out in Finland at the intersection of computer, mathematical and humanitarian sciences, since one of the most important issues of its application is the question of how moral and ethical its results will be. In this regard, the analysis and understanding of Finland’s experience in this area is important and necessary. Finland has traditionally in recent decades prioritized the humanitarian component in the formation of innovation policy. The technological component was viewed through the prism of social problems that should be resolved in the course of economic development, the main driver of which is innovation processes. This approach is determined by the country’s social development model. The openness of public administration, the high role of the country’s citizens in making the most important strategic decisions, the social responsibility of business, taking into account the opinion of the expert community leads to a balanced promotion of technologies in the economy. Of course, opportunities for innovative development “with a human face” from time to time run into economic constraints – which was clearly manifested, for example, during a pandemic. Nevertheless, when it comes to digitalization and the use of AI, the Finnish state and society continue to strive to ensure the presumption of morality and ethics in the implementation of these technologies. The country is conducting humanitarian and sociological research in this area, as well as developing mechanisms for managing the ethics and morality of AI. The country strives to become a leader not only in AI technologies, but also in developing the principles of preserving the humanitarian and moral values that Finland shares with Europe.
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MALYKHIN, V. "THEORETICAL ASPECTS OF FORMATION OF PROFESSIONAL COMPETENCE OF FUTURE ENGINEERS-TEACHERS OF COMPUTER PROFILE IN THE FIELD OF INFORMATION SYSTEMS SECURITY." Scientific papers of Berdiansk State Pedagogical University Series Pedagogical sciences 1, no. 1 (July 6, 2022): 251–63. http://dx.doi.org/10.31494/2412-9208-2022-1-1-251-263.

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The article examines the different approaches of scientists to determine the essence of professional competence of future engineers-teachers of computer science in the field of information systems security, reveals the main approaches to the process of its formation. It is noted that the professional competence of future computer engineers in the field of information systems security should be understood as an integrated characteristic that determines their real ability to identify potential threats to the information educational environment of vocational education institutions and students, prevent unauthorized access to information. information flows, identify risk factors and potential threats, choose effective means of information protection in vocational and industrial institutions, independently solve typical and atypical professional problems and situations related to identifying potential threats to educational and industrial information environment and students. Much attention is paid to the formation of professional competence of future computer engineers in the field of information systems security, which is considered a component of their training, a complex process aimed at mastering sustainable practical skills based on motives, values, professionally important qualities personality, professional knowledge in the field of information systems security, which is manifested in effective professional activities and due to specific circumstances and situations. It is emphasized that professional competence in the field of information systems security should be related to the ability of future computer engineers to identify potential threats to the information educational environment of vocational education institutions and students, prevent unauthorized access to information, navigate information flows, identify risk factors and potential threats, choose effective means of information protection (moral and ethical, administrative and organizational, physical, technical, etc.), etc. Key words: information systems security, pedagogical engineer, professional training, professional competence, professional competence of computer engineers in the field of information systems security, formation of professional competence of computer engineers in the field of information systems security.
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Sonne, James William Hendry. "Neuroanatomy of the Will." NeuroSci 3, no. 4 (November 7, 2022): 616–23. http://dx.doi.org/10.3390/neurosci3040044.

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Questions regarding the nature and source of consciousness and individual agency to make decisions have enormous practical implications that include human health and wellbeing, social policy, and economics. Ethical issues involving the ability for patients to make conscious, informed choices, such as in cases of dementia or coma, abound, and the health implications of individual choice on public wellbeing are becoming increasingly important as population densities increase. Furthermore, the use of animals for drug testing presents moral dilemmas related to our concepts of consciousness, pain, and consent. While philosophers have long debated aspects of consciousness, the means to scientifically address specific questions regarding regional and cellular functions of the brain are constantly emerging, as are new theories of physical laws and particle interactions which allow for the formation of new hypotheses of the source of consciousness. These emerging capabilities and hypotheses are increasingly able to be subjected to methodological scrutiny by the scientific community. To facilitate open discussion and advances in investigations regarding the nature of consciousness, this Topical Collection is intended to provide a peer-reviewed space to discuss or propose falsifiable hypotheses of consciousness in a full range of systems, using methods across disciplines of biology, physics, computer science, and philosophy of science that can inform such a discussion, while emphasizing the role that our conception of consciousness has on human health, society, and policy.
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Мелик-Гайказян, Ирина Вигеновна. "BIOETHICS AND SEMIOTICS: INSTEAD OF A FOREWORD." ΠΡΑΞΗMΑ. Journal of Visual Semiotics, no. 3(29) (June 18, 2021): 9–18. http://dx.doi.org/10.23951/2312-7899-2021-3-9-18.

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Обстоятельства помешали научному редактору номера – Елене Георгиевне Гребенщиковой – написать предисловие. В нашем молодом журнале есть уже своя традиция: научный редактор предваряет номер концептуальной преамбулой к статьям, посвященных обсуждению различных аспектов одной проблемы. Авторов данного номера объединяют исследовательские и организационные обстоятельства. Все мы были вовлечены в исследовательское поле биоэтики Борисом Григорьевичем Юдиным. Привлечение же методологических потенциалов семиотики для решения задач биоэтики произошло на «томской почве» как результат организации серий конференций. Эти серии стартовали с конференции «Антропологические основания биоэтики», которая, по словам Б.Г. Юдина, была первой в России научной конференцией «по биоэтике». Основные доклады этой научной встречи составили содержание номера журнала «Бюллетень сибирской медицины». Среди его публикаций были две статьи, определившее дальнейшее, – «Чтоб сказку сделать былью? (Конструирование человека)» [Юдин 2006] и «Тело страдания: философско-антропологическое истолкование» [Тищенко 2006]. Слова «Конструирование человека» дали случайным образом название ряду конференций, проводимых Томским государственным педагогическим университетом. Специализация указанного университета понятным образом привлекла к участию коллег-педагогов, интерпретировавших слово «конструирование» в качестве указания на суть образования. Было любопытно наблюдать такую стихийно складывающуюся прагматику с учетом различий русскоязычного и англоязычного названия статьи [Юдин 2006] – словами «Чтоб сказку сделать былью?», заканчивающими вопросительным знаком цитату из песни о цели рождения советского человека, и «To make a dream true?», где под вопрос ставилась возможность мечтой-иллюзией заменить действительность. Поскольку организаторы конференции испытывают некоторую зависимость от тематики заявляемых докладов, для «чистой» биоэтики была создана отдельная секция «Тело и власть», название которой стало парафразом другой упомянутой статьи [Тищенко 2006]. Параллельно с серией конференций «Конструирование человека» был организован ряд конференций «Системы и модели: границы интерпретаций», акцентировавших не столько биоэтику, сколько постнеклассическую парадигму семиотического моделирования. Слова «системы и модели» цитировали название известной в семиотике книги А.А. Шарова и Ю.А.Шрейдера; фиксировали проблему нахождения пределов применимости математических моделей в синергетике; приглашали к обсуждению системной методологии. Слова «границы интерпретаций» изначально определяли соотношение герменевтики и семиотики в методологии исследования социокультурной динамики. Замечу, что географическое образование заставляло меня трактовать понятие «границы» исключительно в семиотическом ракурсе. Доклады, представленные на первой конференции «Системы и модели: границы интерпретаций», составили номер журнала «Вестник Томского государственного педагогического университета» (2008, № 1), из содержания которого ясно, что эта научная встреча была посвящена обсуждению наследия Эрика Григорьевича Юдина и современному прочтению его версии системного подхода. В этом номере есть много заслуживающих внимания материалов, но для определения области пересечения биоэтики и семиотики, необходимо назвать статью Р.Г. Апресяна [Апресян 2008], хотя в самой статье отсутствует прямое обращение и к семиотике, и к биоэтике. В статье лаконично и предметно установлены ценностные границы локусов модели «этический квадрат», созданной Р.Г. Апресяном. Ясность изложения [Апресян 2008] позволила разглядеть сразу несколько моментов, объединяющих и разделяющих биоэтику с педагогикой. Настороженность биоэтики вызывает любое воззвание превзойти норму, а любая педагогика взывает к тому, чтобы превзойти норму. Общность биоэтики и педагогики составляет распределение символики ролей для всех своих субъектов, подчиненное коммуникативным форматам, устанавливающих пределы допустимого/отвергаемого внутри коммуникативных ареалов. Выяснение этой общности позволило увидеть, что модели биоэтики, по сути, формируют синтаксис коммуникативных ролей субъектов биомедицины. Причем, фиксируют эти роли или в индексах, или в иконических знаках, или даже в символах. Генезис биоэтики есть ответ на социальный запрос в необходимости «сторожа» (в смысле: «…пойди, поставь сторожа; пусть он сказывает, что увидит») для предотвращения моральных катаклизмов, вызываемых темпом прогресса (в чем бы он не выражался) и соблазнами прогресса. Темп трансформаций порождает неопределенность социальных сценариев, а, следовательно, технику биоэтических экспертиз диктует синхрония и абдукция, что явно служит указателем релевантности концепции семиозиса, созданной Ч.С. Пирсом. Семиотическая сущность решения задач биоэтики была увидена столь четко, что удивление вызывало только одно: почему биоэтика, потенциально обладая «ключом» методов семиотики, подбирает «отмычки» для анализа спонтанно возникающих кейсов? Подчеркну, что упомянутый «ключ» открывает «двери», не столько ведущие к анализу нарративов субъектов, нормативных дискурсов и уже случившихся кейсов, сколько к прогностике кейсов в синхронии с меняющимся контекстом. Вместе с тем представленные резоны для обоснования того, что методы семиотики обладают релевантностью для решения задач биоэтики, могут встретить вопрос: зачем биоэтике применять эти методы, если она и без них прекрасно решает свои задачи? Возможным ответом на этот вопрос будет – для того чтобы осуществить точную и опережающую диагностику социокультурных трансформаций, способных вызвать и уже вызывающих модификацию «человеческого в человеке», т.е. вызывающих скольжение границ нормы. Излишне объяснять преимущества диагностики в качестве процедуры с точным результатом, способным опередить наступление необратимых состояний. Семиотические методы устремлены к достижению точности, и их применение объединяет всё гуманитарное знание. При этом семиотика сама существует в нескольких конкурирующих направлениях, и ее исследовательские методы очень отличаются в конкретных научных областях, в том числе и тех, которые составляют «computer science», ответственных за тотальную «цифровизацию» и самоорганизацию «информационного общества». У перечисленных сущностей – точности, самоорганизации, семиотики, «computer science» и даже «цифровизации» – есть идейный общий знаменатель: философия процесса. Создатель философии процесса – А.Н. Уайтхед – видел ее результат в оригинальной концепции символизма, обладающей сущностными пересечениями с концепцией семиозиса Ч.С. Пирса. Если концепция семиозиса раскрывала микропроцессы, обеспечивающие самопроизвольный «рост символов», то концепция А.Н. Уайтхеда устанавливала направления воздействий этого «роста» и основной оператор воздействия: навык организаций «революций в символизме». А также критерии, по которым можно диагностировать событие «перекодирования» символа, т.е. отличить его от того, что событийным рождением нового символизма не является. Т.е. диагностировать дистанцию, отделяющую «событие-в-действительности» от «события-в-реальности». А, следовательно, диагностировать генезисы и цели идейных направлений «конструирования человека». Или диагностировать «семиотические аттракторы», завершающие фазовые переходы в конкуренции сценариев социокультурной динамики. В социокультурных трансформациях сила аттракторов аналогична силе мечты (вспомним слово «dream» в названии статьи [Юдин 2006]). Мечты, имеющей две стороны, – миф и утопию. Биоэтика как «сторож» социокультурных трансформаций вынуждена распознавать миф и утопию в манипуляции целями. Жизненными целями. Целями, диктующими вариативную селекцию ценностей. В феномене мечты и в его воплощениях – в мифе и в утопии – отсутствуют позитив или негатив. Всё зависит, с какой целью им придаются. Зависит от разновидности процессов: процесса рецепции символики мифа с компенсаторными целями или процесса акцептации символических асимптот с целями cамореализации [Брызгалина 2020; Бараш, Антоновский 2019; Шульман, Кутузова 2020]. Обладание представлениями о «росте символов» способно из наблюдаемых мерцаний визуального «вытянуть» то, что скрывают внешние эффекты – осуществить семиотическую диагностику на основе аналогий между симптомами и семантикой, синдромами и синтактикой, анамнезом (в сочетании с целеполаганием) и прагматикой. Такая диагностика создает область пересечения биоэтики и семиотики. Область формируют: (а) изначальные позиции биоэтики в её прагматической концентрации трансдисциплинарного знания для разрешения конкретной проблемы индивидуальности (с сочувственным принятием веера индивидуальных целей); и (б) постнеклассические преимущества семиотики, эффективно реализующие свои потенциалы в расширяющемся трансдисциплинарном поле. В завершении должна выразить благодарность Р.Г. Апресяну, П.Д. Тищенко, Б.Г.Юдину за их щедрые разъяснения существа задач биоэтики, что позволило увидеть эти задачи посредством «оптических» инструментов семиотики. И благодарность всем авторам этого номера за интерес к семиотике, проявленный на основе глубокого понимания решаемых в настоящее время биоэтикой задач и/или оригинальной постановкой этих задач. Circumstances prevented the scientific editor of the issue – Elena G. Grebenshchikova – from writing a foreword. Our young journal already has its own tradition: a scientific editor prefaces an issue with a conceptual preamble to articles discussing various aspects of one problem. The authors of this issue are united by research and organizational circumstances. We were all involved in the research field of bioethics by Boris G. Yudin. Implementation of the methodological potentials of semiotics for solving the problems of bioethics was begun on “Tomsk grounds” as a result of the organization of several conference series. These series started with the conference “Anthropological Foundations of Bioethics”, which, according to Yudin, was the first scientific conference “on bioethics” in Russia. The main reports of this scientific meeting became the content of an issue of Bulletin of Siberian Medicine journal. Among the publications in the issue, there were two articles that determined the further development – “To make a dream true? (Human engineering)” [Yudin 2006] and “The body of suffering: The philosophical and anthropological interpretation” [Tishchenko 2006]. The words “human engineering” (or “human construction”) incidentally gave a title to a number of conferences held by Tomsk State Pedagogical University. The specialization of this university understandably attracted the participation of fellow educators, who interpreted the word “construction” as an indication of the essence of education. It was curious to observe such a spontaneously emerging pragmatism, taking into account the differences between the Russian and English versions of the article title [Yudin 2006] – i.e. between the words “To make a fairy tale come true?” ending with a question mark a quote from a song about the purpose of the Soviet person’s birth and “To make a dream true?” calling the possibility to replace the reality by a dream-illusion into question. Since conference organizers experience some dependence on the subject of submitted reports, a separate section “Body and Power” was created for “pure” bioethics, and the title of the section became a paraphrase of another mentioned article [Tishchenko 2006]. In parallel with the series of conferences “Human Construction”, a number of conferences “Systems and Models: Limits of Interpretation” were organized, which emphasized the post-nonclassical paradigm of semiotic modeling rather than bioethics itself. The words “systems and models” quoted the title of the well-known book in semiotics by A. A. Sharov and Yu. A. Shreider; fixed the problem of finding the limits of applicability of mathematical models in synergetics; invited to discuss the system methodology. The words “limits of interpretation” initially determined the relationship between hermeneutics and semiotics in the methodology of sociocultural dynamics study. I note that the geographical education background forced me to interpret the concept “limit”, or “border”, exclusively from a semiotic perspective. The reports presented at the first conference “Systems and Models: Limits of Interpretation” made up an issue of the Tomsk State Pedagogical University Bulletin journal (2008, No. 1). From the content of the issue it is clear that this scientific meeting was devoted to the discussion of the legacy of Eric G. Yudin and the modern interpretation of his version of the systems approach. The issue contains many noteworthy materials; however, in order to define the area of the intersection of bioethics and semiotics, it is necessary to highlight the article by Ruben G. Apressyan [Apressyan 2008], although the article itself lacks a direct reference to either semiotics or bioethics. The article laconically and substantively establishes the value boundaries of the loci of the “ethical square” model that Apressyan created. The clarity of presentation [Apressyan 2008] made it possible to discern simultaneously several points that unite and separate bioethics and pedagogy. The alertness of bioethics evokes any appeal to surpass the norm, while any pedagogy calls to surpass the norm. The commonality of bioethics and pedagogy is the distribution of the symbolism of roles for all their subjects, subordinated to communicative formats which set the limits of what is permissible/rejected within communicative areas. The elucidation of this commonality made it possible to see that the models of bioethics, in fact, form the syntax of the communicative roles of the subjects of biomedicine. Moreover, these models define the roles either in indices, or in iconic signs, or even in symbols. The genesis of bioethics is a response to the social demand for a “watchman” (in the sense: “Go, set a watchman, let him declare what he seeth”) to prevent moral cataclysms caused by the pace of progress (whatever it is expressed in) and the temptations of progress. The pace of transformations gives rise to the uncertainty of social scenarios, and, consequently, the technique of bioethical examinations is dictated by synchrony and abduction, which clearly serves as an indicator of the relevance of the concept of semiosis created by Charles Sanders Peirce. The semiotic essence of solving the problems of bioethics was seen so clearly that only one thing aroused surprise: why does bioethics, potentially possessing the “key” of semiotics methods, select “lock-picking tools” for the analysis of spontaneously arising cases? Let me emphasize that the mentioned “key” opens “doors” that do not lead to the analysis of narratives of subjects, normative discourses and cases that have already happened, but to the forecasting of cases in synchrony with the changing context. At the same time, the presented reasons for substantiating the fact that the methods of semiotics are relevant for solving the problems of bioethics may face the question: why should bioethics apply these methods if it perfectly solves its problems without them? A possible answer to this question would be – in order to carry out accurate and advanced diagnostics of sociocultural transformations that can cause and are already causing a modification of the “human in a human being”, i.e. causing the sliding of norm boundaries. It is unnecessary to explain the advantages of diagnostics as a procedure with an accurate result that can anticipate the onset of irreversible conditions. Semiotic methods are aimed at achieving accuracy, and their application unites all humanitarian knowledge. At that, semiotics itself exists in several competing directions, and its research methods are very different in specific scientific fields, including those that make up “computer science” which is responsible for the total “digitalization” and self-organization of an “information society”. The listed entities – accuracy, self-organization, semiotics, “computer science”, and even “digitalization” – have an ideological common denominator: process philosophy. The creator of process philosophy – Alfred North Whitehead – saw its result in the original concept of symbolism, which has essential intersections with Peirce’s concept of semiosis. While the concept of semiosis revealed microprocesses that ensured the spontaneous “growth of symbols”, Whitehead’s concept established the directions of the impact of this “growth” and the main operator of the impact: the skill of organizing “revolutions in symbolism” as well as the criteria by which one can diagnose the occasion of “re-coding” of a symbol, i.e. distinguish the occasion from the fact that is not the eventual birth of a new symbolism, or diagnose the distance separating the “occasion-in-actuality” from the “occasion-in-reality”, and, consequently, diagnose the geneses and goals of the ideological directions of “human construction”, or “semiotic attractors” that complete phase transitions in the competition of sociocultural dynamics scenarios. In sociocultural transformations, the power of attractors is similar to the power of a dream (recalling the word “dream” from the article title [Yudin 2006]), a dream that has two sides – myth and utopia. Bioethics as a “watchman” of sociocultural transformations is forced to recognize myth and utopia in the manipulation of goals: life goals, goals dictating variable selection of values. There is neither the positive nor the negative in the phenomenon of dreams and its incarnations – myth and utopia. It all depends on what goals are being pursued. It depends on the variety of processes: process of the reception of the symbolics of a myth with compensatory goals, or of the acceptance of symbolic asymptotes with the goals of self-realization [Bryzgalina 2020; Barash, Antonovskiy 2019; Schulman, Kutuzova 2020]. Possession of ideas about the “growth of symbols” is capable to reveal what external effects hide, extracting it from the observed flickers of the visual – to carry out semiotic diagnostics based on analogies between symptoms and semantics, syndromes and syntactics, anamnesis (in combination with goal-setting) and pragmatics. Such diagnostics create an area of intersection of bioethics and semiotics. The area is formed by: (a) the initial position of bioethics in its pragmatic concentration of transdisciplinary knowledge for solving a specific problem of individuality (with a sympathetic acceptance of a set of individual goals); and (b) the post-nonclassical advantages of semiotics which effectively realize their potentials in the expanding transdisciplinary field. In conclusion, I would like to express my gratitude to Ruben G. Apressyan, Pavel D. Tishchenko, Boris G. Yudin for their generous explanations of the essence of the tasks of bioethics, which made it possible to see these tasks through the “optical” instruments of semiotics. I thank all the authors of this issue for their interest in semiotics demonstrated through the deep understanding of the problems currently being solved by bioethics and/or the original formulation of these problems.
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Li, Oliver. "Problems with “Friendly AI”." Ethics and Information Technology, April 28, 2021. http://dx.doi.org/10.1007/s10676-021-09595-x.

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AbstractOn virtue ethical grounds, Barbro Fröding and Martin Peterson recently recommended that near-future AIs should be developed as ‘Friendly AI’. AI in social interaction with humans should be programmed such that they mimic aspects of human friendship. While it is a reasonable goal to implement AI systems interacting with humans as Friendly AI, I identify four issues that need to be addressed concerning Friendly AI with Fröding’s and Peterson’s understanding of Friendly AI as a starting point. In a first step, I briefly recapitulate Fröding’s and Peterson’s arguments for Friendly AI. I then highlight some issues with Fröding’s and Peterson’s approach and line of reasoning and identify four problems related to the notion of Friendly AI, which all pertain to the role and need for humans’ moral development. These are that (1) one should consider the moral tendencies and preferences of the humans interacting with a friendly AI, (2) it needs to be considered whether the humans interacting with a Friendly AI are still developing their virtues and character traits, (3) the indirect effects of replacing humans with Friendly AI should be considered with respect to the possibilities for humans to develop their moral virtues and that (4) the question whether the AI is perceived as some form of Artificial General Intelligence cannot be neglected. In conclusion, I argue that all of these four problems are related to humans moral development and that this observation strongly emphasizes the role and need for humans moral development in correlation to the accelerating development of AI-systems.
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Russo, Federica, Eric Schliesser, and Jean Wagemans. "Connecting ethics and epistemology of AI." AI & SOCIETY, January 17, 2023. http://dx.doi.org/10.1007/s00146-022-01617-6.

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AbstractThe need for fair and just AI is often related to the possibility of understanding AI itself, in other words, of turning an opaque box into a glass box, as inspectable as possible. Transparency and explainability, however, pertain to the technical domain and to philosophy of science, thus leaving the ethics and epistemology of AI largely disconnected. To remedy this, we propose an integrated approach premised on the idea that a glass-box epistemology should explicitly consider how to incorporate values and other normative considerations, such as intersectoral vulnerabilities, at critical stages of the whole process from design and implementation to use and assessment. To connect ethics and epistemology of AI, we perform a double shift of focus. First, we move from trusting the output of an AI system to trusting the process that leads to the outcome. Second, we move from expert assessment to more inclusive assessment strategies, aiming to facilitate expert and non-expert assessment. Together, these two moves yield a framework usable for experts and non-experts when they inquire into relevant epistemological and ethical aspects of AI systems. We dub our framework ‘epistemology-cum-ethics’ to signal the equal importance of both aspects. We develop it from the vantage point of the designers: how to create the conditions to internalize values into the whole process of design, implementation, use, and assessment of an AI system, in which values (epistemic and non-epistemic) are explicitly considered at each stage and inspectable by every salient actor involved at any moment.
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van Norren, Dorine Eva. "The ethics of artificial intelligence, UNESCO and the African Ubuntu perspective." Journal of Information, Communication and Ethics in Society, December 22, 2022. http://dx.doi.org/10.1108/jices-04-2022-0037.

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Purpose This paper aims to demonstrate the relevance of worldviews of the global south to debates of artificial intelligence, enhancing the human rights debate on artificial intelligence (AI) and critically reviewing the paper of UNESCO Commission on the Ethics of Scientific Knowledge and Technology (COMEST) that preceded the drafting of the UNESCO guidelines on AI. Different value systems may lead to different choices in programming and application of AI. Programming languages may acerbate existing biases as a people’s worldview is captured in its language. What are the implications for AI when seen from a collective ontology? Ubuntu (I am a person through other persons) starts from collective morals rather than individual ethics. Design/methodology/approach Literature overview on the African philosophy of Ubuntu as applied to artificial intelligence. Application of it to the United Nations Educational, Scientific and Cultural Organisation (UNESCO) debates on establishing guidelines to the ethics of artificial intelligence. Findings Metaphysically, Ubuntu and its conception of social personhood (attained during one’s life) largely rejects transhumanism. When confronted with economic choices, Ubuntu favors sharing above competition and thus an anticapitalist logic of equitable distribution of AI benefits, humaneness and nonexploitation. When confronted with issues of privacy, Ubuntu emphasizes transparency to group members, rather than individual privacy, yet it calls for stronger (group privacy) protection. In democratic terms, it promotes consensus decision-making over representative democracy. Certain applications of AI may be more controversial in Africa than in other parts of the world, like care for the elderly, that deserve the utmost respect and attention, and which builds moral personhood. At the same time, AI may be helpful, as care from the home and community is encouraged from an Ubuntu perspective. The report on AI and ethics of the UNESCO World COMEST formulated principles as input, which are analyzed from the African ontological point of view. COMEST departs from “universal” concepts of individual human rights, sustainability and good governance which are not necessarily fully compatible with relatedness, including future and past generations. Next to rules based approaches, which may hamper diversity, bottom-up approaches are needed with intercultural deep learning algorithms. Research limitations/implications There is very few existing literature on AI and Ubuntu. Therefore, this paper is of an explorative nature. Practical implications The ethics of Ubuntu offers unique vantage points in looking at the organization of society and economics today, which are also relevant for development of AI, especially in its tenet of relatedness rather than individuality (and practical use of AI for individuals), taking responsibility for society as a whole (such as analyzing the benefit of AI for all strata of society), and embodying true inclusiveness. Whether looking at top-down guidelines for the development and implementation of AI or the bottom-up ethical learning process of AI (deep learning), ethics of the Global South can have an important role to play to combat global individualist tendencies and inequity, likely reinforced by AI. This warrants far more research. Social implications Applications of AI in Africa are not contextualized, do not address the most pressing needs of the African continent, lead to cybersecurity issues and also do not incorporate African ethics. UNESCO’s work in this regard is important but expert inputs are largely centered around Western “universal” principles and Organisation for Economic Cooperation and Development and EU precedence. African ethics have, so far, a small role to play in global ethics and philosophy and therefore risk to be overlooked in the discussion on AI and ethics. This is why the consultation process of UNESCO on ethics of AI was of paramount importance. However, it does not automatically lead to consultation of African philosophers or sages, as many are educated in Western (ized) education systems. See further details under practical implications. Originality/value This is a new area of research in which little work has been done so far. This paper offers the opportunity to widen the debate on AI and ethics beyond the conventional discourse, involving multiple worldviews, of which Ubuntu is just one.
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Pargman, Daniel. "The Fabric of Virtual Reality." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1877.

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Introduction -- Making Sense of the (Virtual) World Computer games are never "just games". Computer games are models of reality and if they were not, we would never be able to understand them. Models serve three functions; they capture important, critical features of that which is to be represented while ignoring the irrelevant, they are appropriate for the person and they are appropriate for the task -- thereby enhancing the ability to make judgements and discover relevant regularities and structures (Norman 1993). Despite the inherently unvisualisable nature of computer code -- the flexible material of which all software constructs are built -- computer code is still the most "salient" ingredient in computer games. Less salient are those assumptions that are "built into" the software. By filtering out those parts of reality that are deemed irrelevant or unnecessary, different sorts of assumptions, different sorts of bias are automatically built into the software, reified in the very computer code (Friedman 1995, Friedman and Nissenbaum 1997). Here I will analyse some of the built-in structures that constitute the fabric of a special sort of game, a MUD. A MUD is an Internet-accessible "multi-participant, user-extensible virtual reality whose user interface is entirely textual" (Curtis, 1992). The specific MUD in question is a nine-year old Swedish-language adventure MUD called SvenskMUD ("SwedishMUD") that is run by Lysator, the academic computer club at Linköping University, Sweden. I have done field studies of SvenskMUD over a period of three and a half years (Pargman, forthcoming 2000). How is the SvenskMUD adventure world structured and what are the rules that are built into the fabric of this computer game? I will describe some of the ways in which danger and death, good and evil, courage, rewards and wealth are handled in the game. I will conclude the paper with a short analysis of the purpose of configuring the player according to those structures. Revocable Deaths Characters (personae/avatars) in SvenskMUD can be divided into two categories, players and magicians. Making a career as a player to a large part involves solving quests and killing "monsters" in the game. The magicians are all ex-players who have "graduated" and gone beyond playing the game of SvenskMUD. They have become the administrators, managers and programmers of SvenskMUD. A watchful eye is kept on the magicians by "God", the creator, owner and ultimate custodian of SvenskMUD. My own first battle in the game, in a sunlit graveyard with a small mouse, is an example of a bit-sized danger suitable for newcomers, or "newbies". I correctly guessed that the mouse was a suitably weak opponent for my newborn character, but still had to "tickle" the mouse on its belly (a euphemism for hitting it without much force) 50 times before I managed to kill it. Other parts of this epic battle included 45 failed attempts of mine to "tickle" the mouse, 39 successful "tickles" of the mouse and finally a wild chase around the graveyard before I caught up with the mouse, cornered it and managed to kill it and end the fight. Although I was successful in my endeavour, I was also more than half dead after my run-in with the mouse and had to spend quite some time engaged in more peaceful occupations before I was completely healed. It was only later that I learned that you can improve your odds considerably by using weapons and armour when you fight... Should a SvenskMUD player fail in his (or less often, her) risky and adventurous career and die, that does not constitute an insurmountable problem. Should such a thing pass, the player's ghost only has to find the way back to a church in one of the villages. In the church, the player is reincarnated, albeit with some loss of game-related abilities and experience. The way the unfortunate event of an occasional death is handled is part of the meta-rules of SvenskMUD. The meta-rules are the implicit, underlying rules that represent the values, practices and concerns that shape the frame from which the "ordinary" specific rules operate. Meta-rules are part of the "world view that directs the game action and represents the implicit philosophy or ideals by which the world operates" (Fine 1983, 76). Despite the adventure setting with all its hints of medieval lawlessness and unknown dangers lurking, SvenskMUD is in fact a very caring and forgiving environment. The ultimate proof of SvenskMUD's forgiveness is the revocable character of death itself. Fair Dangers Another SvenskMUD meta-rule is that dangers (and death) should be "fair". This fairness is extended so as to warn players explicitly of dangers. Before a dangerous monster is encountered, the player receives plenty of warnings: You are standing in the dark woods. You feel a little afraid. East of you is a small dark lake in the woods. There are three visible ways from here: east, north and south. It would be foolish to direct my character to go east in this situation without being adequately prepared for encountering and taking on something dangerous in battle. Those preparations should include a readiness to flee if the expected danger proves to be superior. If, in the example above, a player willingly and knowingly directs a character to walk east, that player has to face the consequences of this action. But if another player is very cautious and has no reason to suspect a deadly danger lurking behind the corner, it is not considered "fair" if that player's character dies or is hurt in such a way that it results in damage that has far-reaching consequences within the game. The dangerous monsters that roam the SvenskMUD world are restricted to roam only "dangerous" areas and it is considered good manners to warn players in some way when they enter such an area. Part of learning how to play SvenskMUD successfully becomes a matter of understanding different cues, such as the transition from a safe area to a dangerous one, or the different levels of danger signalled by different situations. Should they not know it in advance, players quickly learn that it is not advisable to enter the "Valley of Ultimate Evil" unless they have reached a very high level in the game and are prepared to take on any dangers that come their way. As with all other meta-rules, both players and magicians internalise this rule to such an extent that it becomes unquestionable and any transgression (such as a dangerous monster roaming around in a village, killing newbie characters who happen to stray its way) would immediately render complaints from players and corresponding actions on behalf of the magicians to rectify the situation. Meta-Rules as "Folk Ideas" Fine (1983, 76-8) enumerates four meta-rules that Dundes (1971) has described and applies them to the fantasy role-playing games he has studied. Dundes's term for these meta-rules is "folk ideas" and they reflect existing North American (and Western European) cultural beliefs. Fine shows that these folk ideas capture core beliefs or central values of the fantasy role-playing games he studied. Three of Dundes's four folk ideas are also directly applicable to SvenskMUD. Unlimited Wealth The first folk idea is the principle of unlimited good. There is no end to growth or wealth. For that reason, treasure found in a dungeon doesn't need a rationale for being there. This folk idea is related to the modernist concept of constant, unlimited progress. "Some referees even 'restock' their dungeons when players have found a particular treasure so that the next time someone enters that room (and kills the dragon or other beasties guarding it) they, too, will be rewarded" (Fine 1983, 76). To restock all treasures and reawaken all killed monsters at regular intervals is standard procedure in SvenskMUD and all other adventure MUDs. The technical term is that the game "resets". The reason why a MUD resets at regular intervals is that, while the MUD itself is finite, there is no end to the number of players who want their share of treasures and other goodies. The handbook for SvenskMUD magicians contains "design guidelines" for creating quests: You have to invent a small story about your quest. The typical scenario is that someone needs help with something. It is good if you can get the story together in such a way that it is possible to explain why it can be solved several times, since the quest will be solved, once for each prospective magician. Perhaps a small spectacle a short while after (while the player is pondering the reward) that in some way restore things in such a way that it can be solved again. (Tolke 1993, my translation) Good and Evil The second folk idea is that the world is a battleground between good and evil. In fantasy literature or a role-playing game there is often no in-between and very seldom any doubt whether someone encountered is good or evil, as "referees often express the alignment [moral character] of nonplayer characters through stereotyped facial features or symbolic colours" (Fine 1983, 77). "Good and evil" certainly exists as a structuring resource for the SvenskMUD world, but interestingly the players are not able to be described discretely in these terms. As distinct from role-playing games, a SvenskMUD player is not created with different alignments (good, evil or neutral). All players are instead neutral and they acquire an alignment as they go along, playing SvenskMUD -- the game. If a player kills a lot of mice and cute rabbits, that player will turn first wicked and then evil. If a player instead kills trolls and orcs, that player first turns good and then saint-like. Despite the potential fluidity of alignment in SvenskMUD, some players cultivate an aura of being good or evil and position themselves in opposition to each other. This is most apparent with two of the guilds (associations) in SvenskMUD, the Necromancer's guild and the Light order's guild. Courage Begets Rewards The third folk idea is the importance of courage. Dangers and death operate in a "fair" way, as should treasures and rewards. The SvenskMUD world is structured both so as not to harm or kill players "needlessly", and in such a way that it conveys the message "no guts, no glory" to the players. In different places in the MUD (usually close to a church, where new players start), there are "easy" areas with bit-sized dangers and rewards for beginners. My battle with the mouse was an example of such a danger/reward. A small coin or an empty bottle that can be returned for a small finder's fee are examples of other bit-sized rewards: The third folk idea is the importance of courage. Dangers and death operate in a "fair" way, as should treasures and rewards. The SvenskMUD world is structured both so as not to harm or kill players "needlessly", and in such a way that it conveys the message "no guts, no glory" to the players. In different places in the MUD (usually close to a church, where new players start), there are "easy" areas with bit-sized dangers and rewards for beginners. My battle with the mouse was an example of such a danger/reward. A small coin or an empty bottle that can be returned for a small finder's fee are examples of other bit-sized rewards: More experienced characters gain experience points (xps) and rise in levels only by seeking out and overcoming danger and "there is a positive correlation between the danger in a setting and its payoff in treasure" (Fine 1983, 78). Just as it would be "unfair" to die without adequate warning, so would it be (perceived to be) grossly unfair to seek out and overcome dangerous monsters or situations without being adequately rewarded. And conversely, it would be perceived to be unfair if someone "stumbled over the treasure" without having deserved it, i.e. if someone was rewarded without having performed an appropriately difficult task. Taken from the information on etiquette in an adventure MUD, Reid's quote is a good example of this: It's really bad form to steal someone else's kill. Someone has been working on the Cosmicly Invulnerable Utterly Unstoppable Massively Powerful Space Demon for ages, leaves to get healed, and in the interim, some dweeb comes along and whacks the Demon and gets all it's [sic] stuff and tons of xps [experience points]. This really sucks as the other person has spent lots of time and money in expectation of the benefits from killing the monster. The graceful thing to do is to give em [sic] all the stuff from the corpse and compensation for the money spent on healing. This is still a profit to you as you got all the xps and spent practically no time killing it. (Reid 1999, 122, my emphasis) The User Illusion An important objective of the magicians in SvenskMUD is to describe everything that a player experiences in the SvenskMUD world in game-related terms. The game is regarded as a stage where the players are supposed to see only what is in front of, but not behind the scenes. A consistent use of game-related terms and game-related explanations support the suspension of disbelief and engrossment in the SvenskMUD fantasy world. The main activity of the MUD users should be to enter into the game and guide their characters through a fascinating (and, as much as possible and on its own terms, believable) fantasy world. The guiding principle is therefore that the player should never be reminded of the fact that the SvenskMUD world is not for real, that SvenskMUD is only a game or a computer program. From this perspective, the worst thing players can encounter in SvenskMUD is a breakdown of the user illusion, a situation that instantly transports a person from the SvenskMUD world and leaves that person sitting in front of a computer screen. Error messages, e.g. the feared "you have encountered a bug [in the program]", are an example of this. If a magician decides to change the SvenskMUD world, that magician is supposed to do the very best to explain the change by using game-related jargon. This is reminiscent of the advice to "work within the system": "wherever possible, things that can be done within the framework of the experiential level should be. The result will be smoother operation and greater harmony among the user community" (Morningstar and Farmer 1991, 294). If for some reason a shop has to be moved from one village to another, a satisfactory explanation must be given, e.g. a fire occurring in the old shop or the old shop being closed due to competition (perhaps from the "new", relocated shop). Explanations that involve supernatural forces or magic are also fine in a fantasy world. Explanations that remind the player of the fact that the SvenskMUD world is not for real ("I moved the shop to Eriksros, because all magicians decided that it would be so much better to have it there"), or even worse, that SvenskMUD is a computer program ("I moved the program shop.c to another catalogue in the file structure") are to be avoided at all costs. Part of socialising magicians becomes teaching them to express themselves in this way even when they know better about the machinations of SvenskMud. There are several examples of ingenious and imaginative ways to render difficult-to-explain phenomena understandable in game-related terms: There was a simple problem that appeared at times that made the computer [that SvenskMUD runs on] run a little slower, and as time went by the problem got worse. I could fix the problem easily when I saw it and I did that at times. After I had fixed the problem the game went noticeably faster for the players that were logged in. For those occasions, I made up a message and displayed it to everyone who was in the system: "Linus reaches into the nether regions and cranks a little faster". (Interview with Linus Tolke, "God" in SvenskMUD) When a monster is killed in the game, it rots away (disappears) after a while. However, originally, weapons and armour that the monster wielded did not disappear; a lucky player could find valuable objects and take them without having "deserved" them. This specific characteristic of the game was deemed to be a problem, not least because it furthered a virtual inflation in the game that tended to decrease the value of "honestly" collected weapons and loot. The problem was discussed at a meeting of the SvenskMUD magicians that I attended. It was decided that when a monster is killed and the character that killed it does not take the loot, the loot should disappear ("rot") together with the monster. But how should this be explained to the players in a suitable way if they approach a magician to complain about the change, a change that in their opinion was for the worse? At the meeting it was suggested that from now on, all weapons and shields were forged with a cheaper, weaker metal. Not only would objects of this metal "rot" away together with the monster that wielded them, but it was also suggested that all weapons in the whole game should in fact be worn down as time goes by. (Not to worry, new ones appear in all the pre-designated places every time the game resets.) Conclusion -- Configuring the Player SvenskMUD can easily be perceived as a "blooming buzzing confusion" for a new player and my own first explorations in SvenskMUD often left me confused even as I was led from one enlightenment to the next. Not everyone feels inclined to take up the challenge to make sense of a world where you have to learn everything anew, including how to walk and how to talk. On the other hand, in the game world, much is settled for the best, and a crack in a subterranean cave is always exactly big enough to squeeze through... The process of becoming part of the community of SvenskMUD players is inexorably connected to learning to become an expert in the activities of that community, i.e. of playing SvenskMUD (Wenger 1998). A player who wants to program in SvenskMUD (thereby altering the fabric of the virtual world) will acquire many of the relevant concepts before actually becoming a magician, just by playing and exploring the game of SvenskMUD. Even if the user illusion succeeds in always hiding the computer code from the player, the whole SvenskMUD world constitutes a reflection of that underlying computer code. An implicit understanding of the computer code is developed through extended use of SvenskMUD. The relationship between the SvenskMUD world and the underlying computer code is in this sense analogous to the relationship between the lived-in world and the rules of physics that govern the world. All around us children "prepare themselves" to learn the subject of physics in school by throwing balls up in the air (gravity) and by pulling carts or sledges (friction). By playing SvenskMUD, a player will become accustomed to many of the concepts that govern the SvenskMUD world and will come to understand the goals, symbols, procedures and values of SvenskMUD. This process bears many similarities to the "primary socialisation" of a child into a member of society, a socialisation that serves "to make appear as necessity what is in fact a bundle of contingencies" (Berger and Luckmann 1966, 155). This is the purpose of configuring the player and it is intimately connected to the re-growth of SvenskMUD magicians and the survival of SvenskMUD itself over time. However, it is not the only possible outcome of the SvenskMUD socialisation process. The traditional function of trials and quests in fantasy literature is to teach the hero, usually through a number of external or internal encounters with evil or doubt, to make the right, moral choices. By excelling at these tests, the protagonist shows his or her worthiness and by extension also stresses and perhaps imputes these values in the reader (Dalquist et al. 1991). Adventure MUDs could thus socialise adolescents and reinforce common moral values in society; "the fantasy hero is the perfectly socialised and exemplary subject of a society" (53, my translation). My point here is not that SvenskMUD differs from other adventure MUDs. I would imagine that most of my observations are general to adventure MUDs and that many are applicable also to other computer games. My purpose here has rather been to present a perspective on how an adventure MUD is structured, to trace the meaning of that structure beyond the game itself and to suggest a purpose behind that organisation. I encourage others to question built-in bias and underlying assumptions of computer games (and other systems) in future studies. References Berger, P., and T. Luckmann. The Social Construction of Reality: A Treatise in the Sociology of Knowledge. London: Penguin, 1966. Curtis, P. "MUDding: Social Phenomena in Text-Based Virtual Realities." High Noon on the Electronic Frontier. Ed. P. Ludlow. Cambridge, MA: MIT P, 1996. 13 Oct. 2000 <http://www.ibiblio.org/pub/academic/computer-science/virtual-reality/communications/papers/muds/muds/Mudding-Social-Phenomena.txt>. Dalquist, U., T. Lööv, and F. Miegel. "Trollkarlens lärlingar: Fantasykulturen och manlig identitetsutveckling [The Wizard's Apprentices: Fantasy Culture and Male Identity Development]." Att förstå ungdom [Understanding Youth]. Ed. A. Löfgren and M. Norell. Stockholm/Stehag: Brutus Östlings Bokförlag Symposion, 1991. Dundes, A. "Folk Ideas as Units of World View." Toward New Perspectives in Folklore. Ed. A. Paredes and R. Bauman. Austin: U of Texas P, 1971. Fine, G.A. Shared Fantasy: Role-Playing Games as Social Worlds. Chicago: U of Chicago P, 1983. Friedman, B. and H. Nissenbaum. "Bias in Computer Systems." Human Values and the Design of Computer Technology. Ed. B. Friedman. Cambridge, UK: Cambridge UP, 1997. Friedman, T. "Making Sense of Software: Computer Games and Interactive Textuality." Cybersociety: Computer-Mediated Communication and Community. Ed. S. Jones. Thousand Oaks, CA: Sage, 1995. Morningstar, C. and F. R. Farmer. "The Lessons of Lucasfilm's Habitat." Cyberspace: The First Steps. Ed. M. Benedikt. Cambridge: MA, MIT P, 1991. 13 Oct. 2000 <http://www.communities.com/company/papers/lessons.php>. Norman, D. Things That Make Us Smart: Defending Human Attributes in the Age of the Machine. Reading, MA: Addison-Wesley, 1993. Pargman, D. "Code Begets Community: On Social and Technical Aspects of Managing a Virtual Community." Ph.D. dissertation. Dept. of Communication Studies, Linköping University, Sweden, forthcoming, December 2000. Reid, E. "Hierarchy and Power: Social Control in Cyberspace." Communities in Cyberspace. Ed. M. Smith and P. Kollock. London, England: Routledge, 1999. Tolke, L. Handbok för SvenskMudmagiker: ett hjälpmedel för byggarna i SvenskMUD [Handbook for SvenskMudmagicians: An Aid for the Builders in SvenskMUD]. Printed and distributed by the author in a limited edition, 1993. Wenger, E. Communities of Practice: Learning, Meaning and Identity. Cambridge, UK: Cambridge UP, 1998. Citation reference for this article MLA style: Daniel Pargman. "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/mud.php>. Chicago style: Daniel Pargman, "The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/mud.php> ([your date of access]). APA style: Daniel Pargman. (2000) The Fabric of Virtual Reality -- Courage, Rewards and Death in an Adventure MUD. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/mud.php> ([your date of access]).
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Gibson, Prue. "Machinic Interagency and Co-evolution." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.719.

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The ontological equality and material vitality of all things, and efforts to remove “the human” from its apical position in a hierarchy of being, are Object-Oriented Ontology theory (OOO) concepts. These axioms are useful in a discussion of the aesthetics of augmented robotic art, alongside speculations regarding any interagency between the human/non-human and possible co-evolutionary relationships. In addition, they help to wash out the sticky habits of conventional art writing, such as removed critique or an authoritative expert voice. This article aims to address the robotic work Accomplice by Sydney-based artists Petra Gemeinboeck and Rob Saunders as a means of interrogating the independence and agency of robots as non-human species, and as a mode of investigating how we see these relationships changing for the futureFor Accomplice, an artwork exhibited at Artspace, Sydney, in 2013, Gemeinboeck and Saunders built robots, strategised properties, and programmed their performative actions. Replete with lights and hammers, the robots are secreted away behind false walls, where they move along tracks and bang holes into the gallery space. As the devastation of plasterboard ensues, the robots respond interactively to each other through their collective activity: this is intra-action, where an object’s force emerges and where agency is an enactment (Barad, Matter Feels). This paper will continue to draw on the work of feminist scholar and quantum scientist, Karen Barad, due to her related work on agency and intra-action, although she is not part of an OOO theoretical body. Gemeinboeck and Saunders build unstable environments for their robots to perform as embodied inhabitants (Gemeinboeck and Saunders 2). Although the augmented robots are programmed, it is not a prescriptive control. Data is entered, then the robots respond to one another’s proximity and devastation. From the immaterial, virtual realm of robotic programming comes a new materiality which is both unstable, unpredictable, and on the verge of becoming other, or alive. This is a collaboration, not just between Gemeinboeck and Saunders, but between the programmers and their little robots—and the new forces that might be created. Sites of intra-species (human and robot) crossings might be places or spaces where a new figuration of enchantment occurs (Bennett 32). Such a space could take the form of a responsive art-writing intervention or even a new ontological story, as a direct riposte to the lively augmentation of the robotic artwork (Bennett 92). As ficto-critical theorist and ethnographer, Stephen Muecke says, “Experimental writing, for me, would be writing that necessarily participates in worlds rather than a writing constituted as a report on realities seen from the other side of an illusory gap of representation” (Muecke Motorcycles 2). Figure 1: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Writing Forces When things disappear then reappear, there is a point where force is unleashed. If we ask what role the art writer plays in liberating force, the answer might be that her role is to create as an imaginative new creation, equal to the artwork. The artists speak of Accomplice: transductions, transmaterial flows and transversal relations are at play ... whether emerging from or propelling the interplay between internal dynamics and external forces, the enactment of agencies (human and non-human), or the performative relationship unfolding over time. (Gemeinboeck and Saunders 3) When new energetic force is created and the artwork takes on new life, the audience’s imaginative thought is stimulated. This new force might cause an effect of a trans-fictional flow. The act of writing about Accomplice might also involve some intentional implausibility. For instance, whilst in the exhibition gallery space, witnessing Accomplice, I decided to write a note to one of the robots. I could see it, just visible beyond the violently hammered hole in the wall. Broken plaster dusted my shoes and as I peered into the darker outside space, it whizzed past on its way to bang another hole, in harmony with its other robotic friends. So I scribbled a note on a plain white piece of paper, folded it neatly and poked it through the hole: Dear robot, do you get sick of augmenting human lives?Do you get on well with your robotic friends?Yours sincerely, Prue. I waited a few minutes and then my very same piece of paper was thrust back through the hole. It was not folded but was crumpled up. I opened it and noticed a smudged mark in the corner. It looked like an ancient symbol, a strange elliptical script of rounded shapes, but was too small to read. An intergalactic message, a signal from an alien presence perhaps? So I borrowed a magnifying glass from the Artspace gallery attendant. It read: I love opera. Robot Two must die. This was unexpected! As I pondered the robot’s reply, I noticed the robots did indeed make strange bird-like noises to one another; their tapping was like rhythmic woodpeckers. Their hammering was a kind of operatic symphony; it was not far-fetched that these robots were appreciative of the sound patterns they made. In other words, they were responding to stimuli in the environment, and acting in response. They had agency beyond the immaterial computational programming their creators had embedded. It wasn’t difficult to suspend disbelief to allow the possibility that interaction between the robots might occur, or that one might have gone rogue. An acceptance of the possibility of inter-agency would allow the fantastical reality of a human becoming short-term pen pals with an augmented machine. Karen Barad might endorse such an unexpected intra-action act. She discourages conventional critique as, “a tool that keeps getting used out of habit” (Matter Feels). Art writing, in an era of robots and awareness of other non-human sentient life-forms can be speculative invention, have a Barad-like imaginative materiality (Matter Feels), and sense of suspended disbelief. Figure 2: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) The Final Onto-Story Straw Gemeinboeck and Saunders say the space where their robots perform is a questionable one: “the fidelity of the space as a shared experience is thus brought into question: how can a shared virtual experience be trusted when it is constructed from such intangible and malleable stuff as streams of binary digits” (7). The answer might be that it is not to be trusted, particularly in an OOO aesthetic approach that allows divergent and contingent fictive possibilities. Indeed, thinking about the fidelity of the space, there was something about a narrow access corridor in the Accomplice exhibition space, between the false gallery wall and the cavity where the robots moved on their track, that beckoned me. I glanced over my shoulder to check that the Artspace attendant wasn’t watching and slipped behind the wall. I took a few tentative steps, not wanting to get knocked on the nose by a zooming robot. I saw that one robot had turned away from the wall and was attacking another with its hammer. By the time I arrived, the second robot (could it be Robot Two?) had been badly pummeled. Not only did Robot One attack Robot Two but I witnessed it using its extended hammer to absorb metal parts: the light and the hammer. It was adapting, like Philip K. Dick’s robots in his short story ‘Preserving Machine’ (See Gray 228-33). It was becoming more augmented. It now had two lights and two hammers and seemed to move at double speed. Figure 3: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)My observance of this scene might be explained by Gemeinboeck/Saunders’s comment regarding Philip K. Dick-style interference and instability, which they actively apply to their work. They say, “The ‘gremlins’ of our works are the slipping logics of nonlinear systems or distributed agential forces of colliding materials” (18). An audience response is a colliding material. A fictional aside is a colliding material. A suspension of disbelief must also be considered a colliding material. This is the politics of the para-human, where regulations and policies are in their infancy. Fears of artificial intelligence seem absurd, when we consider how startled we become when the boundaries between fiction/truth become as flimsy and slippery as the boundaries between human/non-human. Art writing that resists truth complements Gemeinboeck/Saunders point that, “different agential forces not only co-evolve but perform together” (18).The DisappearanceBefore we are able to distinguish any unexpected or enchanted ontological outcomes, the robots must first appear, but for things to truly appear to us, they must first disappear. The robots disappear from view, behind the false walls. Slowly, through the enactment of an agented force (the action of their hammers upon the wall), they beat a path into the viewer’s visual reality. Their emergence signals a performative augmentation. Stronger, better, smarter, longer: these creatures are more-than-human. Yet despite the robot’s augmented technological improvement upon human ability, their being (here, meaning their independent autonomy) is under threat in a human-centred world environment. First they are threatened by the human habit of reducing them to anthropomorphic characteristics: they can be seen as cute little versions of humans. Secondly, they are threatened by human perception that they are under the control of the programmers. Both points are arguable: these robots are undoubtedly non-human, and there are unexpected and unplanned outcomes, once they are activated. These might be speculative or contestable outcomes, which are not demonstrably an epitome of truth (Bennett 161). Figure 4: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck)Gemeinboeck’s robotic creatures, with their apparent work/play and civil disobedience, appeared to exhibit human traits. An OOO approach would discourage these anthropomorphic tendencies: by seeing human qualities in inanimate objects, we are only falling back into correlational habits—where nature and culture are separate dyads and can never comprehend each other, and where humankind is mistakenly privileged over all other entities (Meillassoux 5). This only serves to inhibit any access to a reality outside the human-centred view. This kind of objectivity, where we see ourselves as nature, does no more than hold up a mirror to our inescapably human selves (Barad, Matter Feels). In an object-oriented approach the unpredictable outcomes of the robots’s performance is brought to attention. OOO proponent and digital media theorist Ian Bogost, has a background in computational media, especially video and social media games, and says, “computers are plastic and metal corpses with voodoo powers” (9). This is a non-life description, hovering in the liminal space between being and not being. Bogost’s view is that a strange world stirs within machinic devices (9). A question to ask: what’s it like to be a robot? Perhaps the answer lies somewhere between what it does and how we see it. It is difficult not to think of twentieth century philosopher Martin Heidegger’s tool analysis theory when writing of Gemeinboeck/Saunders’s work because Heidegger, and OOO scholar Graham Harman after him, uses the hammer as his paradigmatic tool. In his analysis, things are only present-at-hand (consciously perceived without utility) once they break (Harman, Heidegger Explained 63). However, Gemeinboeck and Saunders’s installation Accomplice straddles Heidegger’s dual present-at-hand and read-at-hand (the utility of the thing) because art raises the possibility that we might experience these divergent qualities of the robotic entities, simultaneously. The augmented robot, existing in its performative exhibition ecology, is the bridge between sentient life and utility. Robotic Agency In relation to the agency of robots, Ian Bogost refers to the Tableau Machine which was a non-human actor system created by researchers at Georgia Tech in 1998 (Bogost 106). It was a house fitted with cameras, screens, interfaces, and sensors. This was an experimental investigation into ambient intelligence. The researchers’s term for the computational agency was ‘alien presence,’ suggesting a life outside human comprehension. The data-collator sensed and interpreted the house and its occupants, and re-created that recorded data as abstract art, by projecting images on its own plasma screens. The implication was that the home was alive, vital, and autonomously active, in that it took on a sentient life, beyond human control. This kind of vital presence, an aliveness outside human programming, is there in the Accomplice robots. Their agency becomes materialized, as they violate the polite gallery-viewing world. Karen Barad’s concept of agency works within a relational ontology. Agency resists being granted, but rather is an enactment, and creates new possibilities (Barad, Matter Feels). Agency is entangled amongst “intra-acting human and non-human practices” (6). In Toward an Enchanted Materialism, Jane Bennett describes primordia (atoms) as “not animate with divine spirit, and yet they are quite animated - this matter is not dead at all” (81). This then is an agency that is not spiritual, nor is there any divine purpose. It is a matter of material force, a subversive action performed by robotic entities, not for any greater good, in fact, for no reason at all. This unpredictability is OOO contingency, whereby physical laws remain indifferent to whether an event occurs or not (Meillassoux 39). Figure 5: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) A Post-Human Ethic The concept of a post-human state of being raises ethical concerns. Ethics is a human construct, a criteria of standards fixed within human social systems. How should humans respond, without moral panic, to robots that might have life and sentient power outside human control? If an OOO approach is undertaken, the implication is that all things exist equally and ethics, as fixed standards, might need to be dismantled and replaced with a more democratic set of guidelines. A flat ontology, argued for by Bogost, Levi Bryant and other OOO advocates, follows that all entities have equal potential for independent energy and agency (although OOO theorists disagree on many small technical issues). The disruption of the conventional hierarchical model of being is replaced by a flat field of equality. This might cause the effect of a more ethical, ontological ecology. Quentin Meillassoux, an influential figure in the field of Speculative Realism, from which OOO is an offshoot, finds philosophical/mathematical solutions to the problems of human subjectivity. His eschewing of Kantian divisions between object/subject and human/world, is accompanied by a removal from Kantian and Cartesian critique (Meillassoux 30). This turn from critique, and its related didactic authority and removed judgment, marks an important point in the culture of philosophy, but also in the culture of art writing. If we can escape the shackles of divisive critique, then the pleasures of narrative might be given space. Bogost endorses collapsing the hierarchical model of being and converting conventional academic writing (89). He says, “for the computers to operate at all for us first requires a wealth of interactions to take place for itself. As operators or engineers, we may be able to describe how such objects and assemblages work. But what do they “experience” (Bogost 10)? This view is complementary to an OOO view of anti-subjectivity, an awareness of things that might exist irrespective of human life, from both inside and outside the mind (Harman 143). Figure 6: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) New Materiality In addition to her views on human/non-human agency, Karen Barad develops a parallel argument for materiality. She says, “matter feels, converses, suffers, desires, yearns and remembers.” Barad’s agential realism is predicated on an awareness of the immanence of matter, with materiality that subverts conventions of transcendence or human-centredness. She says, “On my agential realist account, all bodies, not merely human bodies, come to matter through the world’s performativity - its iterative intra-activity.” Barad sees matter, all matter, as entangled parts of phenomena that extend across time and space (Nature’s Queer Performativity 125). Barad argues against the position that acts against nature are moral crimes, which occur when the nature/culture divide is breached. She questions the individuated categorizations of ‘nature’ and ‘culture’ inherent in arguments like these (Nature’s Queer Performativity, 123-5). Likewise, in robotic and machinic aesthetics, it could be seen as an ethical breach to consider the robots as alive, sentient, and experiential. This confounds previous cultural separations, however, object-oriented theory is a reexamination of these infractions and offers an openness to discourse of different causal outcomes. Figure 7: Accomplice by Petra Gemeinboeck and Rob Saunders, Artspace, Sydney, 2013. (Photo: Petra Gemeinboeck) Co-Evolution Artists Gemeinboeck/Saunders are artists and scholarly researchers investigating new notions of co-evolution. If we ascribe human characteristics to robots, might they ascribe machinic properties to us? It is possible to argue that co-evolution is already apparent in the world. Titanium knees, artificial arteries, plastic hips, pacemakers, metallic vertebrae pins: human medicine is a step ahead. Gemeinboeck/Saunders in turn make a claim for the evolving desires of their robots (11). Could there be performative interchangeability between species: human and robot? Barad asks us not to presume what the distinctions are between human and non-human and not to make post-humanist blurrings, but to understand the materializing effects of the boundaries between humans and nonhumans (Nature’s Queer Performativity 123). Vital matter emerges from acts of reappearance, re-performance, and interspecies interaction. Ian Bogost begins his Alien Phenomenology by analysing Alan Turing’s essay, Computing Machinery and Intelligence and deduces that it is an approach inextricably linked to human understanding (Bogost 14). Bogost seeks to avoid distinctions between things or a slippage into an over-determination of systems operations, and instead he adopts an OOO view where all things are treated equally, even cheeky little robots (Bogost 17).Figure 8: Accomplice by Petra Gemeinboeck and Rob Saunders, installation view, Artspace, Sydney. (Photo: silversalt photography) Intra-Active ReappearanceIf Barad describes intra-action as enacting an agential cut or separation of object from subject, she does not mean a distinction between object and subject but instead devises an intra-active cutting of things together-apart (Nature’s Queer Performativity 124). This is useful for two reasons. First it allows confusion between inside and outside, between real and unreal, and between past and future. In other words it defies the human/world correlates, which OOO’s are actively attempting to flee. Secondly it makes sense of an idea of disappearance as being a re-appearance too. If robots, and all other species, start to disappear, from our consciousness, from reality, from life (that is, becoming extinct), this disappearance causes or enacts a new appearance (the robotic action), and this action has its own vitality and immanence. If virtuality (an aesthetic of being that grew from technology, information, and digital advancements) meant that the body was left or abandoned for an immaterial space, then robots and robotic artwork are a means of re-inhabiting the body in a re-materialized mode. This new body, electronic and robotic in nature, might be mastered by a human hand (computer programming) but its differential is its new agency which is one shared between human and non-human. Barad warns, however, against a basic inversion of humanism (Nature’s Queer Performativity 126). Co-evolution is not the removal of the human. While an OOO approach may not have achieved the impossible task of creating a reality beyond the human-centric, it is a mode of becoming cautious of an invested anthropocentric view, which robotics and diminished non-human species bring to attention. The autonomy and agency of robotic life challenges human understanding of ontological being and of how human and non-human entities relate.References Barad, Karen. "Nature’s Queer Performativity." Qui Parle 19.2 (2011): 121-158. ———. Interview. In Rick Dolphijn and Van Der Tuin. “Matter Feels, Converses, Suffers, Desires, Yearns and Remembers: Interview with Karen Barad.” New Materialism: Interviews and Cartographies. Ann Arbor: University of Michigan; Open Humanities Press, 2012. ———. "Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter." Signs: Journal of Women in Culture and Society 28.3 (2003): 801-831. Bennett, Jane. The Enchantment of Modern Life: Attachments, Crossings, and Ethics. New Jersey: Princeton University Press, 2001. Bogost, Ian. Alien Phenomenology. Minneapolis: Minnesota Press, 2012. Bryant, Levi. The Democracy of Objects. University of Michigan Publishing: Open Humanities Press, 2011. ———, N. Srnicek, and GHarman. The Speculative Turn: Continental Materialism and Realism. Melbourne: re:press, 2011. Gemeinboeck, Petra, and Rob Saunders. “Other Ways of Knowing: Embodied Investigations of the Unstable, Slippery and Incomplete.” Fibreculture Journal 18 (2011). ‹http://eighteen.fibreculturejournal.org/2011/10/09/fcj-120-other-ways-of-knowing-embodied-investigations-of-the-unstable-slippery-and-incomplete/›. Gray, Nathan. "L’object sonore undead." In A. Barikin and H. Hughes. Making Worlds: Art and Science Fiction. Melbourne: Surpllus, 2013. 228-233. Harman, Graham. The Quadruple Object. Winchester UK: Zero Books, 2011. ———. Guerilla Metaphysics: Phenomenology and the Carpentry of Things. Chicago: Open Court, 2005. ———. Heidegger Explained: From Phenomenon to Thing. Chicago: Open Court Publishing, 2007. Heidegger, Martin. Being and Time. San Francisco: Harper and Row, 1962. Meillassoux, Quentin. After Finitude: An Essay on the Necessity of Contingency. New York: Continuum, 2008. Muecke, Stephen. "The Fall: Ficto-Critical Writing." Parallax 8.4 (2002): 108-112. ———. "Motorcycles, Snails, Latour: Criticism without Judgment." Cultural Studies Review 18.1 (2012): 40-58. ———. “The Writing Laboratory: Political Ecology, Labour, Experiment.” Angelaki 14.2 (2009): 15-20. Phelan, Peggy. Unmarked: The Politics of Performance. London: Routledge, 1993.
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Goggin, Gerard. "Innovation and Disability." M/C Journal 11, no. 3 (July 2, 2008). http://dx.doi.org/10.5204/mcj.56.

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Critique of Ability In July 2008, we could be on the eve of an enormously important shift in disability in Australia. One sign of change is the entry into force on 3 May 2008 of the United Nations convention on the Rights of Persons with Disabilities, which will now be adopted by the Rudd Labor government. Through this, and other proposed measures, the Rudd government has indicated its desire for a seachange in the area of disability. Bill Shorten MP, the new Parliamentary Secretary for Disabilities and Children’s Services has been at pains to underline his commitment to a rights-based approach to disability. In this inaugural speech to Parliament, Senator Shorten declared: I believe the challenge for government is not to fit people with disabilities around programs but for programs to fit the lives, needs and ambitions of people with disabilities. The challenge for all of us is to abolish once and for all the second-class status that too often accompanies Australians living with disabilities. (Shorten, “Address in reply”; see also Shorten, ”Speaking up”) Yet if we listen to the voices of people with disability, we face fundamental issues of justice, democracy, equality and how we understand the deepest aspects of ourselves and our community. This is a situation that remains dire and palpably unjust, as many people with disabilities have attested. Elsewhere I have argued (Goggin and Newell) that disability constitutes a systemic form of exclusion and othering tantamount to a “social apartheid” . While there have been improvements and small gains since then, the system that reigns in Australia is still fundamentally oppressive. Nonetheless, I would suggest that through the rise of the many stranded movements of disability, the demographic, economic and social changes concerning impairment, we are seeing significant changes in how we understand impairment and ability (Barnes, Oliver and Barton; Goggin and Newell, Disability in Australia; Snyder, Brueggemann, and Garland-Thomson; Shakespeare; Stiker). There is now considerable, if still incomplete, recognition of disability as a category that is constituted through social, cultural, and political logics, as well as through complex facets of impairment, bodies (Corker and Shakespeare), experiences, discourses (Fulcher), and modes of materiality and subjectivity (Butler), identity and government (Tremain). Also there is growing awareness of the imbrication of disability and other categories such as sex and gender (Fine and Asch; Thomas), race, age, culture, class and distribution of wealth (Carrier; Cole; Davis, Bending over Backwards, and Enforcing Normalcy; Oliver; Rosenblum and Travis), ecology and war (Bourke; Gerber; Muir). There are rich and wide-ranging debates that offer fundamental challenges to the suffocating grip of the dominant biomedical model of disability (that conceives disability as individual deficit — for early critiques see: Borsay; Walker), as well as the still influential and important (if at times limiting) social model of disability (Oliver; Barnes and Mercer; Shakespeare). All in all,there have been many efforts to transform the social and political relations of disability. If disability has been subject to considerable examination, there has not yet been an extended, concomitant critique of ability. Nor have we witnessed a thoroughgoing recognition of unmarked, yet powerful operations of ability in our lives and thought, and the potential implications of challenging these. Certainly there have been important attempts to reframe the relationship between “ability” and “disability” (for example, see Jones and Mark). And we are all familiar with the mocking response to some neologisms that seek to capture this, such as the awkward yet pointed “differently-abled.” Despite such efforts we lack still a profound critique of ability, an exploration of “able”, the topic that this special issue invites us to consider. If we think of the impact and significance of “whiteness”, as a way to open up space for how to critically think about and change concepts of race; or of “masculinity” as a project for thinking about gender and sexuality — we can see that this interrogation of the unmarked category of “able” and “ability” is much needed (for one such attempt, see White). In this paper I would like to make a small contribution to such a critique of ability, by considering what the concept of innovation and its contemporary rhetorics have to offer for reframing disability. Innovation is an important discourse in contemporary life. It offers interesting possibilities for rethinking ability — and indeed disability. And it is this relatively unexplored prospect that this paper seeks to explore. Beyond Access, Equity & Diversity In this scene of disability, there is attention being given to making long over-due reforms. Yet the framing of many of these reforms, such as the strengthening of national and international legal frameworks, for instance, also carry with them considerable problems. Disability is too often still seen as something in need of remediation, or special treatment. Access, equity, and anti-discrimination frameworks offer important resources for challenging this “special” treatment, so too do the diversity approaches which have supplemented or supplanted them (Goggin and Newell, “Diversity as if Disability Mattered”). In what new ways can we approach disability and policies relevant to it? In a surprisingly wide range of areas, innovation has featured as a new, cross-sectoral approach. Innovation has been a long-standing topic in science, technology and economics. However, its emergence as master-theme comes from its ability to straddle and yoke together previously diverse fields. Current discussions of innovation bring together and extend work on the information society, the knowledge economy, and the relationships between science and technology. We are now familiar for instance with arguments about how digital networked information and communications technologies and their consumption are creating new forms of innovation (Benkler; McPherson; Passiante, Elia, and Massari). Innovation discourse has extended to many other unfamiliar realms too, notably the area of social and community development, where a new concept of social innovation is now proposed (Mulgan), often aligned with new ideas of social entrepreneurship that go beyond earlier accounts of corporate social responsibility. We can see the importance of innovation in the ‘creative industries’ discourses and initiatives which have emerged since the 1990s. Here previously distinct endeavours of arts and culture have become reframed in a way that puts their central achievement of creativity to the fore, and recognises its importance across all sorts of service and manufacturing industries, in particular. More recently, theorists of creative industries, such as Cunningham, have begun to talk about “social network markets,” as a way to understand the new hybrid of creativity, innovation, digital technology, and new economic logics now being constituted (Cunningham and Potts). Innovation is being regarded as a cardinal priority for societies and their governments. Accordingly, the Australian government has commissioned a Review of The National Innovation System, led by Dr Terry Cutler, due to report in the second half of 2008. The Cutler review is especially focussed upon gaps and weaknesses in the Australian innovation system. Disability has the potential to figure very strongly in this innovation talk, however there has been little discussion of disability in the innovation discourse to date. The significance of disability in relation to innovation was touched upon some years ago, in a report on Disablism from the UK Demos Foundation (Miller, Parker and Gillinson). In a chapter entitled “The engine of difference: disability, innovation and creativity,” the authors discuss the area of inclusive design, and make the argument for the “involvement of disabled people to create a stronger model of user design”:Disabled people represented a market of 8.6 million customers at the last count and their experiences aren’t yet feeding through into processes of innovation. But the role of disabled people as innovators can and should be more active; we should include disabled people in the design process because they are good at it. (57) There are two reasons given for this expertise of disabled people in design. Firstly, “disabled people are often outstanding problem solvers because they have to be … life for disabled people at the moment is a series of challenges to be overcome” (57). Secondly, “innovative ideas are more likely to come from those who have a new or different angle on old problems” (57). The paradox in this argument is that as life becomes more equitable for people with disabilities, then these ‘advantages’ should disappear” (58). Accordingly, Miller et al. make a qualified argument, namely that “greater participation of disabled people in innovation in the short term may just be the necessary trigger for creating an altogether different, and better, system of innovation for everyone in the future” (58). The Demos Disablism report was written at a time when rhetorics of innovation were just beginning to become more generalized and mainstream. This was also at a time in the UK, when there was hope that new critical approaches to disability would see it become embraced as a part of the diverse society that Blair’s New Labor Britain had been indicating. The argument Disablism offers about disability and innovation is in some ways a more formalized version of vernacular theory (McLaughlin, 1996). In the disability movement we often hear, with good reason, that people with disability, by dint of their experience and knowledge are well positioned to develop and offer particular kinds of expertise. However, Miller et al. also gesture towards a more generalized account of disability and innovation, one that would intersect with the emerging frameworks around innovation. It is this possibility that I wish to take up and briefly explore here. I want to consider the prospects for a fully-fledged encounter between disability and innovation. I would like to have a better sense of whether this is worth pursuing, and what it would add to our understanding of both disability and innovation? Would the disability perspective be integrated as a long-term part of our systems of innovation rather than, as Miller et al. imply, deployed temporarily to develop better innovation systems? What pitfalls might be bound up with, or indeed be the conditions of, such a union between disability and innovation? The All-Too-Able User A leading area where disability figures profoundly in innovation is in the field of technology — especially digital technology. There is now a considerable literature and body of practice on disability and digital technology (Annable, Goggin, and Stienstra; Goggin and Newell, Digital Disability; National Council on Disability), however for my purposes here I would like to focus upon the user, the abilities ascribed to various kinds of users, and the user with disability in particular. Digital technologies are replete with challenges and opportunities; they are multi-layered, multi-media, and global in their manifestation and function. In Australia, Britain, Canada, the US, and Europe, there have been some significant digital technology initiatives which have resulted in improved accessibility for many users and populations (Annable, Goggin, and Stienstra; National Council on Disability) . There are a range of examples of ways in which users with disability are intervening and making a difference in design. There is also a substantial body of literature that clarifies why we need to include the perspective of the disabled if we are to be truly innovative in our design practices (Annable, Goggin and Stienstra; Goggin and Newell, “Disability, Identity and Interdependence”). I want to propose, however, that there is merit in going beyond recognition of the role of people with disability in technology design (vital and overlooked as it remains), to consider how disability can enrich contemporary discourses on innovation. There is a very desirable cross-over to be promoted between the emphasis on the user-as-expert in the sphere of disability and technology, and on the integral role of disability groups in the design process, on the one hand, and the rise of the user in digital culture generally, on the other. Surprisingly, such connections are nowhere near as widespread and systematic as they should be. It may be that contemporary debates about the user, and about the user as co-creator, or producer, of technology (Haddon et al.; von Hippel) actually reinstate particular notions of ability, and the able user, understood with reference to notions of disability. The current emphasis on the productive user, based as it is on changing understandings of ability and disability, provides rich material for critical revision of the field and those assumptions surrounding ability. It opens up possibilities for engaging more fully with disability and incorporating disability into the new forms and relations of digital technology that celebrate the user (Goggin and Newell, Digital Disability). While a more detailed consideration of these possibilities require more time than this essay allows, let us consider for a moment the idea of a genuine encounter between the activated user springing from the disability movement, and the much feted user in contemporary digital culture and theories of innovation. People with disability are using these technologies in innovative ways, so have much to contribute to wider discussions of digital technology (Annable, Goggin and Stienstra). The Innovation Turn Innovation policy, the argument goes, is important because it stands to increase productivity, which in turn leads to greater international competitiveness and economic benefit. Especially with the emergence of capitalism (Gleeson), productivity has strong links to particular notions of which types of production and produce are valued. Productivity is also strongly conditioned by how we understand ability and, last in a long chain of strong associations, how we as a society understand and value those kinds of people and bodies believed to contain and exercise the ordained and rewarded types of ability, produce, and productivity. Disability is often seen as antithetical to productivity (a revealing text on the contradictions of disability and productivity is the 2004 Productivity Commission Review of the Disability Discrimination Act). When we think about the history of disability, we quickly realize that productivity, and by extension, innovation, are strongly ideological. Ideological, that is, in the sense that these fields of human endeavour and our understanding of them are shaped by power relations, and are built upon implicit ‘ableist’ assumptions about productivity. In this case, the power relations of disability go right to the heart of the matter, highlighting who and what are perceived to be of value, contributing economically and in other ways to society, and who and what are considered as liabilities, as less valued and uneconomical. A stark recent example of this is the Howard government workplace and welfare reforms, which further disenfranchised, controlled, and impoverished people with disability. If we need to rethink our ideas of productivity and ability in the light of new notions of disability, then so too do we need to rethink our ideas about innovation and disability. Here the new discourses of innovation may actually be useful, but also contain limited formulations and assumptions about ability and disability that need to be challenged. The existing problems of a fresh approach to disability and innovation can be clearly observed in the touchstones of national science and technology “success.” Beyond One-Sided Innovation Disability does actually feature quite prominently in the annals of innovation. Take, for instance, the celebrated case of the so-called “bionic ear” (or cochlear implant) hailed as one of Australia’s great scientific inventions of the past few decades. This is something we can find on display in the Powerhouse Museum of Technology and Design, in Sydney. Yet the politics of the cochlear implant are highly controversial, not least as it is seen by many (for instance, large parts of the Deaf community) as not involving people with disabilities, nor being informed by their desires (Campbell, also see “Social and Ethical Aspects of Cochlear Implants”). A key problem with the cochlear implant and many other technologies is that they are premised on the abolition or overcoming of disability — rather than being shaped as technology that acknowledges and is informed by disabled users in their diverse guises. The failure to learn the lessons of the cochlear implant for disability and innovation can be seen in the fact that we are being urged now to band together to support the design of a “bionic eye” by the year 2020, as a mark of distinction of achieving a great nation (2020 Summit Initial Report). Again, there is no doubting the innovation and achievement in these artefacts and their technological systems. But their development has been marked by a distinct lack of consultation and engagement with people with disabilities; or rather the involvement has been limited to a framework that positions them as passive users of technology, rather than as “producer/users”. Further, what notions of disability and ability are inscribed in these technological systems, and what do they represent and symbolize in the wider political and social field? Unfortunately, such technologies have the effect of reproducing an ableist framework, “enforcing normalcy” (Davis), rather than building in, creating and contributing to new modes of living, which embrace difference and diversity. I would argue that this represents a one-sided logic of innovation. A two-sided logic of innovation, indeed what we might call a double helix (at least) of innovation would be the sustained, genuine interaction between different users, different notions of ability, disability and impairment, and the processes of design. If such a two-sided (or indeed many-sided logic) is to emerge there is good reason to think it could more easily do so in the field of digital cultures and technologies, than say, biotechnology. The reason for this is the emphasis in digital communication technologies on decentralized, participatory, user-determined governance and design, coming from many sources. Certainly this productive, democratic, participatory conception of the user is prevalent in Internet cultures. Innovation here is being reshaped to harness the contribution and knowledge of users, and could easily be extended to embrace pioneering efforts in disability. Innovating with Disability In this paper I have tried to indicate why it is productive for discourses of innovation to consider disability; the relationship between disability and innovation is rich and complex, deserving careful elaboration and interrogation. In suggesting this, I am aware that there are also fundamental problems that innovation raises in its new policy forms. There are the issues of what is at stake when the state is redefining its traditional obligations towards citizens through innovation frameworks and discourses. And there is the troubling question of whether particular forms of activity are normatively judged to be innovative — whereas other less valued forms are not seen as innovative. By way of conclusion, however, I would note that there are now quite basic, and increasingly accepted ways, to embed innovation in design frameworks, and while they certainly have been adopted in the disability and technology area, there is much greater scope for this. However, a few things do need to change before this potential for disability to enrich innovation is adequately realized. Firstly, we need further research and theorization to clarify the contribution of disability to innovation, work that should be undertaken and directed by people with disability themselves. Secondly, there is a lack of resources for supporting disability and technology organisations, and the development of training and expertise in this area (especially to provide viable career paths for experts with disability to enter the field and sustain their work). If this is addressed, the economic benefits stand to be considerable, not to mention the implications for innovation and productivity. Thirdly, we need to think about how we can intensify existing systems of participatory design, or, better still, introduce new user-driven approaches into strategically important places in the design processes of ICTs (and indeed in the national innovation system). Finally, there is an opportunity for new approaches to governance in ICTs at a general level, informed by disability. New modes of organising, networking, and governance associated with digital technology have attracted much attention, also featuring recently in the Australia 2020 Summit. Less well recognised are new ideas about governance that come from the disability community, such as the work of Queensland Advocacy Incorporated, Rhonda Galbally’s Our Community, disability theorists such as Christopher Newell (Newell), or the Canadian DIS-IT alliance (see, for instance, Stienstra). The combination of new ideas in governance from digital culture, new ideas from the disability movement and disability studies, and new approaches to innovation could be a very powerful cocktail indeed.Dedication This paper is dedicated to my beloved friend and collaborator, Professor Christopher Newell AM (1964-2008), whose extraordinary legacy will inspire us all to continue exploring and questioning the idea of able. 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Toward a Model of Policy for People with Physical and Mental Disabilities.” Disability, Handicap and Society 1.2 (1986): 179-195. Bourke, Joanna. Dismembering the Male: Men’s Bodies, Britain and the Great War. Chicago: University of Chicago Press, 1996. Butler, Judith. Bodies that Matter: On the Discursive Limits of “Sex.” London: Routledge, 1993. Campbell, Fiona. “Selling the Cochlear Implant.” Disability Studies Quarterly 25.3 (2005). ‹http://www.dsq-sds-archives.org/_articles_html/2005/summer/campbell.asp›. Carrier, James G. Learning Disability: Social Class and the Construction of Inequality in American Education. New York: Greenword Press, 1986. Cole, Mike, ed. Education, Equality and Human Rights: Issues of Gender, ‘Race’, Sexuality, Disability and Social Class. London and New York: Routledge, 2006. Corker, Mairean, and Tom Shakespeare, eds. Disability/Postmodernity: Embodying Disability Theory. London: Continuum, 2002. Davis, Lennard J. Bending Over Backwards: Disability, Dismodernism, and other Difficult Positions. New York, NY: New York University Press, 2002. ———. Enforcing Normalcy: Disability, Deafness and the Body. London: Verso, 1995. Fine, Michelle, and Adrienne Asch, eds. Women with Disabilities: Essays in Psychology, Culture, and Politics. Philadelphia: Temple University Press, 1988. Fulcher, Gillian. Disabling Policies? London: Falmer Press, 1989. Gerber, David A., ed. Disabled Veterans in History. Ann Arbor, MI: University of Michigan Press, 2000. Gleeson, Brendan. Geographies of Disability. London and New York: Routledge, 1999. Goggin, Gerard, and Christopher Newell. Digital Disability: The Social Construction of Disability in New Media. Lanham, MD: Rowman & Littlefield, 2003. ———. Disability in Australia: Exposing a Social Apartheid. Sydney: University of New South Wales Press, 2005. ———, eds. “Disability, Identity, and Interdependence: ICTs and New Social Forms.” Special issue of Information, Communication & Society 9.3 (2006). ———. “Diversity as if Disability Mattered.” Australian Journal of Communication 30.3 (2003): 1-6. ———, eds. “Technology and Disability.” Special double issue of Disability Studies Quarterly 25.2-3 (2005). Haddon, Leslie, Enid Mante, Bartolomeo Sapio, Kari-Hans Kommonen, Leopoldina Fortunati, and Annevi Kant, eds. Everyday Innovators: Researching the Role of Users in Shaping ICTs. London: Springer, 2005. Jones, Melinda, and Anne Basser Marks Lee, eds. Disability, Divers-ability and Legal Change. The Hague: Martinus Nijhoff, 1999. McLaughlin, Thomas. Street Smarts and Critical Theory: Listening to the Vernacular. Madison: University of Wisconsin Press, 1996. McPherson, Tara, ed. Digital Youth, Innovation, and the Unexpected. Cambridge, MA: MIT Press, 2008. Meekosha, Helen. “Drifting Down the Gulf Stream: Navigating the Cultures of Disability Studies.” Disability & Society 19.7 (2004): 721-733. Miller, Paul, Sophia Parker, and Sarah Gillinson. Disablism: How to Tackle the Last Prejudice. London: Demos, 2004. ‹http://www.demos.co.uk/publications/disablism›. Mulgan, Geoff. “The Process of Social Innovation.” Innovations 1.2 (2006): 145-62. Muir, Kristy. “‘That Bastard’s Following Me!’ Mentally Ill Australian Veterans Struggling to Maintain Control.” Social Histories of Disability and Deformity. Ed. in David M. Turner and Kevin Stagg. New York: Routledge. 161-74. National Council on Disability (NCD). Design for Inclusion: Creating a New Marketplace. Washington: NCD, 2004. Newell, Christopher. “Debates Regarding Governance: A Disability Perspective.” Disability & Society 13.2 (1998): 295-296. Oliver, Michael. The Politics of Disablement: A Sociological Approach. New York: St. Martin’s Press, 1990. Passiante, Giuseppina, Valerio Elia, and Tommaso Massari, eds. Digital Innovation: Innovation Processes in Virtual Clusters and Digital Regions. London: Imperial College Press, 2003. Productivity Commission. Review of the Disability Discrimination Act 1992. Melbourne: Productivity Commission, 2004. ‹http://www.pc.gov.au/inquiry/dda/docs/finalreport›. Shakespeare, Tom. Disability Rights and Wrongs. New York: Routledge, 2006. Shorten, Bill. Address-in-Reply, Governor-General’s Speech. Hansard 14 Feb. 2008: 328-333. ———. “Speaking Up for True Battlers.” Daily Telegraph 12 March 2008. ‹http://www.billshorten.com.au/press/index.cfm?Fuseaction=pressreleases_full&ID=1328›. Snyder, Sharon L., Brenda Brueggemann, and Rosemary Garland-Thomson, eds. Disability Studies: Enabling the Humanities. New York: Modern Language Association of America, 2002. Stienstra, Deborah. “The Critical Space Between: Access, Inclusion and Standards in Information Technologies.” Information, Communication & Society 9.3 (2006): 335-354. Stiker, Henri-Jacques. A History of Disability. Trans. William Sayers. Ann Arbor: University of Michigan Press, 1999. Thomas, Carol. Female Forms: Experiencing and Understanding Disability. Buckingham: Open University, 1999. Rosenblum, Karen E., and Toni-Michelle C. Travis, eds. The Meaning of Difference: American Constructions of Race, Sex and Gender, Social Class, Sexual Orientation, and Disability. New York, NY: McGraw-Hill, 2008. Von Hippel, Eric. Democratizing Innovation. Cambridge, MA: MIT Press, 2005. Walker, Alan. “The Social Origins of Impairment, Disability and Handicap.” Medicine and Society 6.2-3 (1980): 18-26. White, Michele. “Where Do You Want to Sit Today: Computer Programmers’ Static Bodies and Disability.” Information, Communication and Society 9.3 (2006): 396-416.
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Dissertations / Theses on the topic "Expert systems (Computer science) Moral and ethical aspects"

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Charlesworth, Matthew. "An investigation of an undergraduate course module on the ethical aspects of information systems." Thesis, Rhodes University, 2005. http://eprints.ru.ac.za/199/.

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Books on the topic "Expert systems (Computer science) Moral and ethical aspects"

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Forester, Tom. Computer ethics: Cautionary tales and ethical dilemmas in computing. Cambridge, Mass: MIT Press, 1990.

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Perry, Morrison, ed. Computer ethics: Cautionary tales and ethical dilemmas in computing. 2nd ed. Cambridge, Mass: MIT Press, 1994.

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Perry, Morrison, ed. Computer ethics: Cautionary tales and ethical dilemmas in computing. Oxford, UK: B. Blackwell, 1990.

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Ethics in cyberspace: How cyberspace may influence interpersonal interaction. Dordrecht: Springer, 2009.

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Wohlgenannt, Gerhard. Learning ontology relations by combining corpus-based techniques and reasoning on data from semantic web sources. Frankfurt am Main: P. Lang, 2011.

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Wohlgenannt, Gerhard. Learning Ontology Relations by Combining Corpus-Based Techniques and Reasoning on Data from Semantic Web Sources. Bern: Peter Lang International Academic Publishers, 2018.

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Yüksel, Saadet. Özel yaşamın bir parçası olarak telekomünikasyon yoluyla yapılan iletişimin gizliliğine önleyici denetimle müdahale. Şişli, İstanbul: Beta, 2012.

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Morrison, Perry, and Tom Forester. Computer Ethics. Blackwell Publishers, 1990.

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Morrison, Perry, and Tom Forester. Computer Ethics, Second Edition: Cautionary Tales and Ethical Dilemmas in Computing. 2nd ed. The MIT Press, 1993.

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Morrison, Perry, and Tom Forester. Computer Ethics, 2nd Edition: Cautionary Tales and Ethical Dilemmas in Computing. 2nd ed. The MIT Press, 1993.

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