scholarly journals Digital Objects, Digital Subjects and Digital Societies: Deontology in the Age of Digitalization

Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 228
Author(s):  
Andreas Spahn

Digitalization affects the relation between human agents and technological objects. This paper looks at digital behavior change technologies (BCT) from a deontological perspective. It identifies three moral requirements that are relevant for ethical approaches in the tradition of Kantian deontology: epistemic rationalism, motivational rationalism and deliberational rationalism. It argues that traditional Kantian ethics assumes human ‘subjects’ to be autonomous agents, whereas ‘objects’ are mere passive tools. Digitalization, however, challenges this Cartesian subject-object dualism: digital technologies become more and more autonomous and take on agency. Similarly, human subjects can outsource agency and will-power to technologies. In addition, our intersubjective relations are being more and more shaped by digital technologies. The paper therefore re-examines the three categories ‘subject’, ‘object’ and ‘intersubjectivity’ in light of digital BCTs and suggests deontological guidelines for digital objects, digital subjects and a digitally mediated intersubjectivity, based on a re-examination of the requirements of epistemic, motivational and deliberational rationalism.

2019 ◽  
Vol 6 ◽  
pp. 215-234
Author(s):  
Federica Matelli

A partir del concepto de traducción y de comunidad de humanos y no – humanos de Bruno Latour, y retomando algunos conceptos estéticos centrales en la OOO (Ontología Orientada a los Objetos), este articulo expone un tipo de traducción post-humana estrechamente relacionada con la situación global del capitalismo computacional. En este orden extremo del capitalismo global, que está gobernado por algoritmos y condicionado por techno - políticas, la difusión transnacional de las tecnologías digitales instaura un lenguaje sensorial único que traduce, uniformándolas, culturas distintas y al mismo tiempo garantiza el control sobre el presente y el futuro por medio del Big Data, así como nos advierte Armen Avanessian. Su máximo agente es el design de objetos tecnológicos y servicios. A partir de esta constatación se aporta el ejemplo de un proyecto artístico que, trabajando con la traducción de datos por medio de un diseño alternativo, desvela este estado de la cultura digital actual, traduciendo y explicitando las funciones ocultas de algunos objetos digitales de uso cotidiano –como el teléfono móvil– en una instalación con objetos tecnológicos y mapas de datos. Based on the Bruno Latour’s concept of translation and community of humans and non - humans, and retaking some central aesthetic concepts in the OOO (Object Oriented Ontology), this article exposes a type of post-human translation closely related to the global situation of computational capitalism. In this extreme order of global capitalism, which is governed by algorithms and conditioned by techno - policies, the transnational diffusion of digital technologies establishes a unique sensory language that translates, unifying them, different cultures and at the same time guarantees control over the present and the future through Big Data, as Armen Avanessian warns us. Its maximum agent is the design of technological objects and services. From this finding, the example of an artistic project is provided that, working with the translation of data through an alternative design, reveals this state of the current digital culture, translating and explaining the hidden functions of some digital objects for everyday use –Like the mobile phone– in an installation with technological objects and data maps.


Author(s):  
A. Yu. Kosenkov

In the article, based on the analysis of the definition of the category of reality, as well as the main trends in the development of non­classical philosophy, the legitimacy of introducing the concept of digital reality into the scientific and philosophical language is substantiated. The basis for asserting the existence of digital reality in the structure of the universe is a specific set of properties of digital technologies (digital objects), which distinguishes them from other objects of the universe and determines their special existence. In the article, based on the highlighted properties of digital technologies, they are defined as functional objects that perform operations with information presented in discrete form (measured in bits) by executing programs (algorithm) on a physical medium.


2009 ◽  
Vol 39 (2) ◽  
pp. 283-308
Author(s):  
Donald Wilson

In chapter nine of The Practice of Moral Judgment (1996b) and her later article ‘Making Room for Character’ (1996a), Barbara Herman offers a distinctive and interesting response to a set of concerns involving the idea that Kantian ethics objectionably alienates us from personal relationships and commitments. Broadly speaking, these concerns take one of two general forms: some accounts emphasize the practical marginalization of personal interests and relationships, arguing that the Kantian's open-ended commitment to impartial overriding moral requirements threatens to leave the agent little or no practical room for the sorts of relationships and commitments that we think of as important in (or essential to) a recognizably human life. A related but more formal variant emphasizes the internal perspective of the agent and the structure rather than the scope of moral commitment. On this account, the problem is said to lie in the requirement that we are only to act on reasons justifiable from an impersonal universalizing point of view and the way in which this requirement precludes the kind of partial and personal reasons for action said to be essential to individual agency and a sense of self.


2019 ◽  
Vol 2 (3) ◽  
pp. 181-192
Author(s):  
O. O. Medvedeva ◽  
I. D. Katolik ◽  
A. O. Zhuk ◽  
R. A. Baryshev ◽  
K. N. Zakharyin

This article presents the modern aspects of the formation digital objects of copyright (DOC) in the digital economy, as well as their function in modern scientific communication. The peculiarities of copyright protection are analyzed within the framework of traditional protection institutions, as well as using digital technologies based on distributed registries. Using the example of an object of copyright “sociological data” presented in digital form, its structure and description are presented for placement on the IPUniversity platform created by leading Russian universities to test fixing models and sharing the results of intellectual activity.


2020 ◽  
Vol 15 (6) ◽  
pp. 143-148
Author(s):  
E. S. Grin

The paper discusses the issues that arise when creating a virtual image in multimedia products, including computer games, using the image of a citizen. As a rule, such images are used without the consent of a citizen, and therefore disputes have begun to arise regarding the legitimacy of using real images of artists in computer games, social networks. The author analyzes the legal nature of the right to an image of a citizen and the possibility of using such an image in virtual and augmented reality. In connection with the development of digital technologies, the images of citizens are now actively being used in creation of various works, such as holograms. The dance moves are being used to create digital results of creative work. The author notes that when getting results of creative work in virtual reality, it is necessary to observe the rights of citizens, whose images are used to create digital objects. When considering these issues, an analysis of foreign experience is provided, as well as mechanisms for legal regulation of relations arising in the cases under consideration.


RENOTE ◽  
2018 ◽  
Vol 16 (2) ◽  
Author(s):  
Wilk Oliveira dos Santos ◽  
Armando Toda ◽  
Seiji Isotani ◽  
Ig Ibert Bittencourt

In the last few years, gamification studies have increased in the field of education and digital technologies, showing different results on the use of gamified educational systems in relation to students’ learning aspects. These studies, however, often keep the focus on quantitative or qualitative approaches directly related to student learning, without considering students’ perceptions of the gamification design and how the gamification design aspects of the system can influence positively the students’ behavior change. Therefore, this study compared a gamified with a non-gamified version of an educational system, through a mixed (quantitative and qualitative) approach to identify if gamified educational systems are better than non-gamified educational systems to provide positive students’ learning behavior change. The results confirmed that the gamified educational system was more effective than the non-gamified system.


2009 ◽  
Vol 12 (06) ◽  
pp. 549-564 ◽  
Author(s):  
BORISLAV HADZHIEV ◽  
KATJA WINDT ◽  
WERNER BERGHOLZ ◽  
MARC-THORSTEN HÜTT

Recently, Kearns et al. [Kearns, M., Suri, S. and Montfort, N., An experimental study of the coloring problem on human subject networks, Science313 (2006) 824–827] studied the topology dependence of graph coloring dynamics. In their empirical study, the authors analyze, how a network of human subjects acting as autonomous agents performs in solving a conflict-avoidance task (the graph coloring problem) for different network architectures. A surprising result was that the run-time of the empirical dynamics decreases with the number of shortcuts in a Watts–Strogatz small-world graph. In a simulation of the dynamics based on randomly selecting color conflicts for update, they observe a strong increase of the run-time with the number of shortcuts. Here, we propose classes of strategies, which are capable of explaining the decrease in run-time with an increasing number of shortcuts. We show that the agent's strategy, the graph topology, and the complexity of the problem (essentially given by the graph's chromatic number) interact nontrivially yielding unexpected insights into the problem-solving capacity of organizational structures.


Apertura ◽  
2021 ◽  
Vol 13 (2) ◽  
pp. 124-141
Author(s):  
Gabriela Sabulsky ◽  
◽  
Constanza Bosch Alessio ◽  

This article presents some findings of ongoing investigation on preferences and activities of university students in an emergency remote education context. A qualitative research was developed through the application of two controlled instruments (questionnaires), and a more productive one (recordings of testimonies). The main contribution of this work is the identification of three student profiles based on the strategies they develop to study with technologies in their personal environments. They are known as Gutenberg, Amphibian, and Maker profiles, and some of the main characteristics of their techno-pedagogical practices are described here. The Gutenberg profile defines a group of students whose study practices and preferences are fundamentally linked to analog technologies; the Amphibian profile is defined by the combination of analogical and digital strategies, however, there is an emphasis on the emulation of analog practices. Finally, Maker profiles prefer digital technologies and they are able to recreate teaching resources into new digital objects. The results indicate that students appropriate technologies in a particular and flexible way, which puts in tension the categories native digital and millennial, since preferences and activities seem to show the presence of analogical practices along with other emerging ones.


2020 ◽  
pp. 37-50
Author(s):  
Ashutosh Sabharwal ◽  
Sherecce Fields ◽  
Marisa E. Hilliard ◽  
Daniel J. DeSalvo

2019 ◽  
Vol 42 (6) ◽  
pp. 1003-1018 ◽  
Author(s):  
Orlando Woods

This article explores the transformative effects of augmented reality mobile games on society and space. By layering playfulness onto public space through a digital interface, augmented reality mobile games create a pervasive sense of play that can be accessed by players potentially anywhere, and at any time. Games like these can therefore be understood as heterotopic inscriptions on otherwise mundane environments. Since being released in 2016, Pokémon Go has become one of the most popular augmented reality games in the world. It gamifies place by embedding digital objects within public spaces; in doing so, it can bring about a reimagination of publicness by incentivising players to engage with places – and with each other – in ways that are structured by the competitive logics of play. Through an empirical examination of the playing of Pokémon Go in Singapore, I consider how the game gives rise to new modalities of emplaced meaning, new ways of navigating the city and increasingly public performances of private play. To conclude, I argue that research should continue to explore the gamifying effects of digital technologies on everyday life.


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